blaster/Source/Blaster/Character/BlasterCharacter.h

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
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#include "Blaster/Interfaces/InteractWithCrosshairInterface.h"
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#include "Blaster/Types/CombatState.h"
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#include "Blaster/Types/TurningInPlace.h"
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#include "Components/TimelineComponent.h"
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#include "GameFramework/Character.h"
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#include "Sound/SoundCue.h"
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#include "BlasterCharacter.generated.h"
UCLASS()
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class BLASTER_API ABlasterCharacter : public ACharacter, public IInteractWithCrosshairInterface
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{
GENERATED_BODY()
public:
ABlasterCharacter();
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virtual void Tick(float DeltaTime) override;
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
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virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
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virtual void PostInitializeComponents() override;
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virtual void OnRep_ReplicatedMovement() override;
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virtual void Destroyed() override;
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void RotateInPlace(float DeltaTime);
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void PlayFireMontage(bool bAiming);
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void PlayReloadMontage();
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void PlayEliminatedMontage();
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void PlayThrowGrenadeMontage();
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void Eliminated();
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UFUNCTION(NetMulticast, Reliable)
void MulticastEliminated();
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UPROPERTY(Replicated)
bool bDisableGameplay = false;
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UFUNCTION(BlueprintImplementableEvent)
void ShowSniperScopeWidget(bool bShowScope);
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protected:
virtual void BeginPlay() override;
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void MoveForward(float Value);
void MoveRight(float Value);
void Turn(float Value);
void LookUp(float Value);
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void EquipButtonPressed();
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void ReloadButtonPressed();
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void CrouchButtonPressed();
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void AimButtonPressed();
void AimButtonReleased();
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void GrenadeButtonPressed();
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void CalculateAO_Pitch();
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void AimOffset(float DeltaTime);
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void SimProxiesTurn();
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virtual void Jump() override;
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void FireButtonPressed();
void FireButtonReleased();
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void PlayHitReactMontage();
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UFUNCTION()
void ReceiveDamage(AActor* DamagedActor, float Damage, const UDamageType* DamageType, class AController* InstigatorController, AActor* DamageCauser);
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void UpdateHUDHealth();
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// Poll for any relevant classes and initialize them
void PollInit();
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private:
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UPROPERTY()
class ABlasterPlayerState* BlasterPlayerState;
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UPROPERTY(VisibleAnywhere, Category="Camera")
class USpringArmComponent* CameraBoom;
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UPROPERTY(VisibleAnywhere, Category="Camera")
class UCameraComponent* FollowCamera;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, meta = (AllowPrivateAccess = "true"))
class UWidgetComponent* OverheadWidget;
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UPROPERTY(ReplicatedUsing = OnRep_OverlappingWeapon)
class AWeapon* OverlappingWeapon;
UFUNCTION()
void OnRep_OverlappingWeapon(AWeapon* LastWeapon);
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (AllowPrivateAccess = "true"))
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class UCombatComponent* Combat;
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UFUNCTION(Server, Reliable)
void ServerEquipButtonPressed();
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float AO_Yaw;
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float InterpAO_Yaw;
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float AO_Pitch;
FRotator StartingAimRotation;
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ETurningInPlace TurningInPlace;
void TurnInPlace(float DeltaTime);
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// Animation montages
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UPROPERTY(EditAnywhere, Category = Combat)
class UAnimMontage* FireWeaponMontage;
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UPROPERTY(EditAnywhere, Category = Combat)
class UAnimMontage* ReloadMontage;
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UPROPERTY(EditAnywhere, Category = Combat)
class UAnimMontage* HitReactMontage;
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UPROPERTY(EditAnywhere, Category = Combat)
class UAnimMontage* EliminatedMontage;
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UPROPERTY(EditAnywhere, Category = Combat)
class UAnimMontage* ThrowGrenadeMontage;
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void HideCameraIfCharacterClose();
UPROPERTY(EditAnywhere)
float CameraThreshold = 200.f;
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bool bRotateRootBone;
float TurnThreshold = 0.8f;
FRotator ProxyRotationLastFrame;
FRotator ProxyRotation;
float ProxyYaw;
float TimeSinceLastMovementReplication;
float CalculateSpeed();
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// Health
UPROPERTY(EditAnywhere, Category= "Player Stats")
float MaxHealth = 100.f;
UPROPERTY(ReplicatedUsing = OnRep_Health, VisibleAnywhere, Category= "Player Stats")
float Health = 100.f;
UFUNCTION()
void OnRep_Health();
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UPROPERTY()
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class ABlasterPlayerController* BlasterPlayerController;
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bool bEliminated = false;
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UPROPERTY(EditDefaultsOnly)
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float EliminationDelay = 2.f;
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FTimerHandle EliminationTimer;
void EliminationTimerFinished();
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// Dissolve effect
UPROPERTY(VisibleAnywhere)
UTimelineComponent* DissolveTimeline;
FOnTimelineFloat DissolveTrack;
UPROPERTY(EditAnywhere)
UCurveFloat* DissolveCurve;
UFUNCTION()
void UpdateDissolveMaterial(float DissolveValue);
void StartDissolve();
// Dynamic instance that we can change at runtime
UPROPERTY(VisibleAnywhere, Category = Elimination)
UMaterialInstanceDynamic* DynamicDissolveMaterialInstance;
// Material instance set on the Blueprint, used with the dynamic material instance
UPROPERTY(EditAnywhere, Category = Elimination)
UMaterialInstance* DissolveMaterialInstance;
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// Elimination bot
UPROPERTY(EditAnywhere)
UParticleSystem* EliminationBotEffect;
UPROPERTY(VisibleAnywhere)
UParticleSystemComponent* EliminationBotComponent;
UPROPERTY(EditAnywhere)
USoundCue* EliminationBotSound;
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public:
void SetOverlappingWeapon(AWeapon* Weapon);
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bool IsWeaponEquipped();
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bool IsAiming();
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FORCEINLINE float GetAO_Yaw() const { return AO_Yaw; }
FORCEINLINE float GetAO_Pitch() const { return AO_Pitch; }
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AWeapon* GetEquippedWeapon();
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FORCEINLINE ETurningInPlace GetTurningInPlace() const { return TurningInPlace; }
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FVector GetHitTarget() const;
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FORCEINLINE UCameraComponent* GetFollowCamera() const { return FollowCamera; }
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FORCEINLINE bool ShouldRotateRootBone() const { return bRotateRootBone; }
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FORCEINLINE bool IsEliminated() const { return bEliminated; }
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FORCEINLINE float GetHealth() const { return Health; }
FORCEINLINE float GetMaxHealth() const { return MaxHealth; }
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ECombatState GetCombatState() const;
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FORCEINLINE UCombatComponent* GetCombat() const { return Combat; }
FORCEINLINE bool GetDisableGameplay() const { return bDisableGameplay; }
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FORCEINLINE UAnimMontage* GetReloadMontage() const { return ReloadMontage; }
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};