This commit is contained in:
Kingsmedia 2022-05-10 22:34:28 +02:00
parent 68ef1dd118
commit 3e842336d0
19 changed files with 770 additions and 809 deletions

Binary file not shown.

View File

@ -27,7 +27,7 @@ ABlasterCharacter::ABlasterCharacter()
SpawnCollisionHandlingMethod = ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButAlwaysSpawn; SpawnCollisionHandlingMethod = ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButAlwaysSpawn;
CameraBoom = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraBoom")); CameraBoom = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraBoom"));
CameraBoom->SetupAttachment(GetMesh()); CameraBoom->SetupAttachment(GetMesh());
CameraBoom->TargetArmLength = 350.f; CameraBoom->TargetArmLength = 600.f;
CameraBoom->bUsePawnControlRotation = true; CameraBoom->bUsePawnControlRotation = true;
FollowCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("FollowCamera")); FollowCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("FollowCamera"));
@ -44,11 +44,12 @@ ABlasterCharacter::ABlasterCharacter()
Combat->SetIsReplicated(true); Combat->SetIsReplicated(true);
GetCharacterMovement()->NavAgentProps.bCanCrouch = true; GetCharacterMovement()->NavAgentProps.bCanCrouch = true;
GetCapsuleComponent()->SetCollisionResponseToChannel(ECC_Camera, ECR_Ignore); GetCapsuleComponent()->SetCollisionResponseToChannel(ECollisionChannel::ECC_Camera, ECollisionResponse::ECR_Ignore);
GetMesh()->SetCollisionObjectType(ECC_SkeletalMesh); GetMesh()->SetCollisionObjectType(ECC_SkeletalMesh);
GetMesh()->SetCollisionResponseToChannel(ECC_Camera, ECR_Ignore); GetMesh()->SetCollisionResponseToChannel(ECollisionChannel::ECC_Camera, ECollisionResponse::ECR_Ignore);
GetMesh()->SetCollisionResponseToChannel(ECC_Visibility, ECR_Block); GetMesh()->SetCollisionResponseToChannel(ECollisionChannel::ECC_Visibility, ECollisionResponse::ECR_Block);
GetCharacterMovement()->RotationRate = FRotator(0.f, 850.f, 0.f); GetCharacterMovement()->RotationRate = FRotator(0.f, 0.f, 850.f);
TurningInPlace = ETurningInPlace::ETIP_NotTurning; TurningInPlace = ETurningInPlace::ETIP_NotTurning;
NetUpdateFrequency = 66.f; NetUpdateFrequency = 66.f;
MinNetUpdateFrequency = 33.f; MinNetUpdateFrequency = 33.f;
@ -56,17 +57,6 @@ ABlasterCharacter::ABlasterCharacter()
DissolveTimeline = CreateDefaultSubobject<UTimelineComponent>(TEXT("DissolveTimelineComponent")); DissolveTimeline = CreateDefaultSubobject<UTimelineComponent>(TEXT("DissolveTimelineComponent"));
} }
void ABlasterCharacter::BeginPlay()
{
Super::BeginPlay();
UpdateHUDHealth();
if (HasAuthority())
{
OnTakeAnyDamage.AddDynamic(this, &ABlasterCharacter::ReceiveDamage);
}
}
void ABlasterCharacter::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const void ABlasterCharacter::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{ {
Super::GetLifetimeReplicatedProps(OutLifetimeProps); Super::GetLifetimeReplicatedProps(OutLifetimeProps);
@ -79,76 +69,10 @@ void ABlasterCharacter::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& Ou
void ABlasterCharacter::OnRep_ReplicatedMovement() void ABlasterCharacter::OnRep_ReplicatedMovement()
{ {
Super::OnRep_ReplicatedMovement(); Super::OnRep_ReplicatedMovement();
SimProxiesTurn(); SimProxiesTurn();
TimeSinceLastMovementReplication = 0.f; TimeSinceLastMovementReplication = 0.f;
} }
void ABlasterCharacter::Destroyed()
{
Super::Destroyed();
if (EliminationBotComponent)
{
EliminationBotComponent->DestroyComponent();
}
if (Combat && Combat->EquippedWeapon)
{
Combat->EquippedWeapon->Destroy();
}
}
void ABlasterCharacter::PostInitializeComponents()
{
Super::PostInitializeComponents();
if (Combat)
{
Combat->Character = this;
}
}
void ABlasterCharacter::PlayFireMontage(bool bAiming)
{
if (Combat == nullptr || Combat->EquippedWeapon == nullptr) return;
UAnimInstance* AnimInstance = GetMesh()->GetAnimInstance();
if (AnimInstance && FireWeaponMontage)
{
AnimInstance->Montage_Play(FireWeaponMontage);
const FName SectionName = bAiming ? FName("RifleADS") : FName("RifleHip");
AnimInstance->Montage_JumpToSection(SectionName);
}
}
void ABlasterCharacter::PlayReloadMontage()
{
if (Combat == nullptr || Combat->EquippedWeapon == nullptr) return;
UAnimInstance* AnimInstance = GetMesh()->GetAnimInstance();
if (AnimInstance && ReloadMontage)
{
AnimInstance->Montage_Play(ReloadMontage);
FName SectionName;
switch (Combat->EquippedWeapon->GetWeaponType())
{
case EWeaponType::EWT_AssaultRifle:
SectionName = FName("Rifle");
break;
}
AnimInstance->Montage_JumpToSection(SectionName);
}
}
void ABlasterCharacter::PlayEliminatedMontage()
{
UAnimInstance* AnimInstance = GetMesh()->GetAnimInstance();
if (AnimInstance && EliminatedMontage)
{
AnimInstance->Montage_Play(EliminatedMontage);
}
}
void ABlasterCharacter::Eliminated() void ABlasterCharacter::Eliminated()
{ {
if (Combat && Combat->EquippedWeapon) if (Combat && Combat->EquippedWeapon)
@ -156,7 +80,12 @@ void ABlasterCharacter::Eliminated()
Combat->EquippedWeapon->Dropped(); Combat->EquippedWeapon->Dropped();
} }
MulticastEliminated(); MulticastEliminated();
GetWorldTimerManager().SetTimer(EliminationTimer, this, &ABlasterCharacter::EliminationTimerFinished, EliminationDelay); GetWorldTimerManager().SetTimer(
EliminationTimer,
this,
&ABlasterCharacter::EliminationTimerFinished,
EliminationDelay
);
} }
void ABlasterCharacter::MulticastEliminated_Implementation() void ABlasterCharacter::MulticastEliminated_Implementation()
@ -182,7 +111,6 @@ void ABlasterCharacter::MulticastEliminated_Implementation()
GetCharacterMovement()->DisableMovement(); GetCharacterMovement()->DisableMovement();
GetCharacterMovement()->StopMovementImmediately(); GetCharacterMovement()->StopMovementImmediately();
bDisableGameplay = true; bDisableGameplay = true;
// Disable collision // Disable collision
GetCapsuleComponent()->SetCollisionEnabled(ECollisionEnabled::NoCollision); GetCapsuleComponent()->SetCollisionEnabled(ECollisionEnabled::NoCollision);
