Nakatomi/Source/Nakatomi/PlayerCharacter.cpp

202 lines
6.4 KiB
C++

// Fill out your copyright notice in the Description page of Project Settings.
#include "PlayerCharacter.h"
// You can remove these, this is just to get intellisense to work
#include "InputTriggers.h"
#include "EnhancedInputComponent.h"
#include "EnhancedInputSubsystems.h"
#include "GameFramework/CharacterMovementComponent.h"
#include "InputMappingContext.h"
#define COLLISION_WEAPON ECC_GameTraceChannel1
// Sets default values
APlayerCharacter::APlayerCharacter()
{
// Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
PrimaryActorTick.SetTickFunctionEnable(true);
PrimaryActorTick.bStartWithTickEnabled = true;
//bUseControllerRotationPitch = true;
//bUseControllerRotationYaw = true;
//bUseControllerRotationRoll = false;
// Setup the camera boom
CameraBoom = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraBoom"));
CameraBoom->SetupAttachment(RootComponent);
CameraBoom->bDoCollisionTest = true;
CameraBoom->bUsePawnControlRotation = true;
CameraBoom->TargetArmLength = 500.0f;
CameraBoom->bEnableCameraLag = true;
CameraBoom->CameraLagSpeed = 10.0f;
CameraBoom->SocketOffset = { 0.0f, 0.0f, 220.0f };
// Setup the camera component
CameraComponent = CreateDefaultSubobject<UCameraComponent>(TEXT("CameraComponent"));
CameraComponent->SetupAttachment(CameraBoom, USpringArmComponent::SocketName);
CameraComponent->bUsePawnControlRotation = false;
CameraComponent->SetRelativeRotation({ -10.0f,0.0f,0.0f });
// Setup the character movement
UCharacterMovementComponent* CharacterMovementComponent = GetCharacterMovement();
CharacterMovementComponent->AirControl = 1.0f;
CharacterMovementComponent->bOrientRotationToMovement = true;
}
// Called when the game starts or when spawned
void APlayerCharacter::BeginPlay()
{
Super::BeginPlay();
DefaultMovementSpeed = GetCharacterMovement()->MaxWalkSpeed;
}
// Called every frame
void APlayerCharacter::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
// Called to bind functionality to input
void APlayerCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
if (APlayerController* PC = Cast<APlayerController>(GetController()))
{
if (UEnhancedInputLocalPlayerSubsystem* InputSystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(PC->GetLocalPlayer()))
{
if (!InputMappingContext.IsNull())
{
InputSystem->AddMappingContext(InputMappingContext.LoadSynchronous(), MappingPriority);
}
}
}
if (UEnhancedInputComponent* Input = Cast<UEnhancedInputComponent>(PlayerInputComponent))
{
if (MovementAction)
{
Input->BindAction(MovementAction, ETriggerEvent::Triggered, this, &APlayerCharacter::MovementCallback);
}
if (LookAction)
{
Input->BindAction(LookAction, ETriggerEvent::Triggered, this, &APlayerCharacter::LookCallback);
}
if (JumpAction)
{
Input->BindAction(JumpAction, ETriggerEvent::Triggered, this, &APlayerCharacter::JumpCallback);
}
if (FireAction)
{
Input->BindAction(FireAction, ETriggerEvent::Started, this, &APlayerCharacter::FireCallback);
}
if (QuitAction)
{
Input->BindAction(QuitAction, ETriggerEvent::Started, this, &APlayerCharacter::QuitCallback);
}
if (SprintAction)
{
Input->BindAction(SprintAction, ETriggerEvent::Started, this, &APlayerCharacter::SetSprintingCallback);
Input->BindAction(SprintAction, ETriggerEvent::Completed, this, &APlayerCharacter::SetWalkingCallback);
}
}
}
void APlayerCharacter::MovementCallback(const FInputActionInstance& Instance)
{
FVector2D vec2 = Instance.GetValue().Get<FVector2D>();
if (vec2.Size() != 0.0f)
{
AddMovementInput(GetActorForwardVector(), vec2.Y);
AddMovementInput(GetActorRightVector(), vec2.X);
}
}
void APlayerCharacter::LookCallback(const FInputActionInstance& Instance)
{
FVector2D vec2 = Instance.GetValue().Get<FVector2D>();
if (vec2.Size() != 0.0f)
{
AddControllerYawInput(vec2.X * 45.0f * GetWorld()->GetDeltaSeconds());
AddControllerPitchInput(vec2.Y * 45.0f * GetWorld()->GetDeltaSeconds());
}
}
void APlayerCharacter::JumpCallback(const FInputActionInstance& Instance)
{
Jump();
}
void APlayerCharacter::FireCallback(const FInputActionInstance& Instance)
{
// TODO: Add extra gun fire logic
// Calculate hits from hitscan
TArray<FHitResult> Hits = TArray<FHitResult>();
CalculateHits(&Hits);
}
void APlayerCharacter::QuitCallback(const FInputActionInstance& Instance)
{
FGenericPlatformMisc::RequestExit(true);
}
void APlayerCharacter::SetSprintingCallback(const FInputActionInstance& Instance)
{
GetCharacterMovement()->MaxWalkSpeed = DefaultMovementSpeed * SprintSpeedMultiplier;
}
void APlayerCharacter::SetWalkingCallback(const FInputActionInstance& Instance)
{
GetCharacterMovement()->MaxWalkSpeed = DefaultMovementSpeed;
}
void APlayerCharacter::CalculateHits(TArray<FHitResult>* hits)
{
// Set up randomness
const int32 RandomSeed = FMath::Rand();
FRandomStream WeaponRandomStream(RandomSeed);
const float Spread = 1.0f; // TODO: Replace with a more sensible value later
const float Range = 50000.f; // TODO: Replace with a more sensible value later
// Calculate starting position and direction
FVector TraceStart;
FRotator PlayerRot;
GetController<APlayerController>()->GetPlayerViewPoint(TraceStart, PlayerRot);
TraceStart = GetRootComponent()->GetComponentLocation();
FVector AimDir = PlayerRot.Vector();
AimDir.Z = 0.0;
TraceStart = TraceStart + AimDir * ((GetInstigator()->GetActorLocation() - TraceStart) | AimDir);
// Calculate the hit results from the trace
TArray<FHitResult> HitResults;
/// Set up the collision query params, use the Weapon trace settings, Ignore the actor firing this trace
FCollisionQueryParams TraceParams(SCENE_QUERY_STAT(WeaponTrace), true, GetInstigator());
TraceParams.bReturnPhysicalMaterial = true;
/// Calculate the maximum distance the weapon can fire
FVector ShootDir = WeaponRandomStream.VRandCone(AimDir, FMath::DegreesToRadians(Spread), FMath::DegreesToRadians(Spread));
FVector MaxHitLoc = TraceStart + (ShootDir * Range);
GetWorld()->LineTraceMultiByChannel(HitResults, TraceStart, MaxHitLoc, COLLISION_WEAPON, TraceParams);
for (FHitResult Result : HitResults)
{
hits->Add(Result);
DrawDebugLine(GetWorld(), TraceStart, Result.ImpactPoint, FColor::Blue, true, 500, 0U, 0);
// TODO: Handle hits in a meaningful way
}
}