283 lines
5.9 KiB
C++
283 lines
5.9 KiB
C++
// Fill out your copyright notice in the Description page of Project Settings.
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#include "NakatomiCharacter.h"
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#include "NakatomiCMC.h"
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// Sets default values
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ANakatomiCharacter::ANakatomiCharacter(const FObjectInitializer& ObjectInitializer) : Super(
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ObjectInitializer.SetDefaultSubobjectClass<UNakatomiCMC>(ACharacter::CharacterMovementComponentName))
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{
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// Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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PrimaryActorTick.bCanEverTick = true;
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NakatomiCMC = Cast<UNakatomiCMC>(GetCharacterMovement());
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// if (!HealthComponent)
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// {
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// HealthComponent = CreateDefaultSubobject<UHealthComponent>(TEXT("Health Component"));
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// HealthComponent->OnDamaged.BindUFunction(this, "OnDamaged");
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// HealthComponent->OnDeath.BindUFunction(this, "OnDeath");
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// }
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}
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// Called when the game starts or when spawned
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void ANakatomiCharacter::BeginPlay()
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{
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Super::BeginPlay();
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SetInventoryToDefault();
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NakatomiCMC = Cast<UNakatomiCMC>(GetCharacterMovement());
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}
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// Called every frame
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void ANakatomiCharacter::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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}
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// Called to bind functionality to input
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void ANakatomiCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
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{
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Super::SetupPlayerInputComponent(PlayerInputComponent);
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}
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UHealthComponent* ANakatomiCharacter::GetHealthComponent()
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{
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return HealthComponent;
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}
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void ANakatomiCharacter::SetHealthComponent(UHealthComponent* component)
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{
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HealthComponent = component;
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}
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void ANakatomiCharacter::SetInventoryToDefault()
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{
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if (WeaponInventory.Num() > 0)
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{
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for (size_t i = 0; i < WeaponInventory.Num(); i++)
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{
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WeaponInventory[i]->Destroy();
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}
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WeaponInventory.Empty();
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}
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for (size_t i = 0; i < DefaultWeaponInventory.Num(); i++)
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{
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if (DefaultWeaponInventory[i])
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{
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AWeapon* weapon = InitializeWeapon(DefaultWeaponInventory[i]);
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WeaponInventory.AddUnique(weapon);
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}
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}
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if (WeaponInventory.Num() > 0)
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{
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CurrentInventorySlot = 0;
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SetCurrentWeapon(WeaponInventory[CurrentInventorySlot]);
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}
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}
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void ANakatomiCharacter::SelectInventorySlot(int slot)
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{
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if (slot < WeaponInventory.Num())
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{
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CurrentInventorySlot = slot;
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SetCurrentWeapon(WeaponInventory[CurrentInventorySlot]);
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}
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}
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void ANakatomiCharacter::InventoryIncrement()
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{
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if (WeaponInventory.Num() > 0)
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{
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SelectInventorySlot((CurrentInventorySlot + 1) % WeaponInventory.Num());
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}
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}
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void ANakatomiCharacter::InventoryDecrement()
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{
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if (WeaponInventory.Num() > 0)
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{
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if (CurrentInventorySlot - 1 < 0)
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{
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SelectInventorySlot(WeaponInventory.Num() - 1);
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}
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else
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{
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SelectInventorySlot((CurrentInventorySlot - 1) % WeaponInventory.Num());
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}
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}
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}
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void ANakatomiCharacter::RemoveWeaponFromInventory(int i)
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{
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if (WeaponInventory[i] == CurrentWeapon)
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{
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CurrentWeapon = nullptr;
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}
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WeaponInventory[i]->Destroy();
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WeaponInventory.RemoveAt(i);
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if (WeaponInventory.Num() == 0)
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{
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CurrentInventorySlot = -1;
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}
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else if (int index = WeaponInventory.Find(CurrentWeapon) == INDEX_NONE)
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{
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SetCurrentWeapon(WeaponInventory[CurrentInventorySlot % WeaponInventory.Num()]);
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}
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else
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{
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CurrentInventorySlot = index;
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}
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}
