2022-04-28 10:18:21 +00:00
|
|
|
// Fill out your copyright notice in the Description page of Project Settings.
|
|
|
|
|
|
|
|
|
|
|
|
#include "BlasterCharacter.h"
|
|
|
|
|
2022-04-30 11:09:28 +00:00
|
|
|
#include "Blaster/Components/CombatComponent.h"
|
2022-04-30 10:26:25 +00:00
|
|
|
#include "Blaster/Weapon/Weapon.h"
|
2022-04-28 10:41:43 +00:00
|
|
|
#include "Camera/CameraComponent.h"
|
2022-05-03 17:50:47 +00:00
|
|
|
#include "Components/CapsuleComponent.h"
|
2022-04-29 21:38:34 +00:00
|
|
|
#include "Components/WidgetComponent.h"
|
2022-04-28 13:30:18 +00:00
|
|
|
#include "GameFramework/CharacterMovementComponent.h"
|
2022-04-28 10:41:43 +00:00
|
|
|
#include "GameFramework/SpringArmComponent.h"
|
2022-05-03 21:14:04 +00:00
|
|
|
#include "Kismet/KismetMathLibrary.h"
|
2022-04-30 10:26:25 +00:00
|
|
|
#include "Net/UnrealNetwork.h"
|
2022-04-28 10:41:43 +00:00
|
|
|
|
|
|
|
|
2022-04-28 10:18:21 +00:00
|
|
|
ABlasterCharacter::ABlasterCharacter()
|
|
|
|
{
|
|
|
|
PrimaryActorTick.bCanEverTick = true;
|
|
|
|
|
2022-04-28 10:41:43 +00:00
|
|
|
CameraBoom = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraBoom"));
|
|
|
|
CameraBoom->SetupAttachment(GetMesh());
|
2022-05-04 22:39:17 +00:00
|
|
|
CameraBoom->TargetArmLength = 350.f;
|
2022-04-28 12:39:36 +00:00
|
|
|
CameraBoom->bUsePawnControlRotation = true;
|
2022-04-28 10:41:43 +00:00
|
|
|
|
|
|
|
FollowCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("FollowCamera"));
|
|
|
|
FollowCamera->SetupAttachment(CameraBoom, USpringArmComponent::SocketName);
|
|
|
|
FollowCamera->bUsePawnControlRotation = false;
|
2022-04-28 13:30:18 +00:00
|
|
|
|
|
|
|
bUseControllerRotationYaw = false;
|
|
|
|
GetCharacterMovement()->bOrientRotationToMovement = true;
|
2022-04-29 21:38:34 +00:00
|
|
|
|
|
|
|
OverheadWidget = CreateDefaultSubobject<UWidgetComponent>(TEXT("OverheadWidget"));
|
|
|
|
OverheadWidget->SetupAttachment(RootComponent);
|
2022-04-30 11:09:28 +00:00
|
|
|
|
|
|
|
Combat = CreateDefaultSubobject<UCombatComponent>(TEXT("CombatComponent"));
|
|
|
|
Combat->SetIsReplicated(true);
|
2022-04-30 15:10:07 +00:00
|
|
|
|
|
|
|
GetCharacterMovement()->NavAgentProps.bCanCrouch = true;
|
2022-05-03 17:50:47 +00:00
|
|
|
GetCapsuleComponent()->SetCollisionResponseToChannel(ECollisionChannel::ECC_Camera, ECollisionResponse::ECR_Ignore);
|
|
|
|
GetMesh()->SetCollisionResponseToChannel(ECollisionChannel::ECC_Camera, ECollisionResponse::ECR_Ignore);
|
2022-05-04 12:57:48 +00:00
|
|
|
GetCharacterMovement()->RotationRate = FRotator(0.f, 850.f, 0.f);
|
2022-05-04 09:28:00 +00:00
|
|
|
TurningInPlace = ETurningInPlace::ETIP_NotTurning;
|
2022-05-04 12:27:45 +00:00
|
|
|
NetUpdateFrequency = 66.f;
|
|
|
|
MinNetUpdateFrequency = 33.f;
|
2022-04-28 10:18:21 +00:00
|
|
|
}
|
|
|
|
|
2022-04-30 10:26:25 +00:00
|
|
|
void ABlasterCharacter::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
|
|
|
|
{
|
|
|
|
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
|
|
|
|
|
|
|
|
DOREPLIFETIME_CONDITION(ABlasterCharacter, OverlappingWeapon, COND_OwnerOnly);
|
|
|
|
}
|
|
|
|
|
2022-04-30 11:09:28 +00:00
|
|
|
void ABlasterCharacter::PostInitializeComponents()
|
|
|
|
{
|
|
|
|
Super::PostInitializeComponents();
|
|
|
|
|
|
|
|
if (Combat)
|
|
|
|
{
|
|
|
|