GetMesh()->SetCollisionEnabled(ECollisionEnabled::NoCollision); GetMesh()->SetCollisionEnabled(ECollisionEnabled::NoCollision);
@ -190,13 +118,21 @@ void ABlasterCharacter::MulticastEliminated_Implementation()
// Elimination bot // Elimination bot
if (EliminationBotEffect) if (EliminationBotEffect)
{ {
const FVector EliminationBotSpawnPoint(GetActorLocation().X, GetActorLocation().Y, GetActorLocation().Z + 200.f); FVector EliminationBotSpawnPoint(GetActorLocation().X, GetActorLocation().Y, GetActorLocation().Z + 200.f);
EliminationBotComponent = UGameplayStatics::SpawnEmitterAtLocation(GetWorld(), EliminationBotEffect, EliminationBotSpawnPoint, GetActorRotation()); EliminationBotComponent = UGameplayStatics::SpawnEmitterAtLocation(
GetWorld(),
EliminationBotEffect,
EliminationBotSpawnPoint,
GetActorRotation()
);
} }
if (EliminationBotSound) if (EliminationBotSound)
{ {
UGameplayStatics::SpawnSoundAtLocation(this, EliminationBotSound, GetActorLocation()); UGameplayStatics::SpawnSoundAtLocation(
this,
EliminationBotSound,
GetActorLocation()
);
} }
} }
@ -209,40 +145,38 @@ void ABlasterCharacter::EliminationTimerFinished()
} }
} }
void ABlasterCharacter::PlayHitReactMontage() void ABlasterCharacter::Destroyed()
{ {
if (Combat == nullptr || Combat->EquippedWeapon == nullptr) return; Super::Destroyed();
UAnimInstance* AnimInstance = GetMesh()->GetAnimInstance(); if (EliminationBotComponent)
if (AnimInstance && HitReactMontage)
{ {
AnimInstance->Montage_Play(HitReactMontage); EliminationBotComponent->DestroyComponent();
const FName SectionName = FName("FromFront"); }
AnimInstance->Montage_JumpToSection(SectionName); if (Combat && Combat->EquippedWeapon)
{
Combat->EquippedWeapon->Destroy();
} }
} }
void ABlasterCharacter::ReceiveDamage(AActor* DamagedActor, float Damage, const UDamageType* DamageType, AController* InstigatorController, void ABlasterCharacter::BeginPlay()
AActor* DamageCauser)
{ {
Health = FMath::Clamp(Health - Damage, 0.f, MaxHealth); Super::BeginPlay();
UpdateHUDHealth(); UpdateHUDHealth();
if (Health > 0.f) if (HasAuthority())
{ {
PlayHitReactMontage(); OnTakeAnyDamage.AddDynamic(this, &ABlasterCharacter::ReceiveDamage);
} }
}
if (Health == 0.f) void ABlasterCharacter::Tick(float DeltaTime)
{ {
ABlasterGameMode* GameMode = GetWorld()->GetAuthGameMode<ABlasterGameMode>(); Super::Tick(DeltaTime);
if (GameMode)
{ RotateInPlace(DeltaTime);
BlasterPlayerController = BlasterPlayerController == nullptr ? Cast<ABlasterPlayerController>(Controller) : BlasterPlayerController; HideCameraIfCharacterClose();
ABlasterPlayerController* AttackerController = Cast<ABlasterPlayerController>(InstigatorController); PollInit();
GameMode->PlayerEliminated(this, BlasterPlayerController, AttackerController);
}
}
} }
void ABlasterCharacter::RotateInPlace(float DeltaTime) void ABlasterCharacter::RotateInPlace(float DeltaTime)
@ -253,7 +187,7 @@ void ABlasterCharacter::RotateInPlace(float DeltaTime)
TurningInPlace = ETurningInPlace::ETIP_NotTurning; TurningInPlace = ETurningInPlace::ETIP_NotTurning;
return; return;
} }
if (GetLocalRole() > ROLE_SimulatedProxy && IsLocallyControlled()) if (GetLocalRole() > ENetRole::ROLE_SimulatedProxy && IsLocallyControlled())
{ {
AimOffset(DeltaTime); AimOffset(DeltaTime);
} }
@ -268,46 +202,108 @@ void ABlasterCharacter::RotateInPlace(float DeltaTime)
} }
} }
void ABlasterCharacter::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
RotateInPlace(DeltaTime);
HideCameraIfCharacterClose();
PollInit();
}
void ABlasterCharacter::PollInit()
{
if (BlasterPlayerState == nullptr)
{
BlasterPlayerState = GetPlayerState<ABlasterPlayerState>();
if (BlasterPlayerState)
{
// Initialize Score now we have the PlayerState
BlasterPlayerState->IncreaseScore(0.f);
BlasterPlayerState->IncreaseDefeats(0);
}
}
}
void ABlasterCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent) void ABlasterCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{ {
Super::SetupPlayerInputComponent(PlayerInputComponent); Super::SetupPlayerInputComponent(PlayerInputComponent);
PlayerInputComponent->BindAction("Jump", IE_Pressed, this, &ABlasterCharacter::Jump); PlayerInputComponent->BindAction("Jump", IE_Pressed, this, &ABlasterCharacter::Jump);
PlayerInputComponent->BindAction("Equip", IE_Pressed, this, &ABlasterCharacter::EquipButtonPressed);
PlayerInputComponent->BindAction("Reload", IE_Pressed, this, &ABlasterCharacter::ReloadButtonPressed);
PlayerInputComponent->BindAction("Crouch", IE_Pressed, this, &ABlasterCharacter::CrouchButtonPressed);
PlayerInputComponent->BindAction("Aim", IE_Pressed, this, &ABlasterCharacter::AimButtonPressed);
PlayerInputComponent->BindAction("Aim", IE_Released, this, &ABlasterCharacter::AimButtonReleased);
PlayerInputComponent->BindAction("Fire", IE_Pressed, this, &ABlasterCharacter::FireButtonPressed);
PlayerInputComponent->BindAction("Fire", IE_Released, this, &ABlasterCharacter::FireButtonReleased);
PlayerInputComponent->BindAxis("MoveForward", this, &ABlasterCharacter::MoveForward); PlayerInputComponent->BindAxis("MoveForward", this, &ABlasterCharacter::MoveForward);
PlayerInputComponent->BindAxis("MoveRight", this, &ABlasterCharacter::MoveRight); PlayerInputComponent->BindAxis("MoveRight", this, &ABlasterCharacter::MoveRight);
PlayerInputComponent->BindAxis("Turn", this, &ABlasterCharacter::Turn); PlayerInputComponent->BindAxis("Turn", this, &ABlasterCharacter::Turn);
PlayerInputComponent->BindAxis("LookUp", this, &ABlasterCharacter::LookUp); PlayerInputComponent->BindAxis("LookUp", this, &ABlasterCharacter::LookUp);
PlayerInputComponent->BindAction("Equip", IE_Pressed, this, &ABlasterCharacter::EquipButtonPressed);
PlayerInputComponent->BindAction("Crouch", IE_Pressed, this, &ABlasterCharacter::CrouchButtonPressed);
PlayerInputComponent->BindAction("Aim", IE_Pressed, this, &ABlasterCharacter::AimButtonPressed);
PlayerInputComponent->BindAction("Aim", IE_Released, this, &ABlasterCharacter::AimButtonReleased);