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void ANakatomiCharacter::RemoveWeaponFromInventory(AWeapon* weapon)
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{
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if (int index = WeaponInventory.Find(weapon) != INDEX_NONE)
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{
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RemoveWeaponFromInventory(index - 1);
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}
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}
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void ANakatomiCharacter::RemoveCurrentWeaponFromInventory()
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{
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RemoveWeaponFromInventory(CurrentWeapon);
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}
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void ANakatomiCharacter::AddWeaponToInventory(TSubclassOf<class AWeapon> weapon)
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{
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if (weapon)
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{
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AWeapon* newWeapon = InitializeWeapon(weapon);
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WeaponInventory.Add(newWeapon);
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if (WeaponInventory.Num() == 1)
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{
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SetCurrentWeapon(WeaponInventory[0]);
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}
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}
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}
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void ANakatomiCharacter::AddWeaponToInventory(AWeapon* weapon)
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{
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weapon->AttachToComponent(GetMesh(), FAttachmentTransformRules::SnapToTargetNotIncludingScale, "WeaponHand");
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weapon->SetActorEnableCollision(false);
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weapon->SetActorHiddenInGame(true);
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WeaponInventory.Add(weapon);
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if (WeaponInventory.Num() == 1)
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{
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SetCurrentWeapon(WeaponInventory[0]);
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}
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}
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AWeapon* ANakatomiCharacter::InitializeWeapon(TSubclassOf<class AWeapon> weapon)
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{
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FActorSpawnParameters SpawnParameters;
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SpawnParameters.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
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AWeapon* Weapon = GetWorld()->SpawnActor<AWeapon>(weapon, SpawnParameters);
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Weapon->AttachToComponent(GetMesh(), FAttachmentTransformRules::SnapToTargetNotIncludingScale, "WeaponHand");
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Weapon->SetActorEnableCollision(false);
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Weapon->SetActorHiddenInGame(true);
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return Weapon;
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}
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AWeapon* ANakatomiCharacter::GetCurrentWeapon()
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{
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return CurrentWeapon;
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}
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void ANakatomiCharacter::SetCurrentWeapon(AWeapon* weapon)
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{
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if (CurrentWeapon == weapon)
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{
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return;
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}
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if (CurrentWeapon)
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{
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CurrentWeapon->SetActorHiddenInGame(true);
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}
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if (weapon)
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{
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CurrentWeapon = weapon;
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CurrentWeapon->SetActorHiddenInGame(false);
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}
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}
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int ANakatomiCharacter::GetCurrentInventorySlot()
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{
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return CurrentInventorySlot;
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}
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void ANakatomiCharacter::OnFire()
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{
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OnFired.ExecuteIfBound();
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}
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TSubclassOf<AThrowable> ANakatomiCharacter::PopThrowableFromInventory()
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{
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if (ThrowableInventory.Num() > 0)
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{
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return ThrowableInventory.Pop();
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}
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return {};
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}
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void ANakatomiCharacter::PushThrowableToInventory(TSubclassOf<AThrowable> Throwable)
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{
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if (ThrowableInventory.Num() < MaximumThrowableInventorySize)
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{
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ThrowableInventory.Push(Throwable);
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}
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}
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UNakatomiCMC* ANakatomiCharacter::GetCharacterMovementComponent()
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{
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return NakatomiCMC;
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}
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bool ANakatomiCharacter::GetCrouched()
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{
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if (UNakatomiCMC* cmc = GetCharacterMovementComponent())
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{
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return cmc->IsCrouching();
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}
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return false;
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}
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void ANakatomiCharacter::CalculateHits(TArray<FHitResult>* hits)
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{
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}
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void ANakatomiCharacter::ProcessHits(TArray<FHitResult> hits)
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{
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}
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void ANakatomiCharacter::PlayOnFireAnimations()
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{
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if (!GetCrouched())
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{
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PlayAnimMontage(FireWeaponAnimMontage);
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}
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}
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void ANakatomiCharacter::OnDamaged()
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{
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}
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void ANakatomiCharacter::OnDeath()
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{
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}
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