Combat->Character = this;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2022-05-04 20:13:31 +00:00
|
|
|
void ABlasterCharacter::PlayFireMontage(bool bAiming)
|
|
|
|
{
|
|
|
|
if (Combat == nullptr || Combat->EquippedWeapon == nullptr) return;
|
|
|
|
|
|
|
|
UAnimInstance* AnimInstance = GetMesh()->GetAnimInstance();
|
|
|
|
if (AnimInstance && FireWeaponMontage)
|
|
|
|
{
|
|
|
|
AnimInstance->Montage_Play(FireWeaponMontage);
|
|
|
|
FName SectionName = bAiming ? FName("RifleADS") : FName("RifleHip");
|
|
|
|
AnimInstance->Montage_JumpToSection(SectionName);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2022-04-28 10:18:21 +00:00
|
|
|
void ABlasterCharacter::BeginPlay()
|
|
|
|
{
|
|
|
|
Super::BeginPlay();
|
|
|
|
}
|
|
|
|
|
|
|
|
void ABlasterCharacter::Tick(float DeltaTime)
|
|
|
|
{
|
|
|
|
Super::Tick(DeltaTime);
|
2022-05-03 21:14:04 +00:00
|
|
|
|
|
|
|
AimOffset(DeltaTime);
|
2022-04-28 10:18:21 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void ABlasterCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
|
|
|
|
{
|
|
|
|
Super::SetupPlayerInputComponent(PlayerInputComponent);
|
|
|
|
|
2022-05-04 12:57:48 +00:00
|
|
|
PlayerInputComponent->BindAction("Jump", IE_Pressed, this, &ABlasterCharacter::Jump);
|
2022-04-30 11:09:28 +00:00
|
|
|
PlayerInputComponent->BindAction("Equip", IE_Pressed, this, &ABlasterCharacter::EquipButtonPressed);
|
2022-04-30 15:10:07 +00:00
|
|
|
PlayerInputComponent->BindAction("Crouch", IE_Pressed, this, &ABlasterCharacter::CrouchButtonPressed);
|
2022-04-30 15:38:03 +00:00
|
|
|
PlayerInputComponent->BindAction("Aim", IE_Pressed, this, &ABlasterCharacter::AimButtonPressed);
|
|
|
|
PlayerInputComponent->BindAction("Aim", IE_Released, this, &ABlasterCharacter::AimButtonReleased);
|
2022-05-04 20:13:31 +00:00
|
|
|
PlayerInputComponent->BindAction("Fire", IE_Pressed, this, &ABlasterCharacter::FireButtonPressed);
|
|
|
|
PlayerInputComponent->BindAction("Fire", IE_Released, this, &ABlasterCharacter::FireButtonReleased);
|
2022-04-30 14:08:00 +00:00
|
|
|
|
2022-04-28 12:39:36 +00:00
|
|
|
PlayerInputComponent->BindAxis("MoveForward", this, &ABlasterCharacter::MoveForward);
|
|
|
|
PlayerInputComponent->BindAxis("MoveRight", this, &ABlasterCharacter::MoveRight);
|
|
|
|
PlayerInputComponent->BindAxis("Turn", this, &ABlasterCharacter::Turn);
|
|
|
|
PlayerInputComponent->BindAxis("LookUp", this, &ABlasterCharacter::LookUp);
|
2022-04-28 10:18:21 +00:00
|
|
|
}
|
|
|
|
|
2022-04-28 12:39:36 +00:00
|
|
|
void ABlasterCharacter::MoveForward(float Value)
|
|
|
|
{
|
|
|
|
if (Controller != nullptr && Value != 0.f)
|
|
|
|
{
|
|
|
|
const FRotator YawRotation(0.f, Controller->GetControlRotation().Yaw, 0.f);
|
|
|
|
const FVector Direction(FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X));
|
|
|
|
|
|
|
|
AddMovementInput(Direction, Value);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void ABlasterCharacter::MoveRight(float Value)
|
|
|
|
{
|
|
|
|
if (Controller != nullptr && Value != 0.f)
|
|
|
|
{
|
|
|
|
const FRotator YawRotation(0.f, Controller->GetControlRotation().Yaw, 0.f);
|
|
|
|
const FVector Direction(FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y));
|
|
|
|
|
|
|
|
AddMovementInput(Direction, Value);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void ABlasterCharacter::Turn(float Value)