PlayerInputComponent->BindAction("Fire", IE_Pressed, this, &ABlasterCharacter::FireButtonPressed);
PlayerInputComponent->BindAction("Fire", IE_Released, this, &ABlasterCharacter::FireButtonReleased);
PlayerInputComponent->BindAction("Reload", IE_Pressed, this, &ABlasterCharacter::ReloadButtonPressed);
}
void ABlasterCharacter::PostInitializeComponents()
{
Super::PostInitializeComponents();
if (Combat)
{
Combat->Character = this;
}
}
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;
SectionName = bAiming ? FName("RifleAim") : FName("RifleHip");
AnimInstance->Montage_JumpToSection(SectionName);
}
}
void ABlasterCharacter::PlayReloadMontage()
{
if (Combat == nullptr || Combat->EquippedWeapon == nullptr) return;
UAnimInstance* AnimInstance = GetMesh()->GetAnimInstance();
if (AnimInstance && ReloadMontage)
{
AnimInstance->Montage_Play(ReloadMontage);
FName SectionName;
switch (Combat->EquippedWeapon->GetWeaponType())
{
case EWeaponType::EWT_AssaultRifle:
SectionName = FName("Rifle");
break;
}
AnimInstance->Montage_JumpToSection(SectionName);
}
}
void ABlasterCharacter::PlayEliminatedMontage()
{
UAnimInstance* AnimInstance = GetMesh()->GetAnimInstance();
if (AnimInstance && EliminatedMontage)
{
AnimInstance->Montage_Play(EliminatedMontage);
}
}
void ABlasterCharacter::PlayHitReactMontage()
{
if (Combat == nullptr || Combat->EquippedWeapon == nullptr) return;
UAnimInstance* AnimInstance = GetMesh()->GetAnimInstance();
if (AnimInstance && HitReactMontage)
{
AnimInstance->Montage_Play(HitReactMontage);
FName SectionName("FromFront");
AnimInstance->Montage_JumpToSection(SectionName);
}
}
void ABlasterCharacter::ReceiveDamage(AActor* DamagedActor, float Damage, const UDamageType* DamageType, AController* InstigatorController, AActor* DamageCauser)
{
Health = FMath::Clamp(Health - Damage, 0.f, MaxHealth);
UpdateHUDHealth();
if (Health > 0.f) PlayHitReactMontage();
if (Health == 0.f)
{
ABlasterGameMode* BlasterGameMode = GetWorld()->GetAuthGameMode<ABlasterGameMode>();
if (BlasterGameMode)
{
BlasterPlayerController = BlasterPlayerController == nullptr ? Cast<ABlasterPlayerController>(Controller) : BlasterPlayerController;
ABlasterPlayerController* AttackerController = Cast<ABlasterPlayerController>(InstigatorController);
BlasterGameMode->PlayerEliminated(this, BlasterPlayerController, AttackerController);
}
}
} }
void ABlasterCharacter::MoveForward(float Value) void ABlasterCharacter::MoveForward(float Value)
@ -317,7 +313,6 @@ void ABlasterCharacter::MoveForward(float Value)
{ {
const FRotator YawRotation(0.f, Controller->GetControlRotation().Yaw, 0.f); const FRotator YawRotation(0.f, Controller->GetControlRotation().Yaw, 0.f);
const FVector Direction(FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X)); const FVector Direction(FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X));
AddMovementInput(Direction, Value); AddMovementInput(Direction, Value);
} }
} }
@ -329,7 +324,6 @@ void ABlasterCharacter::MoveRight(float Value)
{ {
const FRotator YawRotation(0.f, Controller->GetControlRotation().Yaw, 0.f); const FRotator YawRotation(0.f, Controller->GetControlRotation().Yaw, 0.f);
const FVector Direction(FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y)); const FVector Direction(FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y));
AddMovementInput(Direction, Value); AddMovementInput(Direction, Value);
} }
} }
@ -360,12 +354,11 @@ void ABlasterCharacter::EquipButtonPressed()
} }
} }
void ABlasterCharacter::ReloadButtonPressed() void ABlasterCharacter::ServerEquipButtonPressed_Implementation()
{ {
if (bDisableGameplay) return;
if (Combat) if (Combat)
{ {
Combat->Reload(); Combat->EquipWeapon(OverlappingWeapon);
} }
} }
@ -382,6 +375,15 @@ void ABlasterCharacter::CrouchButtonPressed()
} }
} }
void ABlasterCharacter::ReloadButtonPressed()
{
if (bDisableGameplay) return;
if (Combat)
{
Combat->Reload();
}
}
void ABlasterCharacter::AimButtonPressed() void ABlasterCharacter::AimButtonPressed()
{ {
if (bDisableGameplay) return; if (bDisableGameplay) return;
@ -400,47 +402,24 @@ void ABlasterCharacter::AimButtonReleased()
} }
} }
void ABlasterCharacter::Jump() float ABlasterCharacter::CalculateSpeed()
{ {
if (bDisableGameplay) return; FVector Velocity = GetVelocity();
if (bIsCrouched) Velocity.Z = 0.f;
{ return Velocity.Size();
UnCrouch();
}
else
{
Super::Jump();
}
}
void ABlasterCharacter::FireButtonPressed()
{
if (Combat)
{
Combat->FireButtonPressed(true);
}
}
void ABlasterCharacter::FireButtonReleased()
{
if (Combat)
{
Combat->FireButtonPressed(false);
}
} }
void ABlasterCharacter::AimOffset(float DeltaTime) void ABlasterCharacter::AimOffset(float DeltaTime)
{ {
if (Combat && Combat->EquippedWeapon == nullptr) return; if (Combat && Combat->EquippedWeapon == nullptr) return;
float Speed = CalculateSpeed();
const float Speed = CalculateSpeed(); bool bIsInAir = GetCharacterMovement()->IsFalling();
const bool bIsInAir = GetCharacterMovement()->IsFalling();
if (Speed == 0.f && !bIsInAir) // Standing still, not jumping if (Speed == 0.f && !bIsInAir) // standing still, not jumping
{ {
bRotateRootBone = true; bRotateRootBone = true;
const FRotator CurrentAimRotation = FRotator(0.f, GetBaseAimRotation().Yaw, 0.f); FRotator CurrentAimRotation = FRotator(0.f, GetBaseAimRotation().Yaw, 0.f);
const FRotator DeltaAimRotation = UKismetMathLibrary::NormalizedDeltaRotator(CurrentAimRotation, StartingAimRotation); FRotator DeltaAimRotation = UKismetMathLibrary::NormalizedDeltaRotator(CurrentAimRotation, StartingAimRotation);
AO_Yaw = DeltaAimRotation.Yaw; AO_Yaw = DeltaAimRotation.Yaw;
if (TurningInPlace == ETurningInPlace::ETIP_NotTurning) if (TurningInPlace == ETurningInPlace::ETIP_NotTurning)
{ {
@ -449,7 +428,7 @@ void ABlasterCharacter::AimOffset(float DeltaTime)
bUseControllerRotationYaw = true; bUseControllerRotationYaw = true;
TurnInPlace(DeltaTime); TurnInPlace(DeltaTime);
} }
