Only get viewport information when viewport is resized
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cb0230d24f
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@ -3,14 +3,9 @@
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#include "PlayerCharacter.h"
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#include "VampirePlayerController.h"
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#include "EnhancedInputComponent.h"
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#include "EnhancedInputSubsystems.h"
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#include "EXPComponent.h"
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#include "GoldComponent.h"
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#include "HealthComponent.h"
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#include "InputMappingContext.h"
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#include "WeaponInventoryComponent.h"
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#include "Components/WidgetComponent.h"
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#include "Kismet/GameplayStatics.h"
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@ -55,23 +50,17 @@ void APlayerCharacter::BeginPlay()
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}
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PlayerCameraManager = GetWorld()->GetFirstPlayerController()->PlayerCameraManager;
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// For some reason, we need a slight delay here. I need to investigate the exact reason, but this is a quick workaround
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GEngine->GameViewport->Viewport->ViewportResizedEvent.AddUObject(this, &APlayerCharacter::OnViewportResized);
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GetWorldTimerManager().SetTimer(ResizeViewportTimerDelegate, this, &APlayerCharacter::ResizeViewportTimerCallback,
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0.01f, false);
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}
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void APlayerCharacter::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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APlayerController* PlayerController = UGameplayStatics::GetPlayerController(GetWorld(), 0);
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FVector TopLeft, TopLeftDir;
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FVector BottomRight, BottomRightDir;
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FVector2d ViewportSize;
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GEngine->GameViewport->GetViewportSize(ViewportSize);
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PlayerController->DeprojectScreenPositionToWorld(0, 0, TopLeft, TopLeftDir);
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PlayerController->DeprojectScreenPositionToWorld(ViewportSize.X, ViewportSize.Y, BottomRight, BottomRightDir);
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FVector Location = GetActorLocation();
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if (Location.X < BottomRight.X || Location.X > TopLeft.X || Location.Y > BottomRight.Y || Location.Y < TopLeft.Y)
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{
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@ -92,7 +81,7 @@ UGoldComponent* APlayerCharacter::GetGoldComponent()
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return GoldComponent;
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}
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void APlayerCharacter::OnDamaged(FDamageInfo damageInfo)
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void APlayerCharacter::OnDamaged(FDamageInfo DamageInfo)
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{
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if (OnDamagedSound)
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{
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@ -102,7 +91,7 @@ void APlayerCharacter::OnDamaged(FDamageInfo damageInfo)
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CameraShakeTimelineComponent->PlayFromStart();
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}
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void APlayerCharacter::OnDeath(FDamageInfo damageInfo)
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void APlayerCharacter::OnDeath(FDamageInfo DamageInfo)
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{
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if (OnDeathSound)
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{
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@ -110,12 +99,12 @@ void APlayerCharacter::OnDeath(FDamageInfo damageInfo)
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}
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}
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void APlayerCharacter::CameraShakeTimelineCallback(float val)
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void APlayerCharacter::CameraShakeTimelineCallback(float Val)
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{
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auto PlayerController = UGameplayStatics::GetPlayerController(GetWorld(), 0);
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auto cameraActor = PlayerController->GetViewTarget();
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cameraActor->SetActorLocation(FVector(FMath::RandRange(0.0f, CameraShakeStrength) * val,
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FMath::RandRange(0.0f, CameraShakeStrength) * val, 0.0f));
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cameraActor->SetActorLocation(FVector(FMath::RandRange(0.0f, CameraShakeStrength) * Val,
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FMath::RandRange(0.0f, CameraShakeStrength) * Val, 0.0f));
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}
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void APlayerCharacter::CameraShakeTimelineFinishedCallback()
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@ -124,3 +113,19 @@ void APlayerCharacter::CameraShakeTimelineFinishedCallback()
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auto cameraActor = PlayerController->GetViewTarget();
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cameraActor->SetActorLocation(FVector::ZeroVector);
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}
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void APlayerCharacter::ResizeViewportTimerCallback()
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{
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OnViewportResized(GEngine->GameViewport->Viewport, 0);
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}
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void APlayerCharacter::OnViewportResized(FViewport* ViewPort, uint32 val)
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{
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APlayerController* PlayerController = UGameplayStatics::GetPlayerController(GetWorld(), 0);
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FVector2d ViewportSize;
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GEngine->GameViewport->GetViewportSize(ViewportSize);
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PlayerController->DeprojectScreenPositionToWorld(0, 0, TopLeft, TopLeftDir);
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PlayerController->DeprojectScreenPositionToWorld(ViewportSize.X, ViewportSize.Y, BottomRight, BottomRightDir);
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}
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@ -5,6 +5,7 @@
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#include "CoreMinimal.h"
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#include "VampireCharacter.h"
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#include "Components/TimelineComponent.h"
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#include "UnrealClient.h"
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#include "PlayerCharacter.generated.h"
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struct FDamageInfo;
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@ -47,15 +48,19 @@ private:
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UPROPERTY()
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TObjectPtr<APlayerCameraManager> PlayerCameraManager = nullptr;
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APlayerCharacter();
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FOnTimelineFloat OnTimelineCallback;
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FOnTimelineEventStatic OnTimelineFinishedCallback;
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FTimerHandle ResizeViewportTimerDelegate;
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FVector TopLeft, TopLeftDir, BottomRight, BottomRightDir;
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APlayerCharacter();
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protected:
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virtual void BeginPlay() override;
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public:
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virtual void Tick(float DeltaTime) override;
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UEXPComponent* GetEXPComponent();
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@ -64,14 +69,19 @@ public:
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private:
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UFUNCTION()
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virtual void OnDamaged(FDamageInfo damageInfo);
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virtual void OnDamaged(FDamageInfo DamageInfo);
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UFUNCTION()
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virtual void OnDeath(FDamageInfo damageInfo);
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virtual void OnDeath(FDamageInfo DamageInfo);
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UFUNCTION()
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void CameraShakeTimelineCallback(float val);
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void CameraShakeTimelineCallback(float Val);
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UFUNCTION()
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void CameraShakeTimelineFinishedCallback();
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UFUNCTION()
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void ResizeViewportTimerCallback();
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void OnViewportResized(FViewport* ViewPort, uint32 val);
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};
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