2022-04-30 11:09:28 +00:00
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "CombatComponent.h"
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#include "Blaster/Character/BlasterCharacter.h"
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2022-05-10 20:34:28 +00:00
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#include "Blaster/Interfaces/InteractWithCrosshairsInterface.h"
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2022-05-05 15:57:57 +00:00
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#include "Blaster/PlayerController/BlasterPlayerController.h"
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2022-04-30 11:09:28 +00:00
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#include "Blaster/Weapon/Weapon.h"
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2022-05-05 19:56:31 +00:00
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#include "Camera/CameraComponent.h"
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2022-04-30 11:09:28 +00:00
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#include "Engine/SkeletalMeshSocket.h"
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2022-05-02 13:40:33 +00:00
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#include "GameFramework/CharacterMovementComponent.h"
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2022-05-04 22:39:17 +00:00
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#include "Kismet/GameplayStatics.h"
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2022-04-30 14:48:34 +00:00
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#include "Net/UnrealNetwork.h"
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2022-04-30 11:09:28 +00:00
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UCombatComponent::UCombatComponent()
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{
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2022-05-04 22:39:17 +00:00
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PrimaryComponentTick.bCanEverTick = true;
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2022-05-03 17:50:47 +00:00
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BaseWalkSpeed = 600.f;
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2022-05-10 20:34:28 +00:00
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AimWalkSpeed = 450.f;
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2022-04-30 11:09:28 +00:00
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}
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2022-05-04 20:57:45 +00:00
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void UCombatComponent::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
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{
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(UCombatComponent, EquippedWeapon);
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DOREPLIFETIME(UCombatComponent, bAiming);
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2022-05-10 20:34:28 +00:00
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DOREPLIFETIME_CONDITION(UCombatComponent, CarriedAmmo, COND_OwnerOnly);
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2022-05-09 21:16:55 +00:00
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DOREPLIFETIME(UCombatComponent, CombatState);
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2022-05-04 20:57:45 +00:00
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}
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2022-04-30 11:09:28 +00:00
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void UCombatComponent::BeginPlay()
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{
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Super::BeginPlay();
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2022-05-03 17:50:47 +00:00
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if (Character)
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{
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Character->GetCharacterMovement()->MaxWalkSpeed = BaseWalkSpeed;
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2022-05-05 19:56:31 +00:00
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if (Character->GetFollowCamera())
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{
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DefaultFOV = Character->GetFollowCamera()->FieldOfView;
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CurrentFOV = DefaultFOV;
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}
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2022-05-09 19:07:33 +00:00
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if (Character->HasAuthority())
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{
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InitializeCarriedAmmo();
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}
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2022-05-03 17:50:47 +00:00
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}
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2022-04-30 11:09:28 +00:00
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}
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2022-05-05 15:57:57 +00:00
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void UCombatComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
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{
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Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
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2022-05-05 20:46:35 +00:00
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2022-05-05 18:14:17 +00:00
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if (Character && Character->IsLocallyControlled())
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{
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FHitResult HitResult;
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TraceUnderCrosshairs(HitResult);
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HitTarget = HitResult.ImpactPoint;
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2022-05-05 19:56:31 +00:00
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SetHUDCrosshairs(DeltaTime);
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InterpFOV(DeltaTime);
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2022-05-05 18:14:17 +00:00
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}
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2022-05-05 15:57:57 +00:00
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}
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2022-05-10 20:34:28 +00:00
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void UCombatComponent::FireButtonPressed(bool bPressed)
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2022-05-03 17:50:47 +00:00