if (Speed > 0.f || bIsInAir) // Running or jumping if (Speed > 0.f || bIsInAir) // running, or jumping
{ {
bRotateRootBone = false; bRotateRootBone = false;
StartingAimRotation = FRotator(0.f, GetBaseAimRotation().Yaw, 0.f); StartingAimRotation = FRotator(0.f, GetBaseAimRotation().Yaw, 0.f);
@ -464,13 +443,11 @@ void ABlasterCharacter::AimOffset(float DeltaTime)
void ABlasterCharacter::CalculateAO_Pitch() void ABlasterCharacter::CalculateAO_Pitch()
{ {
AO_Pitch = GetBaseAimRotation().Pitch; AO_Pitch = GetBaseAimRotation().Pitch;
// Fix pitch/yaw compression
if (AO_Pitch > 90.f && !IsLocallyControlled()) if (AO_Pitch > 90.f && !IsLocallyControlled())
{ {
// map pitch from [270, 360) to [-90, 0) // map pitch from [270, 360) to [-90, 0)
const FVector2d InRange(270.f, 360.f); FVector2D InRange(270.f, 360.f);
const FVector2d OutRange(-90.f, 0.f); FVector2D OutRange(-90.f, 0.f);
AO_Pitch = FMath::GetMappedRangeValueClamped(InRange, OutRange, AO_Pitch); AO_Pitch = FMath::GetMappedRangeValueClamped(InRange, OutRange, AO_Pitch);
} }
} }
@ -478,20 +455,18 @@ void ABlasterCharacter::CalculateAO_Pitch()
void ABlasterCharacter::SimProxiesTurn() void ABlasterCharacter::SimProxiesTurn()
{ {
if (Combat == nullptr || Combat->EquippedWeapon == nullptr) return; if (Combat == nullptr || Combat->EquippedWeapon == nullptr) return;
bRotateRootBone = false; bRotateRootBone = false;
float Speed = CalculateSpeed();
const float Speed = CalculateSpeed();
if (Speed > 0.f) if (Speed > 0.f)
{ {
TurningInPlace = ETurningInPlace::ETIP_NotTurning; TurningInPlace = ETurningInPlace::ETIP_NotTurning;
return; return;
} }
ProxyRotationLastFrame = ProxyRotation; ProxyRotationLastFrame = ProxyRotation;
ProxyRotation = GetActorRotation(); ProxyRotation = GetActorRotation();
ProxyYaw = UKismetMathLibrary::NormalizedDeltaRotator(ProxyRotation, ProxyRotationLastFrame).Yaw; ProxyYaw = UKismetMathLibrary::NormalizedDeltaRotator(ProxyRotation, ProxyRotationLastFrame).Yaw;
if (FMath::Abs(ProxyYaw) > TurnThreshold) if (FMath::Abs(ProxyYaw) > TurnThreshold)
{ {
if (ProxyYaw > TurnThreshold) if (ProxyYaw > TurnThreshold)
@ -508,13 +483,38 @@ void ABlasterCharacter::SimProxiesTurn()
} }
return; return;
} }
TurningInPlace = ETurningInPlace::ETIP_NotTurning; TurningInPlace = ETurningInPlace::ETIP_NotTurning;
} }
void ABlasterCharacter::ServerEquipButtonPressed_Implementation() void ABlasterCharacter::Jump()
{ {
EquipButtonPressed(); if (bDisableGameplay) return;
if (bIsCrouched)
{
UnCrouch();
}
else
{
Super::Jump();
}
}
void ABlasterCharacter::FireButtonPressed()
{
if (bDisableGameplay) return;
if (Combat)
{
Combat->FireButtonPressed(true);
}
}
void ABlasterCharacter::FireButtonReleased()
{
if (bDisableGameplay) return;
if (Combat)
{
Combat->FireButtonPressed(false);
}
} }
void ABlasterCharacter::TurnInPlace(float DeltaTime) void ABlasterCharacter::TurnInPlace(float DeltaTime)
@ -537,18 +537,6 @@ void ABlasterCharacter::TurnInPlace(float DeltaTime)
StartingAimRotation = FRotator(0.f, GetBaseAimRotation().Yaw, 0.f); 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;
// }
} }
void ABlasterCharacter::HideCameraIfCharacterClose() void ABlasterCharacter::HideCameraIfCharacterClose()
@ -572,20 +560,10 @@ void ABlasterCharacter::HideCameraIfCharacterClose()
} }
} }
float ABlasterCharacter::CalculateSpeed()
{
FVector Velocity = GetVelocity();
Velocity.Z = 0.f;
return Velocity.Size();
}
void ABlasterCharacter::OnRep_Health() void ABlasterCharacter::OnRep_Health()
{ {
UpdateHUDHealth(); UpdateHUDHealth();
if (Health > 0.f) if (Health > 0.f) PlayHitReactMontage();
{
PlayHitReactMontage();
}
} }
void ABlasterCharacter::UpdateHUDHealth() void ABlasterCharacter::UpdateHUDHealth()
@ -597,6 +575,19 @@ void ABlasterCharacter::UpdateHUDHealth()
} }
} }
void ABlasterCharacter::PollInit()
{
if (BlasterPlayerState == nullptr)
{
BlasterPlayerState = GetPlayerState<ABlasterPlayerState>();
if (BlasterPlayerState)
{
BlasterPlayerState->AddToScore(0.f);
BlasterPlayerState->AddToDefeats(0);
}
}
}
void ABlasterCharacter::UpdateDissolveMaterial(float DissolveValue) void ABlasterCharacter::UpdateDissolveMaterial(float DissolveValue)
{ {
if (DynamicDissolveMaterialInstance) if (DynamicDissolveMaterialInstance)
@ -621,7 +612,6 @@ void ABlasterCharacter::SetOverlappingWeapon(AWeapon* Weapon)
{ {
OverlappingWeapon->ShowPickupWidget(false); OverlappingWeapon->ShowPickupWidget(false);
} }
OverlappingWeapon = Weapon; OverlappingWeapon = Weapon;
if (IsLocallyControlled()) if (IsLocallyControlled())
{ {
@ -632,6 +622,18 @@ void ABlasterCharacter::SetOverlappingWeapon(AWeapon* Weapon)
} }
} }
void ABlasterCharacter::OnRep_OverlappingWeapon(AWeapon* LastWeapon)
{
if (OverlappingWeapon)
{
OverlappingWeapon->ShowPickupWidget(true);
}
if (LastWeapon)
{
LastWeapon->ShowPickupWidget(false);
}
}
bool ABlasterCharacter::IsWeaponEquipped() bool ABlasterCharacter::IsWeaponEquipped()
{ {
return Combat && Combat->EquippedWeapon; return Combat && Combat->EquippedWeapon;
@ -645,14 +647,12 @@ bool ABlasterCharacter::IsAiming()
AWeapon* ABlasterCharacter::GetEquippedWeapon() AWeapon* ABlasterCharacter::GetEquippedWeapon()
{ {
if (Combat == nullptr) return nullptr; if (Combat == nullptr) return nullptr;
return Combat->EquippedWeapon; return Combat->EquippedWeapon;
} }
FVector ABlasterCharacter::GetHitTarget() const FVector ABlasterCharacter::GetHitTarget() const
{ {
if (Combat == nullptr) return FVector(); if (Combat == nullptr) return FVector();
return Combat->HitTarget; return Combat->HitTarget;
} }
@ -660,16 +660,4 @@ ECombatState ABlasterCharacter::GetCombatState() const
{ {
if (Combat == nullptr) return ECombatState::ECS_MAX; if (Combat == nullptr) return ECombatState::ECS_MAX;
return Combat->CombatState; return Combat->CombatState;
} }
void ABlasterCharacter::OnRep_OverlappingWeapon(AWeapon* LastWeapon)
{
if (OverlappingWeapon)
{
OverlappingWeapon->ShowPickupWidget(true);
}
if (LastWeapon)
{
LastWeapon->ShowPickupWidget(false);
}
}

