240 lines
6.1 KiB
C++
240 lines
6.1 KiB
C++
// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "EnhancedInputComponent.h"
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#include "NakatomiCharacter.h"
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#include "Throwable.h"
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#include "Blueprint/UserWidget.h"
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#include "Camera/CameraComponent.h"
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#include "Engine/EngineTypes.h"
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#include "GameFramework/SpringArmComponent.h"
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#include "Perception/AIPerceptionStimuliSourceComponent.h"
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#include "PlayerCharacter.generated.h"
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class UInputAction;
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class UInputMappingContext;
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DECLARE_DELEGATE(FOnEnemyHitDelegate)
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/**
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*
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*/
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UCLASS()
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class NAKATOMI_API APlayerCharacter : public ANakatomiCharacter
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{
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GENERATED_BODY()
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public:
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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UInputAction* MovementAction;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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UInputAction* LookAction;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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UInputAction* JumpAction;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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UInputAction* FireAction;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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UInputAction* QuitAction;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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UInputAction* SprintAction;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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UInputAction* ThrowWeaponAction;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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UInputAction* ThrowExplosiveAction;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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UInputAction* PauseAction;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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UInputAction* WeaponSwitchingAction;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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UInputAction* AimDownSightsAction;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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UInputAction* CrouchAction;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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UInputAction* SlideAction;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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UInputAction* DashAction;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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TSoftObjectPtr<UInputMappingContext> InputMappingContext;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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int MappingPriority = 0;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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TSubclassOf<class UUserWidget> PlayerHUD;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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TSubclassOf<class UUserWidget> PauseMenuWidget;
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FOnEnemyHitDelegate OnEnemyHit;
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UPROPERTY(EditDefaultsOnly)
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UAnimMontage* ThrowAnimMontage;
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protected:
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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float SprintSpeedMultiplier = 2.0f;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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float ADSAimSensitivityMultiplier = 0.5f;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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float CameraBlendTime = 0.1f;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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float DefaultAimSensitivity = 45.0f;
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private:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Meta = (AllowPrivateAccess = "true"))
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USpringArmComponent* CameraSpringArmComponent = nullptr;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Meta = (AllowPrivateAccess = "true"))
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UCameraComponent* CameraComponent = nullptr;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Meta = (AllowPrivateAccess = "true"))
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USpringArmComponent* CameraADSSpringArmComponent = nullptr;
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float DefaultMovementSpeed;
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FTimerHandle FireTimerHandle;
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FTimerHandle CooldownTimerHandle;
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bool IsFiring = false;
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class UUserWidget* currentPlayerHUD;
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UUserWidget* currentPauseMenuWidget;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Meta = (AllowPrivateAccess = "true"))
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UAIPerceptionStimuliSourceComponent* PerceptionSource;
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UPROPERTY(BlueprintReadOnly, Meta = (AllowPrivateAccess = "true"))
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bool IsSprinting = false;
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UPROPERTY(BlueprintReadOnly, Meta = (AllowPrivateAccess = "true"))
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bool IsADS = false;
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float AimSensitivity;
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float WeaponSpreadMultiplier = 1.0;
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UPROPERTY(EditDefaultsOnly)
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USoundBase* HitMarkerSound;
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bool jumpPressed = false;
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public:
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// Sets default values for this character's properties
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APlayerCharacter(const FObjectInitializer& ObjectInitializer);
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protected:
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// Called when the game starts or when spawned
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virtual void BeginPlay() override;
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public:
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virtual void Destroyed() override;
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// Called every frame
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virtual void Tick(float DeltaTime) override;
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// Called to bind functionality to input
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virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
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void MovementCallback(const FInputActionInstance& Instance);
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void LookCallback(const FInputActionInstance& Instance);
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void BeginJumpCallback(const FInputActionInstance& Instance);
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void EndJumpCallback(const FInputActionInstance& Instance);
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void BeginFireCallback(const FInputActionInstance& Instance);
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void EndFireCallback(const FInputActionInstance& Instance);
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void QuitCallback(const FInputActionInstance& Instance);
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void SetSprintingCallback(const FInputActionInstance& Instance);
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void SetWalkingCallback(const FInputActionInstance& Instance);
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void WeaponSwitchingCallback(const FInputActionInstance& Instance);
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void BeginAimDownSightsCallback(const FInputActionInstance& Instance);
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void EndAimDownSightsCallback(const FInputActionInstance& Instance);
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void PauseCallback(const FInputActionInstance& Instance);
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void BeginCrouchCallback(const FInputActionInstance& Instance);
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void EndCrouchCallback(const FInputActionInstance& Instance);
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void BeginSlideCallback(const FInputActionInstance& Instance);
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void EndSlideCallback(const FInputActionInstance& Instance);
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void BeginDashCallback(const FInputActionInstance& Instance);
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void EndDashCallback(const FInputActionInstance& Instance);
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virtual void OnFire() override;
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void WeaponCooldownHandler();
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void ClearAllTimers();
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UFUNCTION(BlueprintCallable)
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int GetCurrentAmmoCount();
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UFUNCTION(BlueprintCallable)
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float GetCurrentHealthCount();
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UFUNCTION(BlueprintCallable)
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int GetWeaponProjectiles();
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UFUNCTION(BlueprintCallable)
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float GetWeaponCooldown();
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UFUNCTION(BlueprintCallable)
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float GetWeaponSpread();
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void ThrowWeaponCallback();
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void ThrowExplosiveCallback();
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AThrowable* ThrowThrowable();
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UFUNCTION(BlueprintCallable)
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bool GetPressedJump();
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UFUNCTION(BlueprintCallable)
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bool GetCrouched();
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protected:
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virtual void CalculateHits(TArray<FHitResult>* hits) override;
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virtual void ProcessHits(TArray<FHitResult> hits) override;
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virtual void OnDamaged() override;
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virtual void OnDeath() override;
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};
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