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{
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2022-05-10 20:34:28 +00:00
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bFireButtonPressed = bPressed;
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if (bFireButtonPressed && EquippedWeapon)
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2022-05-03 17:50:47 +00:00
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{
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2022-05-10 20:34:28 +00:00
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Fire();
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2022-05-03 17:50:47 +00:00
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}
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2022-04-30 15:38:03 +00:00
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}
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2022-05-06 20:54:23 +00:00
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void UCombatComponent::Fire()
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2022-05-04 20:13:31 +00:00
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{
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2022-05-09 16:48:14 +00:00
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if (CanFire())
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2022-05-04 20:57:45 +00:00
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{
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2022-05-06 20:54:23 +00:00
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bCanFire = false;
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ServerFire(HitTarget);
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2022-05-05 20:13:12 +00:00
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if (EquippedWeapon)
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{
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2022-05-10 20:34:28 +00:00
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CrosshairShootingFactor = .75f;
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2022-05-05 20:13:12 +00:00
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}
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2022-05-06 20:54:23 +00:00
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StartFireTimer();
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}
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}
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void UCombatComponent::StartFireTimer()
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{
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if (EquippedWeapon == nullptr || Character == nullptr) return;
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2022-05-10 20:34:28 +00:00
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Character->GetWorldTimerManager().SetTimer(
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FireTimer,
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this,
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&UCombatComponent::FireTimerFinished,
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EquippedWeapon->FireDelay
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);
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2022-05-06 20:54:23 +00:00
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}
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void UCombatComponent::FireTimerFinished()
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{
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if (EquippedWeapon == nullptr) return;
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bCanFire = true;
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if (bFireButtonPressed && EquippedWeapon->bAutomatic)
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{
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Fire();
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}
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2022-05-09 22:45:30 +00:00
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if (EquippedWeapon->IsEmpty())
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{
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Reload();
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}
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2022-05-06 20:54:23 +00:00
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}
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void UCombatComponent::ServerFire_Implementation(const FVector_NetQuantize& TraceHitTarget)
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{
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MulticastFire(TraceHitTarget);
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}
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void UCombatComponent::MulticastFire_Implementation(const FVector_NetQuantize& TraceHitTarget)
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{
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if (EquippedWeapon == nullptr) return;
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2022-05-09 21:26:59 +00:00
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if (Character && CombatState == ECombatState::ECS_Unoccupied)
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2022-05-06 20:54:23 +00:00
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{
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Character->PlayFireMontage(bAiming);
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EquippedWeapon->Fire(TraceHitTarget);
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2022-05-04 20:57:45 +00:00
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}
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}
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2022-04-30 11:09:28 +00:00
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void UCombatComponent::EquipWeapon(AWeapon* WeaponToEquip)
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{
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if (Character == nullptr || WeaponToEquip == nullptr) return;
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2022-05-09 16:39:41 +00:00
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if (EquippedWeapon)
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{
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EquippedWeapon->Dropped();
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}
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2022-04-30 11:09:28 +00:00
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EquippedWeapon = WeaponToEquip;
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EquippedWeapon->SetWeaponState(EWeaponState::EWS_Equipped);
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const USkeletalMeshSocket* HandSocket = Character->GetMesh()->GetSocketByName(FName("RightHandSocket"));