View File

@ -3,7 +3,7 @@
#pragma once #pragma once
#include "CoreMinimal.h" #include "CoreMinimal.h"
#include "Blaster/Interfaces/InteractWithCrosshairInterface.h" #include "Blaster/Interfaces/InteractWithCrosshairsInterface.h"
#include "Blaster/Types/CombatState.h" #include "Blaster/Types/CombatState.h"
#include "Blaster/Types/TurningInPlace.h" #include "Blaster/Types/TurningInPlace.h"
#include "Components/TimelineComponent.h" #include "Components/TimelineComponent.h"
@ -12,7 +12,7 @@
#include "BlasterCharacter.generated.h" #include "BlasterCharacter.generated.h"
UCLASS() UCLASS()
class BLASTER_API ABlasterCharacter : public ACharacter, public IInteractWithCrosshairInterface class BLASTER_API ABlasterCharacter : public ACharacter, public IInteractWithCrosshairsInterface
{ {
GENERATED_BODY() GENERATED_BODY()

View File

@ -4,6 +4,7 @@
#include "CombatComponent.h" #include "CombatComponent.h"
#include "Blaster/Character/BlasterCharacter.h" #include "Blaster/Character/BlasterCharacter.h"
#include "Blaster/Interfaces/InteractWithCrosshairsInterface.h"
#include "Blaster/PlayerController/BlasterPlayerController.h" #include "Blaster/PlayerController/BlasterPlayerController.h"
#include "Blaster/Weapon/Weapon.h" #include "Blaster/Weapon/Weapon.h"
#include "Camera/CameraComponent.h" #include "Camera/CameraComponent.h"
@ -17,7 +18,7 @@ UCombatComponent::UCombatComponent()
PrimaryComponentTick.bCanEverTick = true; PrimaryComponentTick.bCanEverTick = true;
BaseWalkSpeed = 600.f; BaseWalkSpeed = 600.f;
AimWalkSpeed = 350.f; AimWalkSpeed = 450.f;
} }
void UCombatComponent::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const void UCombatComponent::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
@ -25,8 +26,8 @@ void UCombatComponent::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& Out
Super::GetLifetimeReplicatedProps(OutLifetimeProps); Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(UCombatComponent, EquippedWeapon); DOREPLIFETIME(UCombatComponent, EquippedWeapon);
DOREPLIFETIME_CONDITION(UCombatComponent, CarriedAmmo, COND_OwnerOnly);
DOREPLIFETIME(UCombatComponent, bAiming); DOREPLIFETIME(UCombatComponent, bAiming);
DOREPLIFETIME_CONDITION(UCombatComponent, CarriedAmmo, COND_OwnerOnly);
DOREPLIFETIME(UCombatComponent, CombatState); DOREPLIFETIME(UCombatComponent, CombatState);
} }
@ -65,6 +66,273 @@ void UCombatComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActo
} }
} }
void UCombatComponent::FireButtonPressed(bool bPressed)
{
bFireButtonPressed = bPressed;
if (bFireButtonPressed && EquippedWeapon)
{
Fire();
}
}
void UCombatComponent::Fire()
{
if (CanFire())
{
bCanFire = false;
ServerFire(HitTarget);
if (EquippedWeapon)
{
CrosshairShootingFactor = .75f;
}
StartFireTimer();
}
}
void UCombatComponent::StartFireTimer()
{
if (EquippedWeapon == nullptr || Character == nullptr) return;
Character->GetWorldTimerManager().SetTimer(
FireTimer,
this,
&UCombatComponent::FireTimerFinished,
EquippedWeapon->FireDelay
);
}
void UCombatComponent::FireTimerFinished()
{
if (EquippedWeapon == nullptr) return;
bCanFire = true;
if (bFireButtonPressed && EquippedWeapon->bAutomatic)
{
Fire();
}
if (EquippedWeapon->IsEmpty())
{
Reload();
}
}
void UCombatComponent::ServerFire_Implementation(const FVector_NetQuantize& TraceHitTarget)
{
MulticastFire(TraceHitTarget);
}
void UCombatComponent::MulticastFire_Implementation(const FVector_NetQuantize& TraceHitTarget)
{
if (EquippedWeapon == nullptr) return;
if (Character && CombatState == ECombatState::ECS_Unoccupied)
{
Character->PlayFireMontage(bAiming);
EquippedWeapon->Fire(TraceHitTarget);
}
}
void UCombatComponent::EquipWeapon(AWeapon* WeaponToEquip)
{
if (Character == nullptr || WeaponToEquip == nullptr) return;
if (EquippedWeapon)
{
EquippedWeapon->Dropped();
}
EquippedWeapon = WeaponToEquip;
EquippedWeapon->SetWeaponState(EWeaponState::EWS_Equipped);
const USkeletalMeshSocket* HandSocket = Character->GetMesh()->GetSocketByName(FName("RightHandSocket"));
if (HandSocket)
{
HandSocket->AttachActor(EquippedWeapon, Character->GetMesh());
}
EquippedWeapon->SetOwner(Character);
EquippedWeapon->SetHUDAmmo();
if (CarriedAmmoMap.Contains(EquippedWeapon->GetWeaponType()))
{
CarriedAmmo = CarriedAmmoMap[EquippedWeapon->GetWeaponType()];
}
Controller = Controller == nullptr ? Cast<ABlasterPlayerController>(Character->Controller) : Controller;
if (Controller)
{
Controller->SetHUDCarriedAmmo(CarriedAmmo);
}
if (EquippedWeapon->EquipSound)
{
UGameplayStatics::PlaySoundAtLocation(
this,
EquippedWeapon->EquipSound,
Character->GetActorLocation()
);
}
if (EquippedWeapon->IsEmpty())
{
Reload();
}
Character->GetCharacterMovement()->bOrientRotationToMovement = false;
Character->bUseControllerRotationYaw = true;
}
void UCombatComponent::Reload()
{
if (CarriedAmmo > 0 && CombatState != ECombatState::ECS_Reloading)
{
ServerReload();
}
}
void UCombatComponent::ServerReload_Implementation()
{
if (Character == nullptr || EquippedWeapon == nullptr) return;
// return if weapon mag is at max capacity
if (EquippedWeapon->GetAmmo() == EquippedWeapon->GetMagCapacity()) return;
CombatState = ECombatState::ECS_Reloading;
HandleReload();
}
void UCombatComponent::FinishedReloading()
{
if (Character == nullptr) return;
if (Character->HasAuthority())
{
CombatState = ECombatState::ECS_Unoccupied;
UpdateAmmoValues();
}
if (bFireButtonPressed)
{
Fire();
}
}
void UCombatComponent::UpdateAmmoValues()
{
if (Character == nullptr || EquippedWeapon == nullptr) return;
int32 ReloadAmount = AmountToReload();
if (CarriedAmmoMap.Contains(EquippedWeapon->GetWeaponType()))
{
CarriedAmmoMap[EquippedWeapon->GetWeaponType()] -= ReloadAmount;
CarriedAmmo = CarriedAmmoMap[EquippedWeapon->GetWeaponType()];
}
Controller = Controller == nullptr ? Cast<ABlasterPlayerController>(Character->Controller) : Controller;
if (Controller)
{
Controller->SetHUDCarriedAmmo(CarriedAmmo);
}
EquippedWeapon->AddAmmo(-ReloadAmount);
}
void UCombatComponent::OnRep_CombatState()
{
switch (CombatState)
{
case ECombatState::ECS_Reloading:
HandleReload();
break;
case ECombatState::ECS_Unoccupied:
if (bFireButtonPressed)
{
Fire();
}
break;
}
}
void UCombatComponent::HandleReload()
{
Character->PlayReloadMontage();
}
int32 UCombatComponent::AmountToReload()
{
if (EquippedWeapon == nullptr) return 0;
int32 RoomInMag = EquippedWeapon->GetMagCapacity() - EquippedWeapon->GetAmmo();
if (CarriedAmmoMap.Contains(EquippedWeapon->GetWeaponType()))
{
int32 AmountCarried = CarriedAmmoMap[EquippedWeapon->GetWeaponType()];
int32 Least = FMath::Min(RoomInMag, AmountCarried);
return FMath::Clamp(RoomInMag, 0, Least);
}
return 0;
}
void UCombatComponent::OnRep_EquippedWeapon()
{
if (EquippedWeapon && Character)
{
EquippedWeapon->SetWeaponState(EWeaponState::EWS_Equipped);
const USkeletalMeshSocket* HandSocket = Character->GetMesh()->GetSocketByName(FName("RightHandSocket"));
if (HandSocket)
{
HandSocket->AttachActor(EquippedWeapon, Character->GetMesh());
}
Character->GetCharacterMovement()->bOrientRotationToMovement = false;
Character->bUseControllerRotationYaw = true;
if (EquippedWeapon->EquipSound)
{
UGameplayStatics::PlaySoundAtLocation(
this,
EquippedWeapon->EquipSound,
Character->GetActorLocation()
);
}
}
}
void UCombatComponent::TraceUnderCrosshairs(FHitResult& TraceHitResult)
{
FVector2D ViewportSize;
if (GEngine && GEngine->GameViewport)
{
GEngine->GameViewport->GetViewportSize(ViewportSize);
}
FVector2D CrosshairLocation(ViewportSize.X / 2.f, ViewportSize.Y / 2.f);
FVector CrosshairWorldPosition;
FVector CrosshairWorldDirection;
bool bScreenToWorld = UGameplayStatics::DeprojectScreenToWorld(
UGameplayStatics::GetPlayerController(this, 0),
CrosshairLocation,
CrosshairWorldPosition,
CrosshairWorldDirection
);
if (bScreenToWorld)
{
FVector Start = CrosshairWorldPosition;
if (Character)
{
float DistanceToCharacter = (Character->GetActorLocation() - Start).Size();
Start += CrosshairWorldDirection * (DistanceToCharacter + 100.f);
}
FVector End = Start + CrosshairWorldDirection * TRACE_LENGTH;
GetWorld()->LineTraceSingleByChannel(
TraceHitResult,
Start,
End,
ECollisionChannel::ECC_Visibility
);
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) void UCombatComponent::SetHUDCrosshairs(float DeltaTime)
{ {
if (Character == nullptr || Character->Controller == nullptr) return; if (Character == nullptr || Character->Controller == nullptr) return;