|
|
|
|
{
|
|
|
|
AddControllerYawInput(Value);
|
|
|
|
}
|
|
|
|
|
|
|
|
void ABlasterCharacter::LookUp(float Value)
|
|
|
|
{
|
|
|
|
AddControllerPitchInput(Value);
|
|
|
|
}
|
2022-04-30 10:26:25 +00:00
|
|
|
|
2022-04-30 11:09:28 +00:00
|
|
|
void ABlasterCharacter::EquipButtonPressed()
|
|
|
|
{
|
2022-04-30 14:08:00 +00:00
|
|
|
if (Combat)
|
2022-04-30 11:09:28 +00:00
|
|
|
{
|
2022-04-30 14:08:00 +00:00
|
|
|
if (HasAuthority())
|
|
|
|
{
|
|
|
|
Combat->EquipWeapon(OverlappingWeapon);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
ServerEquipButtonPressed();
|
|
|
|
}
|
2022-04-30 11:09:28 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2022-04-30 15:10:07 +00:00
|
|
|
void ABlasterCharacter::CrouchButtonPressed()
|
|
|
|
{
|
|
|
|
if (bIsCrouched)
|
|
|
|
{
|
|
|
|
UnCrouch();
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
Crouch();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2022-04-30 15:38:03 +00:00
|
|
|
void ABlasterCharacter::AimButtonPressed()
|
|
|
|
{
|
|
|
|
if (Combat)
|
|
|
|
{
|
|
|
|
Combat->SetAiming(true);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void ABlasterCharacter::AimButtonReleased()
|
|
|
|
{
|
|
|
|
if (Combat)
|
|
|
|
{
|
|
|
|
Combat->SetAiming(false);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2022-05-03 21:14:04 +00:00
|
|
|
void ABlasterCharacter::AimOffset(float DeltaTime)
|
|
|
|
{
|
|
|
|
if (Combat && Combat->EquippedWeapon == nullptr) return;
|
|
|
|
|
|
|
|
FVector Velocity = GetVelocity();
|
|
|
|
Velocity.Z = 0.f;
|
|
|
|
float Speed = Velocity.Size();
|
|
|
|
bool bIsInAir = GetCharacterMovement()->IsFalling();
|
|
|
|
|
|
|
|
if (Speed == 0.f && !bIsInAir) // Standing still, not jumping
|
|
|
|
{
|
|
|
|
FRotator CurrentAimRotation = FRotator(0.f, GetBaseAimRotation().Yaw, 0.f);
|
|
|
|
FRotator DeltaAimRotation = UKismetMathLibrary::NormalizedDeltaRotator(CurrentAimRotation, StartingAimRotation);
|
|
|
|
AO_Yaw = DeltaAimRotation.Yaw;
|
2022-05-04 12:09:01 +00:00
|
|
|
if (TurningInPlace == ETurningInPlace::ETIP_NotTurning)
|
|
|
|
{
|
|
|
|
InterpAO_Yaw = AO_Yaw;
|
|
|
|
}
|
|
|
|
bUseControllerRotationYaw = true;
|
2022-05-04 09:28:00 +00:00
|
|
|
TurnInPlace(DeltaTime);
|
2022-05-03 21:14:04 +00:00
|
|
|
}
|
|
|
|
if (Speed > 0.f || bIsInAir) // Running or jumping
|
|
|
|
{
|
|
|
|
StartingAimRotation = FRotator(0.f, GetBaseAimRotation().Yaw, 0.f);
|
|
|
|
AO_Yaw = 0.f;
|
|
|
|
bUseControllerRotationYaw = true;
|
2022-05-04 09:28:00 +00:00
|
|
|
TurningInPlace = ETurningInPlace::ETIP_NotTurning;
|
2022-05-03 21:14:04 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
AO_Pitch = GetBaseAimRotation().Pitch;
|
2022-05-03 21:36:35 +00:00
|
|
|
|
|
|
|
// Fix pitch/yaw compression
|
|
|
|
if (AO_Pitch > 90.f && !IsLocallyControlled())
|
|
|
|
{
|
|
|
|
// map pitch from [270, 360) to [-90, 0)
|
|
|
|
FVector2d InRange(270.f, 360.f);
|
|
|
|
FVector2d OutRange(-90.f, 0.f);
|
|
|
|
AO_Pitch = FMath::GetMappedRangeValueClamped(InRange, OutRange, AO_Pitch);
|
|
|
|
}
|
2022-05-03 21:14:04 +00:00
|
|
|
}
|
|
|
|
|
2022-05-04 12:57:48 +00:00
|
|
|
void ABlasterCharacter::Jump()
|
|
|
|
{
|
|
|
|
if (bIsCrouched)
|
|
|
|
{
|
|
|
|
UnCrouch();
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