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if (HandSocket)
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{
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HandSocket->AttachActor(EquippedWeapon, Character->GetMesh());
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}
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EquippedWeapon->SetOwner(Character);
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2022-05-09 16:39:41 +00:00
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EquippedWeapon->SetHUDAmmo();
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2022-05-09 19:07:33 +00:00
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if (CarriedAmmoMap.Contains(EquippedWeapon->GetWeaponType()))
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{
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CarriedAmmo = CarriedAmmoMap[EquippedWeapon->GetWeaponType()];
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}
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Controller = Controller == nullptr ? Cast<ABlasterPlayerController>(Character->Controller) : Controller;
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if (Controller)
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{
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Controller->SetHUDCarriedAmmo(CarriedAmmo);
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}
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2022-05-09 22:35:33 +00:00
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if (EquippedWeapon->EquipSound)
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{
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2022-05-10 20:34:28 +00:00
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UGameplayStatics::PlaySoundAtLocation(
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this,
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EquippedWeapon->EquipSound,
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Character->GetActorLocation()
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);
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2022-05-09 22:35:33 +00:00
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}
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2022-05-09 22:45:30 +00:00
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if (EquippedWeapon->IsEmpty())
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{
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Reload();
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}
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2022-05-10 20:34:28 +00:00
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2022-05-02 13:40:33 +00:00
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Character->GetCharacterMovement()->bOrientRotationToMovement = false;
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Character->bUseControllerRotationYaw = true;
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2022-04-30 11:09:28 +00:00
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}
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2022-05-08 17:31:58 +00:00
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2022-05-09 20:19:20 +00:00
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void UCombatComponent::Reload()
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{
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2022-05-09 21:16:55 +00:00
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if (CarriedAmmo > 0 && CombatState != ECombatState::ECS_Reloading)
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2022-05-09 20:19:20 +00:00
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{
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ServerReload();
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}
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}
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2022-05-10 20:34:28 +00:00
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void UCombatComponent::ServerReload_Implementation()
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{
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if (Character == nullptr || EquippedWeapon == nullptr) return;
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// return if weapon mag is at max capacity
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if (EquippedWeapon->GetAmmo() == EquippedWeapon->GetMagCapacity()) return;
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CombatState = ECombatState::ECS_Reloading;
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HandleReload();
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}
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2022-05-09 21:16:55 +00:00
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void UCombatComponent::FinishedReloading()
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{
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if (Character == nullptr) return;
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if (Character->HasAuthority())
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{
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2022-05-09 22:00:06 +00:00
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CombatState = ECombatState::ECS_Unoccupied;
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UpdateAmmoValues();
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2022-05-09 21:16:55 +00:00
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}
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2022-05-09 21:26:59 +00:00
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if (bFireButtonPressed)
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{
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Fire();
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}
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2022-05-09 21:16:55 +00:00
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}
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2022-05-09 22:00:06 +00:00
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void UCombatComponent::UpdateAmmoValues()
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{
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if (Character == nullptr || EquippedWeapon == nullptr) return;
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2022-05-10 20:34:28 +00:00
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int32 ReloadAmount = AmountToReload();
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2022-05-09 22:00:06 +00:00
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if (CarriedAmmoMap.Contains(EquippedWeapon->GetWeaponType()))
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{