@ -80,22 +348,22 @@ void UCombatComponent::SetHUDCrosshairs(float DeltaTime)
HUDPackage.CrosshairsCenter = EquippedWeapon->CrosshairsCenter; HUDPackage.CrosshairsCenter = EquippedWeapon->CrosshairsCenter;
HUDPackage.CrosshairsLeft = EquippedWeapon->CrosshairsLeft; HUDPackage.CrosshairsLeft = EquippedWeapon->CrosshairsLeft;
HUDPackage.CrosshairsRight = EquippedWeapon->CrosshairsRight; HUDPackage.CrosshairsRight = EquippedWeapon->CrosshairsRight;
HUDPackage.CrosshairsTop = EquippedWeapon->CrosshairsTop;
HUDPackage.CrosshairsBottom = EquippedWeapon->CrosshairsBottom; HUDPackage.CrosshairsBottom = EquippedWeapon->CrosshairsBottom;
HUDPackage.CrosshairsTop = EquippedWeapon->CrosshairsTop;
} }
else else
{ {
HUDPackage.CrosshairsCenter = nullptr; HUDPackage.CrosshairsCenter = nullptr;
HUDPackage.CrosshairsLeft = nullptr; HUDPackage.CrosshairsLeft = nullptr;
HUDPackage.CrosshairsRight = nullptr; HUDPackage.CrosshairsRight = nullptr;
HUDPackage.CrosshairsTop = nullptr;
HUDPackage.CrosshairsBottom = nullptr; HUDPackage.CrosshairsBottom = nullptr;
HUDPackage.CrosshairsTop = nullptr;
} }
// Calculate crosshair spread // Calculate crosshair spread
// Velocity [0, 600] -> Spread [0, 1]
const FVector2D WalkSpeedRange(0.f, Character->GetCharacterMovement()->MaxWalkSpeed); // [0, 600] -> [0, 1]
const FVector2D VelocityMultiplierRange(0.f, 1.f); FVector2D WalkSpeedRange(0.f, Character->GetCharacterMovement()->MaxWalkSpeed);
FVector2D VelocityMultiplierRange(0.f, 1.f);
FVector Velocity = Character->GetVelocity(); FVector Velocity = Character->GetVelocity();
Velocity.Z = 0.f; Velocity.Z = 0.f;
@ -170,59 +438,9 @@ void UCombatComponent::ServerSetAiming_Implementation(bool bIsAiming)
} }
} }
void UCombatComponent::Fire()
{
if (CanFire())
{
bCanFire = false;
ServerFire(HitTarget);
if (EquippedWeapon)
{
CrosshairShootingFactor = 0.75f;
}
StartFireTimer();
}
}
void UCombatComponent::FireButtonPressed(bool bPressed)
{
bFireButtonPressed = bPressed;
if (bFireButtonPressed && EquippedWeapon)
{
Fire();
}
}
void UCombatComponent::StartFireTimer()
{
if (EquippedWeapon == nullptr || Character == nullptr) return;
Character->GetWorldTimerManager().SetTimer(FireTimer, this, &UCombatComponent::FireTimerFinished, EquippedWeapon->FireDelay);
}
void UCombatComponent::FireTimerFinished()
{
if (EquippedWeapon == nullptr) return;
bCanFire = true;
if (bFireButtonPressed && EquippedWeapon->bAutomatic)
{
Fire();
}
if (EquippedWeapon->IsEmpty())
{
Reload();
}
}
bool UCombatComponent::CanFire() bool UCombatComponent::CanFire()
{ {
if (EquippedWeapon == nullptr) return false; if (EquippedWeapon == nullptr) return false;
return !EquippedWeapon->IsEmpty() && bCanFire && CombatState == ECombatState::ECS_Unoccupied; return !EquippedWeapon->IsEmpty() && bCanFire && CombatState == ECombatState::ECS_Unoccupied;
} }
@ -239,212 +457,3 @@ void UCombatComponent::InitializeCarriedAmmo()
{ {
CarriedAmmoMap.Emplace(EWeaponType::EWT_AssaultRifle, StartingARAmmo); CarriedAmmoMap.Emplace(EWeaponType::EWT_AssaultRifle, StartingARAmmo);
} }
void UCombatComponent::ServerFire_Implementation(const FVector_NetQuantize& TraceHitTarget)
{
MulticastFire(TraceHitTarget);
}
void UCombatComponent::MulticastFire_Implementation(const FVector_NetQuantize& TraceHitTarget)
{
if (EquippedWeapon == nullptr) return;
if (Character && CombatState == ECombatState::ECS_Unoccupied)
{
Character->PlayFireMontage(bAiming);
EquippedWeapon->Fire(TraceHitTarget);
}
}
void UCombatComponent::TraceUnderCrosshairs(FHitResult& TraceHitResult)
{
FVector2d ViewPortSize;
if (GEngine && GEngine->GameViewport)
{
GEngine->GameViewport->GetViewportSize(ViewPortSize);
}
FVector2d CrosshairLocation(ViewPortSize.X / 2.f, ViewPortSize.Y / 2.0f);
FVector CrosshairWorldPosition;
FVector CrosshairWorldDirection;
bool bScreenToWorld = UGameplayStatics::DeprojectScreenToWorld(
UGameplayStatics::GetPlayerController(this, 0),
CrosshairLocation,
CrosshairWorldPosition,
CrosshairWorldDirection
);
if (bScreenToWorld)
{
FVector Start = CrosshairWorldPosition;
if (Character)
{
float DistanceToCharacter = (Character->GetActorLocation() - Start).Size();
Start += CrosshairWorldDirection * (DistanceToCharacter + 60.f);
}
FVector End = Start + CrosshairWorldDirection * TRACE_LENGTH;
GetWorld()->LineTraceSingleByChannel(
TraceHitResult,
Start,
End,
ECollisionChannel::ECC_Visibility
);
if (TraceHitResult.GetActor() && TraceHitResult.GetActor()->Implements<UInteractWithCrosshairInterface>())
{
HUDPackage.CrosshairColor = FLinearColor::Red;
}
else
{
HUDPackage.CrosshairColor = FLinearColor::White;
}
if (!TraceHitResult.bBlockingHit) TraceHitResult.ImpactPoint = End;
}
}
void UCombatComponent::EquipWeapon(AWeapon* WeaponToEquip)
{
if (Character == nullptr || WeaponToEquip == nullptr) return;
if (EquippedWeapon)
{
EquippedWeapon->Dropped();
}
EquippedWeapon = WeaponToEquip;
EquippedWeapon->SetWeaponState(EWeaponState::EWS_Equipped);
const USkeletalMeshSocket* HandSocket = Character->GetMesh()->GetSocketByName(FName("RightHandSocket"));
if (HandSocket)
{
HandSocket->AttachActor(EquippedWeapon, Character->GetMesh());
}
EquippedWeapon->SetOwner(Character);
EquippedWeapon->SetHUDAmmo();
if (CarriedAmmoMap.Contains(EquippedWeapon->GetWeaponType()))
{
CarriedAmmo = CarriedAmmoMap[EquippedWeapon->GetWeaponType()];
}
Controller = Controller == nullptr ? Cast<ABlasterPlayerController>(Character->Controller) : Controller;
if (Controller)
{
Controller->SetHUDCarriedAmmo(CarriedAmmo);
}
if (EquippedWeapon->EquipSound)
{
UGameplayStatics::PlaySoundAtLocation(this, EquippedWeapon->EquipSound, Character->GetActorLocation());
}
if (EquippedWeapon->IsEmpty())
{
Reload();
}
Character->GetCharacterMovement()->bOrientRotationToMovement = false;
Character->bUseControllerRotationYaw = true;
}
void UCombatComponent::Reload()
{
if (CarriedAmmo > 0 && CombatState != ECombatState::ECS_Reloading)
{
ServerReload();
}
}
void UCombatComponent::FinishedReloading()
{
if (Character == nullptr) return;
if (Character->HasAuthority())
{
CombatState = ECombatState::ECS_Unoccupied;
UpdateAmmoValues();
}
if (bFireButtonPressed)
{
Fire();
}
}
void UCombatComponent::UpdateAmmoValues()
{
if (Character == nullptr || EquippedWeapon == nullptr) return;
const int32 ReloadAmount = AmountToReload();
if (CarriedAmmoMap.Contains(EquippedWeapon->GetWeaponType()))
{
CarriedAmmoMap[EquippedWeapon->GetWeaponType()] -= ReloadAmount;
CarriedAmmo = CarriedAmmoMap[EquippedWeapon->GetWeaponType()];
}
Controller = Controller == nullptr ? Cast<ABlasterPlayerController>(Character->Controller) : Controller;
if (Controller)
{
Controller->SetHUDCarriedAmmo(CarriedAmmo);
}
EquippedWeapon->AddAmmo(-ReloadAmount);
}
void UCombatComponent::ServerReload_Implementation()
{
if (Character == nullptr || EquippedWeapon == nullptr) return;
// return if weapon mag is at max capacity
if (EquippedWeapon->GetAmmo() == EquippedWeapon->GetMagCapacity()) return;
CombatState = ECombatState::ECS_Reloading;
HandleReload();
}
void UCombatComponent::OnRep_CombatState()
{
switch (CombatState)
{
case ECombatState::ECS_Reloading:
HandleReload();
break;
case ECombatState::ECS_Unoccupied:
if (bFireButtonPressed)
{
Fire();
}
break;
}
}
void UCombatComponent::HandleReload()
{
Character->PlayReloadMontage();
}
int32 UCombatComponent::AmountToReload()
{
if (EquippedWeapon == nullptr) return 0;
const int32 RoomInMag = EquippedWeapon->GetMagCapacity() - EquippedWeapon->GetAmmo();
if (CarriedAmmoMap.Contains(EquippedWeapon->GetWeaponType()))
{
const int32 AmountCarried = CarriedAmmoMap[EquippedWeapon->GetWeaponType()];
const int32 Least = FMath::Min(RoomInMag, AmountCarried);
return FMath::Clamp(RoomInMag, 0, Least);
}
return 0;
}
void UCombatComponent::OnRep_EquippedWeapon()
{
if (EquippedWeapon && Character)
{
EquippedWeapon->SetWeaponState(EWeaponState::EWS_Equipped);
const USkeletalMeshSocket* HandSocket = Character->GetMesh()->GetSocketByName(FName("RightHandSocket"));
if (HandSocket)
{
HandSocket->AttachActor(EquippedWeapon, Character->GetMesh());
}
if (EquippedWeapon->EquipSound)
{
UGameplayStatics::PlaySoundAtLocation(this, EquippedWeapon->EquipSound, Character->GetActorLocation());
}
Character->GetCharacterMovement()->bOrientRotationToMovement = false;
Character->bUseControllerRotationYaw = true;
}
}