Super::Jump();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2022-05-04 20:13:31 +00:00
|
|
|
void ABlasterCharacter::FireButtonPressed()
|
|
|
|
{
|
|
|
|
if (Combat)
|
|
|
|
{
|
|
|
|
Combat->FireButtonPressed(true);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void ABlasterCharacter::FireButtonReleased()
|
|
|
|
{
|
|
|
|
if (Combat)
|
|
|
|
{
|
|
|
|
Combat->FireButtonPressed(false);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2022-04-30 14:08:00 +00:00
|
|
|
void ABlasterCharacter::ServerEquipButtonPressed_Implementation()
|
|
|
|
{
|
|
|
|
EquipButtonPressed();
|
|
|
|
}
|
|
|
|
|
2022-05-04 09:28:00 +00:00
|
|
|
void ABlasterCharacter::TurnInPlace(float DeltaTime)
|
|
|
|
{
|
2022-05-04 12:09:01 +00:00
|
|
|
// UE_LOG(LogTemp, Warning, TEXT("AO_Yaw: %f"), AO_Yaw);
|
2022-05-04 09:28:00 +00:00
|
|
|
if (AO_Yaw > 90.f)
|
|
|
|
{
|
|
|
|
TurningInPlace = ETurningInPlace::ETIP_Right;
|
|
|
|
}
|
|
|
|
else if (AO_Yaw < -90.f)
|
|
|
|
{
|
|
|
|
TurningInPlace = ETurningInPlace::ETIP_Left;
|
|
|
|
}
|
2022-05-04 12:09:01 +00:00
|
|
|
if (TurningInPlace != ETurningInPlace::ETIP_NotTurning)
|
|
|
|
{
|
|
|
|
InterpAO_Yaw = FMath::FInterpTo(InterpAO_Yaw, 0.f, DeltaTime, 4.f);
|
|
|
|
AO_Yaw = InterpAO_Yaw;
|
|
|
|
if (FMath::Abs(AO_Yaw) < 15.f)
|
|
|
|
{
|
|
|
|
TurningInPlace = ETurningInPlace::ETIP_NotTurning;
|
|
|
|
StartingAimRotation = FRotator(0.f, GetBaseAimRotation().Yaw, 0.f);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
switch (TurningInPlace)
|
|
|
|
{
|
|
|
|
case ETurningInPlace::ETIP_Left:
|
|
|
|
UE_LOG(LogTemp, Warning, TEXT("TurningInPlace: Left"));
|
|
|
|
break;
|
|
|
|
case ETurningInPlace::ETIP_Right:
|
|
|
|
UE_LOG(LogTemp, Warning, TEXT("TurningInPlace: Right"));
|
|
|
|
break;
|
|
|
|
case ETurningInPlace::ETIP_NotTurning:
|
|
|
|
UE_LOG(LogTemp, Warning, TEXT("TurningInPlace: NotTurning"));
|
|
|
|
break;
|
|
|
|
}
|
2022-05-04 09:28:00 +00:00
|
|
|
}
|
|
|
|
|
2022-04-30 10:26:25 +00:00
|
|
|
void ABlasterCharacter::SetOverlappingWeapon(AWeapon* Weapon)
|
|
|
|
{
|
|
|
|
if (OverlappingWeapon)
|
|
|
|
{
|
|
|
|
OverlappingWeapon->ShowPickupWidget(false);
|
|
|
|
}
|
2022-04-30 11:09:28 +00:00
|
|
|
|
2022-04-30 10:26:25 +00:00
|
|
|
OverlappingWeapon = Weapon;
|
|
|
|
if (IsLocallyControlled())
|
|
|
|
{
|
|
|
|
if (OverlappingWeapon)
|
|
|
|
{
|
|
|
|
OverlappingWeapon->ShowPickupWidget(true);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2022-04-30 14:48:34 +00:00
|
|
|
bool ABlasterCharacter::IsWeaponEquipped()
|
|
|
|
{
|
|
|
|
return Combat && Combat->EquippedWeapon;
|
|
|
|
}
|
|
|
|
|
2022-04-30 15:38:03 +00:00
|
|
|
bool ABlasterCharacter::IsAiming()
|
|
|
|
{
|
|
|
|
return Combat && Combat->bAiming;
|
|
|
|
}
|
|
|
|
|
2022-05-03 22:43:10 +00:00
|
|
|
AWeapon* ABlasterCharacter::GetEquippedWeapon()
|
|
|
|
{
|
|
|
|
if (Combat == nullptr) return nullptr;
|
|
|
|
|
|
|
|
return Combat->EquippedWeapon;
|
|
|
|
}
|
|
|
|
|
2022-04-30 10:26:25 +00:00
|
|
|
void ABlasterCharacter::OnRep_OverlappingWeapon(AWeapon* LastWeapon)
|
|
|
|
{
|
|
|
|
if (OverlappingWeapon)
|
|
|
|
{
|
|
|
|
OverlappingWeapon->ShowPickupWidget(true);
|
|
|
|
}
|
|
|
|
if (LastWeapon)
|
|
|
|
{
|
|
|
|
LastWeapon->ShowPickupWidget(false);
|
|
|
|
}
|
|
|
|
}
|