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CarriedAmmoMap[EquippedWeapon->GetWeaponType()] -= ReloadAmount;
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CarriedAmmo = CarriedAmmoMap[EquippedWeapon->GetWeaponType()];
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}
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Controller = Controller == nullptr ? Cast<ABlasterPlayerController>(Character->Controller) : Controller;
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if (Controller)
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{
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Controller->SetHUDCarriedAmmo(CarriedAmmo);
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}
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EquippedWeapon->AddAmmo(-ReloadAmount);
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}
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2022-05-09 21:16:55 +00:00
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void UCombatComponent::OnRep_CombatState()
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{
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switch (CombatState)
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{
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case ECombatState::ECS_Reloading:
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HandleReload();
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break;
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2022-05-09 21:26:59 +00:00
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case ECombatState::ECS_Unoccupied:
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if (bFireButtonPressed)
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{
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Fire();
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}
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break;
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2022-05-09 21:16:55 +00:00
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}
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}
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void UCombatComponent::HandleReload()
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{
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2022-05-09 20:19:20 +00:00
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Character->PlayReloadMontage();
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}
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2022-05-09 22:00:06 +00:00
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int32 UCombatComponent::AmountToReload()
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{
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if (EquippedWeapon == nullptr) return 0;
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2022-05-10 20:34:28 +00:00
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int32 RoomInMag = EquippedWeapon->GetMagCapacity() - EquippedWeapon->GetAmmo();
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2022-05-09 22:00:06 +00:00
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if (CarriedAmmoMap.Contains(EquippedWeapon->GetWeaponType()))
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{
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2022-05-10 20:34:28 +00:00
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int32 AmountCarried = CarriedAmmoMap[EquippedWeapon->GetWeaponType()];
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int32 Least = FMath::Min(RoomInMag, AmountCarried);
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2022-05-09 22:00:06 +00:00
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return FMath::Clamp(RoomInMag, 0, Least);
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}
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return 0;
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}
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2022-05-08 17:31:58 +00:00
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void UCombatComponent::OnRep_EquippedWeapon()
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{
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if (EquippedWeapon && Character)
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{
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EquippedWeapon->SetWeaponState(EWeaponState::EWS_Equipped);
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const USkeletalMeshSocket* HandSocket = Character->GetMesh()->GetSocketByName(FName("RightHandSocket"));
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if (HandSocket)
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{
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HandSocket->AttachActor(EquippedWeapon, Character->GetMesh());
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}
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2022-05-10 20:34:28 +00:00
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Character->GetCharacterMovement()->bOrientRotationToMovement = false;
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Character->bUseControllerRotationYaw = true;
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2022-05-09 22:35:33 +00:00
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if (EquippedWeapon->EquipSound)
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{
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2022-05-10 20:34:28 +00:00
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UGameplayStatics::PlaySoundAtLocation(
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this,
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EquippedWeapon->EquipSound,
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Character->GetActorLocation()
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);
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2022-05-09 22:35:33 +00:00
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}
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2022-05-08 17:31:58 +00:00
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}
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2022-05-09 20:19:20 +00:00
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}
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2022-05-10 20:34:28 +00:00
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void UCombatComponent::TraceUnderCrosshairs(FHitResult& TraceHitResult)
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{
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FVector2D ViewportSize;
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if (GEngine && GEngine->GameViewport)
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{
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GEngine->GameViewport->GetViewportSize(ViewportSize);
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}