View File

@ -2,13 +2,11 @@
#include "BlasterGameMode.h" #include "BlasterGameMode.h"
#include "Blaster/Character/BlasterCharacter.h" #include "Blaster/Character/BlasterCharacter.h"
#include "Blaster/PlayerController/BlasterPlayerController.h" #include "Blaster/PlayerController/BlasterPlayerController.h"
#include "Blaster/PlayerState/BlasterPlayerState.h"
#include "GameFramework/PlayerStart.h"
#include "Kismet/GameplayStatics.h" #include "Kismet/GameplayStatics.h"
#include "GameFramework/PlayerStart.h"
#include "Blaster/PlayerState/BlasterPlayerState.h"
namespace MatchState namespace MatchState
{ {
@ -27,30 +25,30 @@ void ABlasterGameMode::BeginPlay()
LevelStartingTime = GetWorld()->GetTimeSeconds(); LevelStartingTime = GetWorld()->GetTimeSeconds();
} }
void ABlasterGameMode::Tick(float DeltaSeconds) void ABlasterGameMode::Tick(float DeltaTime)
{ {
Super::Tick(DeltaSeconds); Super::Tick(DeltaTime);
if (MatchState == MatchState::WaitingToStart) if (MatchState == MatchState::WaitingToStart)
{ {
CountDownTime = WarmupTime - GetWorld()->GetTimeSeconds() + LevelStartingTime; CountdownTime = WarmupTime - GetWorld()->GetTimeSeconds() + LevelStartingTime;
if (CountDownTime <= 0.f) if (CountdownTime <= 0.f)
{ {
StartMatch(); StartMatch();
} }
} }
else if (MatchState == MatchState::InProgress) else if (MatchState == MatchState::InProgress)
{ {
CountDownTime = WarmupTime + MatchTime - GetWorld()->GetTimeSeconds() + LevelStartingTime; CountdownTime = WarmupTime + MatchTime - GetWorld()->GetTimeSeconds() + LevelStartingTime;
if (CountDownTime <= 0.f) if (CountdownTime <= 0.f)
{ {
SetMatchState(MatchState::Cooldown); SetMatchState(MatchState::Cooldown);
} }
} }
else if (MatchState == MatchState::Cooldown) else if (MatchState == MatchState::Cooldown)
{ {
CountDownTime = CooldownTime + WarmupTime + MatchTime - GetWorld()->GetTimeSeconds() + LevelStartingTime; CountdownTime = CooldownTime + WarmupTime + MatchTime - GetWorld()->GetTimeSeconds() + LevelStartingTime;
if (CountDownTime <= 0.f) if (CountdownTime <= 0.f)
{ {
RestartGame(); RestartGame();
} }
@ -61,29 +59,31 @@ void ABlasterGameMode::OnMatchStateSet()
{ {
Super::OnMatchStateSet(); Super::OnMatchStateSet();
for (FConstPlayerControllerIterator Iterator = GetWorld()->GetPlayerControllerIterator(); Iterator; ++Iterator) for (FConstPlayerControllerIterator It = GetWorld()->GetPlayerControllerIterator(); It; ++It)
{ {
ABlasterPlayerController* PlayerController = Cast<ABlasterPlayerController>(*Iterator); ABlasterPlayerController* BlasterPlayer = Cast<ABlasterPlayerController>(*It);
if (PlayerController) if (BlasterPlayer)
{ {
PlayerController->OnMatchStateSet(MatchState); BlasterPlayer->OnMatchStateSet(MatchState);
} }
} }
} }
void ABlasterGameMode::PlayerEliminated(ABlasterCharacter* EliminatedCharacter, ABlasterPlayerController* VictimController, void ABlasterGameMode::PlayerEliminated(class ABlasterCharacter* EliminatedCharacter, ABlasterPlayerController* VictimController,
ABlasterPlayerController* AttackerController) ABlasterPlayerController* AttackerController)
{ {
if (AttackerController == nullptr || AttackerController->PlayerState == nullptr) return;
if (VictimController == nullptr || VictimController->PlayerState == nullptr) return;
ABlasterPlayerState* AttackerPlayerState = AttackerController ? Cast<ABlasterPlayerState>(AttackerController->PlayerState) : nullptr; ABlasterPlayerState* AttackerPlayerState = AttackerController ? Cast<ABlasterPlayerState>(AttackerController->PlayerState) : nullptr;
ABlasterPlayerState* VictimPlayerState = VictimController ? Cast<ABlasterPlayerState>(VictimController->PlayerState) : nullptr; ABlasterPlayerState* VictimPlayerState = VictimController ? Cast<ABlasterPlayerState>(VictimController->PlayerState) : nullptr;
if (AttackerPlayerState && AttackerPlayerState != VictimPlayerState) if (AttackerPlayerState && AttackerPlayerState != VictimPlayerState)
{ {
AttackerPlayerState->IncreaseScore(1.f); AttackerPlayerState->AddToScore(1.f);
} }
if (VictimPlayerState) if (VictimPlayerState)
{ {
VictimPlayerState->IncreaseDefeats(1); VictimPlayerState->AddToDefeats(1);
} }
if (EliminatedCharacter) if (EliminatedCharacter)
@ -99,12 +99,11 @@ void ABlasterGameMode::RequestRespawn(ACharacter* EliminatedCharacter, AControll
EliminatedCharacter->Reset(); EliminatedCharacter->Reset();
EliminatedCharacter->Destroy(); EliminatedCharacter->Destroy();
} }
if (EliminatedController) if (EliminatedController)
{ {
TArray<AActor*> PlayerStarts; TArray<AActor*> PlayerStarts;
UGameplayStatics::GetAllActorsOfClass(this, APlayerStart::StaticClass(), PlayerStarts); UGameplayStatics::GetAllActorsOfClass(this, APlayerStart::StaticClass(), PlayerStarts);
const int32 Selection = FMath::RandRange(0, PlayerStarts.Num() - 1); int32 Selection = FMath::RandRange(0, PlayerStarts.Num() - 1);
RestartPlayerAtPlayerStart(EliminatedController, PlayerStarts[Selection]); RestartPlayerAtPlayerStart(EliminatedController, PlayerStarts[Selection]);
} }
} }

