2022-04-28 13:30:18 +00:00
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "BlasterAnimInstance.h"
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#include "BlasterCharacter.h"
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#include "GameFramework/CharacterMovementComponent.h"
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2022-05-02 13:40:33 +00:00
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#include "Kismet/KismetMathLibrary.h"
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2022-05-12 13:37:49 +00:00
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#include "Blaster/Weapon/Weapon.h"
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#include "Blaster/Types/CombatState.h"
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2022-04-28 13:30:18 +00:00
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void UBlasterAnimInstance::NativeInitializeAnimation()
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{
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Super::NativeInitializeAnimation();
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BlasterCharacter = Cast<ABlasterCharacter>(TryGetPawnOwner());
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}
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2022-05-12 13:37:49 +00:00
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void UBlasterAnimInstance::NativeUpdateAnimation(float DeltaTime)
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2022-04-28 13:30:18 +00:00
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{
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2022-05-12 13:37:49 +00:00
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Super::NativeUpdateAnimation(DeltaTime);
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2022-04-28 13:30:18 +00:00
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if (BlasterCharacter == nullptr)
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{
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BlasterCharacter = Cast<ABlasterCharacter>(TryGetPawnOwner());
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}
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if (BlasterCharacter == nullptr) return;
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FVector Velocity = BlasterCharacter->GetVelocity();
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Velocity.Z = 0.f;
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Speed = Velocity.Size();
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bIsInAir = BlasterCharacter->GetCharacterMovement()->IsFalling();
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2022-05-12 13:37:49 +00:00
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bIsAccelerating = BlasterCharacter->GetCharacterMovement()->GetCurrentAcceleration().Size() > 0.f ? true : false;
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2022-04-30 14:48:34 +00:00
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bWeaponEquipped = BlasterCharacter->IsWeaponEquipped();
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2022-05-24 10:46:30 +00:00
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EquippedWeapon = BlasterCharacter->GetPrimaryWeapon();
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2022-04-30 15:10:07 +00:00
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bIsCrouched = BlasterCharacter->bIsCrouched;
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2022-04-30 15:38:03 +00:00
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bAiming = BlasterCharacter->IsAiming();
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2022-05-04 09:28:00 +00:00
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TurningInPlace = BlasterCharacter->GetTurningInPlace();
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2022-05-06 10:43:18 +00:00
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bRotateRootBone = BlasterCharacter->ShouldRotateRootBone();
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2022-05-07 17:10:32 +00:00
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bEliminated = BlasterCharacter->IsEliminated();
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2022-05-02 13:40:33 +00:00
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// Offset Yaw for Strafing
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FRotator AimRotation = BlasterCharacter->GetBaseAimRotation();
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FRotator MovementRotation = UKismetMathLibrary::MakeRotFromX(BlasterCharacter->GetVelocity());
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FRotator DeltaRot = UKismetMathLibrary::NormalizedDeltaRotator(MovementRotation, AimRotation);
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2022-05-12 13:37:49 +00:00
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DeltaRotation = FMath::RInterpTo(DeltaRotation, DeltaRot, DeltaTime, 6.f);
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YawOffset = DeltaRotation.Yaw;
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2022-05-02 13:40:33 +00:00
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CharacterRotationLastFrame = CharacterRotation;
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CharacterRotation = BlasterCharacter->GetActorRotation();
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const FRotator Delta = UKismetMathLibrary::NormalizedDeltaRotator(CharacterRotation, CharacterRotationLastFrame);
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const float Target = Delta.Yaw / DeltaTime;
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const float Interp = FMath::FInterpTo(Lean, Target, DeltaTime, 6.f);
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2022-05-02 13:40:33 +00:00
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Lean = FMath::Clamp(Interp, -90.f, 90.f);
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2022-05-03 21:14:04 +00:00
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AO_Yaw = BlasterCharacter->GetAO_Yaw();
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AO_Pitch = BlasterCharacter->GetAO_Pitch();
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2022-05-12 13:37:49 +00:00
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2022-05-03 22:43:10 +00:00
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if (bWeaponEquipped && EquippedWeapon && EquippedWeapon->GetWeaponMesh() && BlasterCharacter->GetMesh())
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{
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2022-05-12 13:37:49 +00:00
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LeftHandTransform = EquippedWeapon->GetWeaponMesh()->GetSocketTransform(FName("LeftHandSocket"), ERelativeTransformSpace::RTS_World);
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2022-05-03 22:43:10 +00:00
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FVector OutPosition;
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FRotator OutRotation;
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BlasterCharacter->GetMesh()->TransformToBoneSpace(FName("hand_r"), LeftHandTransform.GetLocation(), FRotator::ZeroRotator, OutPosition, OutRotation);
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LeftHandTransform.SetLocation(OutPosition);
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LeftHandTransform.SetRotation(FQuat(OutRotation));
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2022-05-05 18:14:17 +00:00
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if (BlasterCharacter->IsLocallyControlled())
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{
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bLocallyControlled = true;
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FTransform RightHandTransform = EquippedWeapon->GetWeaponMesh()->GetSocketTransform(FName("Hand_R"), ERelativeTransformSpace::RTS_World);
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2022-05-05 20:46:35 +00:00
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FRotator LookAtRotation = UKismetMathLibrary::FindLookAtRotation(RightHandTransform.GetLocation(), RightHandTransform.GetLocation() + (RightHandTransform.GetLocation() - BlasterCharacter->GetHitTarget()));
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RightHandRotation = FMath::RInterpTo(RightHandRotation, LookAtRotation, DeltaTime, 30.f);
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2022-05-05 18:14:17 +00:00
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}
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2022-05-03 22:43:10 +00:00
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}
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2022-05-09 21:16:55 +00:00
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2022-05-21 10:13:03 +00:00
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bUseFABRIK = BlasterCharacter->GetCombatState() == ECombatState::ECS_Unoccupied;
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bUseAimOffsets = BlasterCharacter->GetCombatState() == ECombatState::ECS_Unoccupied && !BlasterCharacter->GetDisableGameplay();
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bTransformRightHand = BlasterCharacter->GetCombatState() == ECombatState::ECS_Unoccupied && !BlasterCharacter->GetDisableGameplay();
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2022-04-28 13:30:18 +00:00
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}
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