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FVector2D CrosshairLocation(ViewportSize.X / 2.f, ViewportSize.Y / 2.f);
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FVector CrosshairWorldPosition;
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FVector CrosshairWorldDirection;
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bool bScreenToWorld = UGameplayStatics::DeprojectScreenToWorld(
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UGameplayStatics::GetPlayerController(this, 0),
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CrosshairLocation,
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CrosshairWorldPosition,
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CrosshairWorldDirection
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);
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if (bScreenToWorld)
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{
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FVector Start = CrosshairWorldPosition;
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if (Character)
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{
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float DistanceToCharacter = (Character->GetActorLocation() - Start).Size();
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Start += CrosshairWorldDirection * (DistanceToCharacter + 100.f);
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}
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FVector End = Start + CrosshairWorldDirection * TRACE_LENGTH;
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GetWorld()->LineTraceSingleByChannel(
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TraceHitResult,
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Start,
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End,
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ECollisionChannel::ECC_Visibility
|
|
|
|
);
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|
|
|
if (TraceHitResult.GetActor() && TraceHitResult.GetActor()->Implements<UInteractWithCrosshairsInterface>())
|
|
|
|
{
|
|
|
|
HUDPackage.CrosshairsColor = FLinearColor::Red;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
HUDPackage.CrosshairsColor = FLinearColor::White;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!TraceHitResult.bBlockingHit) TraceHitResult.ImpactPoint = End;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void UCombatComponent::SetHUDCrosshairs(float DeltaTime)
|
|
|
|
{
|
|
|
|
if (Character == nullptr || Character->Controller == nullptr) return;
|
|
|
|
|
|
|
|
Controller = Controller == nullptr ? Cast<ABlasterPlayerController>(Character->Controller) : Controller;
|
|
|
|
if (Controller)
|
|
|
|
{
|
|
|
|
HUD = HUD == nullptr ? Cast<ABlasterHUD>(Controller->GetHUD()) : HUD;
|
|
|
|
if (HUD)
|
|
|
|
{
|
|
|
|
if (EquippedWeapon)
|
|
|
|
{
|
|
|
|
HUDPackage.CrosshairsCenter = EquippedWeapon->CrosshairsCenter;
|
|
|
|
HUDPackage.CrosshairsLeft = EquippedWeapon->CrosshairsLeft;
|
|
|
|
HUDPackage.CrosshairsRight = EquippedWeapon->CrosshairsRight;
|
|
|
|
HUDPackage.CrosshairsBottom = EquippedWeapon->CrosshairsBottom;
|
|
|
|
HUDPackage.CrosshairsTop = EquippedWeapon->CrosshairsTop;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
HUDPackage.CrosshairsCenter = nullptr;
|
|
|
|
HUDPackage.CrosshairsLeft = nullptr;
|
|
|
|
HUDPackage.CrosshairsRight = nullptr;
|
|
|
|
HUDPackage.CrosshairsBottom = nullptr;
|
|
|
|
HUDPackage.CrosshairsTop = nullptr;
|
|
|
|
}
|
|
|
|
// Calculate crosshair spread
|
|
|
|
|
|
|
|
// [0, 600] -> [0, 1]
|
|
|
|
FVector2D WalkSpeedRange(0.f, Character->GetCharacterMovement()->MaxWalkSpeed);
|
|
|
|
FVector2D VelocityMultiplierRange(0.f, 1.f);
|
|
|
|
FVector Velocity = Character->GetVelocity();
|
|
|
|
Velocity.Z = 0.f;
|
|
|
|
|
|
|
|
CrosshairVelocityFactor = FMath::GetMappedRangeValueClamped(WalkSpeedRange, VelocityMultiplierRange, Velocity.Size());
|
|
|
|
|
|
|
|
if (Character->GetCharacterMovement()->IsFalling())
|
|
|
|
{
|
|
|
|
CrosshairInAirFactor = FMath::FInterpTo(CrosshairInAirFactor, 2.25f, DeltaTime, 2.25f);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
CrosshairInAirFactor = FMath::FInterpTo(CrosshairInAirFactor, 0.f, DeltaTime, 30.f);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (bAiming)
|
|
|
|
{
|
|
|
|
CrosshairAimFactor = FMath::FInterpTo(CrosshairAimFactor, 0.58f, DeltaTime, 30.f);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
CrosshairAimFactor = FMath::FInterpTo(CrosshairAimFactor, 0.f, DeltaTime, 30.f);
|
|
|
|
}
|
|
|
|
|
|
|
|
CrosshairShootingFactor = FMath::FInterpTo(CrosshairShootingFactor, 0.f, DeltaTime, 40.f);
|
|
|
|
|
|
|
|
HUDPackage.CrosshairSpread =
|
|
|
|
0.5f +
|
|
|
|
CrosshairVelocityFactor +
|
|
|
|
CrosshairInAirFactor -
|
|
|
|
CrosshairAimFactor +
|
|
|
|
CrosshairShootingFactor;
|
|
|
|
|
|
|
|
HUD->SetHUDPackage(HUDPackage);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void UCombatComponent::InterpFOV(float DeltaTime)
|
|
|
|
{
|
|
|
|
if (EquippedWeapon == nullptr) return;
|
|
|
|
|
|
|
|
if (bAiming)
|
|
|
|
{
|
|
|
|
CurrentFOV = FMath::FInterpTo(CurrentFOV, EquippedWeapon->GetZoomedFOV(), DeltaTime, EquippedWeapon->GetZoomInterpSpeed());
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
CurrentFOV = FMath::FInterpTo(CurrentFOV, DefaultFOV, DeltaTime, ZoomInterpSpeed);
|
|
|
|
}
|
|
|
|
if (Character && Character->GetFollowCamera())
|
|
|
|
{
|
|
|
|
Character->GetFollowCamera()->SetFieldOfView(CurrentFOV);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void UCombatComponent::SetAiming(bool bIsAiming)
|
|
|
|
{
|
|
|
|
bAiming = bIsAiming;
|
|
|
|
ServerSetAiming(bIsAiming);
|
|
|
|
if (Character)
|
|
|
|
{
|
|
|
|
Character->GetCharacterMovement()->MaxWalkSpeed = bIsAiming ? AimWalkSpeed : BaseWalkSpeed;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void UCombatComponent::ServerSetAiming_Implementation(bool bIsAiming)
|
|
|
|
{
|
|
|
|
bAiming = bIsAiming;
|
|
|
|
if (Character)
|
|
|
|
{
|
|
|
|
Character->GetCharacterMovement()->MaxWalkSpeed = bIsAiming ? AimWalkSpeed : BaseWalkSpeed;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
bool UCombatComponent::CanFire()
|
|
|
|
{
|
|
|
|
if (EquippedWeapon == nullptr) return false;
|
|
|
|
return !EquippedWeapon->IsEmpty() && bCanFire && CombatState == ECombatState::ECS_Unoccupied;
|
|
|
|
}
|
|
|
|
|
|
|
|
void UCombatComponent::OnRep_CarriedAmmo()
|
|
|
|
{
|
|
|
|
Controller = Controller == nullptr ? Cast<ABlasterPlayerController>(Character->Controller) : Controller;
|
|
|
|
if (Controller)
|
|
|
|
{
|
|
|
|
Controller->SetHUDCarriedAmmo(CarriedAmmo);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void UCombatComponent::InitializeCarriedAmmo()
|
|
|
|
{
|
|
|
|
CarriedAmmoMap.Emplace(EWeaponType::EWT_AssaultRifle, StartingARAmmo);
|
|
|
|
}
|