View File

@ -22,7 +22,7 @@ class BLASTER_API ABlasterGameMode : public AGameMode
public: public:
ABlasterGameMode(); ABlasterGameMode();
virtual void Tick(float DeltaSeconds) override; virtual void Tick(float DeltaTime) override;
virtual void PlayerEliminated(class ABlasterCharacter* EliminatedCharacter, class ABlasterPlayerController* VictimController, virtual void PlayerEliminated(class ABlasterCharacter* EliminatedCharacter, class ABlasterPlayerController* VictimController,
class ABlasterPlayerController* AttackerController); class ABlasterPlayerController* AttackerController);
virtual void RequestRespawn(ACharacter* EliminatedCharacter, AController* EliminatedController); virtual void RequestRespawn(ACharacter* EliminatedCharacter, AController* EliminatedController);
@ -43,8 +43,8 @@ protected:
virtual void OnMatchStateSet() override; virtual void OnMatchStateSet() override;
private: private:
float CountDownTime = 0.f; float CountdownTime = 0.f;
public: public:
FORCEINLINE float GetCountdownTime() const { return CountDownTime; } FORCEINLINE float GetCountdownTime() const { return CountdownTime; }
}; };

View File

@ -19,4 +19,4 @@ void ALobbyGameMode::PostLogin(APlayerController* NewPlayer)
World->ServerTravel(FString("/Game/Maps/BlasterMap?listen")); World->ServerTravel(FString("/Game/Maps/BlasterMap?listen"));
} }
} }
} }

View File

@ -13,16 +13,15 @@ UCLASS()
class BLASTER_API UAnnouncement : public UUserWidget class BLASTER_API UAnnouncement : public UUserWidget
{ {
GENERATED_BODY() GENERATED_BODY()
public: public:
UPROPERTY(meta = (BindWidget)) UPROPERTY(meta = (BindWidget))
class UTextBlock* AnnouncementText; class UTextBlock* WarmupTime;
UPROPERTY(meta = (BindWidget)) UPROPERTY(meta = (BindWidget))
UTextBlock* CountdownText; UTextBlock* AnnouncementText;
UPROPERTY(meta = (BindWidget)) UPROPERTY(meta = (BindWidget))
UTextBlock* AnnouncementMessage; UTextBlock* InfoText;
}; };

View File

@ -22,7 +22,7 @@ void ABlasterHUD::AddCharacterOverlay()
} }
} }
void ABlasterHUD::AddAnnouncementOverlay() void ABlasterHUD::AddAnnouncement()
{ {
APlayerController* PlayerController = GetOwningPlayerController(); APlayerController* PlayerController = GetOwningPlayerController();
if (PlayerController && AnnouncementClass) if (PlayerController && AnnouncementClass)
@ -46,27 +46,27 @@ void ABlasterHUD::DrawHUD()
if (HUDPackage.CrosshairsCenter) if (HUDPackage.CrosshairsCenter)
{ {
const FVector2D Spread(0.f, 0.f); const FVector2D Spread(0.f, 0.f);
DrawCrosshair(HUDPackage.CrosshairsCenter, ViewportCenter, Spread, HUDPackage.CrosshairColor); DrawCrosshair(HUDPackage.CrosshairsCenter, ViewportCenter, Spread, HUDPackage.CrosshairsColor);
} }
if (HUDPackage.CrosshairsLeft) if (HUDPackage.CrosshairsLeft)
{ {
const FVector2D Spread(-SpreadScaled, 0.f); const FVector2D Spread(-SpreadScaled, 0.f);
DrawCrosshair(HUDPackage.CrosshairsLeft, ViewportCenter, Spread, HUDPackage.CrosshairColor); DrawCrosshair(HUDPackage.CrosshairsLeft, ViewportCenter, Spread, HUDPackage.CrosshairsColor);
} }
if (HUDPackage.CrosshairsRight) if (HUDPackage.CrosshairsRight)
{ {
const FVector2D Spread(SpreadScaled, 0.f); const FVector2D Spread(SpreadScaled, 0.f);
DrawCrosshair(HUDPackage.CrosshairsRight, ViewportCenter, Spread, HUDPackage.CrosshairColor); DrawCrosshair(HUDPackage.CrosshairsRight, ViewportCenter, Spread, HUDPackage.CrosshairsColor);
} }
if (HUDPackage.CrosshairsTop) if (HUDPackage.CrosshairsTop)
{ {
const FVector2D Spread(0.f, -SpreadScaled); const FVector2D Spread(0.f, -SpreadScaled);
DrawCrosshair(HUDPackage.CrosshairsTop, ViewportCenter, Spread, HUDPackage.CrosshairColor); DrawCrosshair(HUDPackage.CrosshairsTop, ViewportCenter, Spread, HUDPackage.CrosshairsColor);
} }
if (HUDPackage.CrosshairsBottom) if (HUDPackage.CrosshairsBottom)
{ {
const FVector2D Spread(0.f, SpreadScaled); const FVector2D Spread(0.f, SpreadScaled);
DrawCrosshair(HUDPackage.CrosshairsBottom, ViewportCenter, Spread, HUDPackage.CrosshairColor); DrawCrosshair(HUDPackage.CrosshairsBottom, ViewportCenter, Spread, HUDPackage.CrosshairsColor);
} }
} }
} }

View File

@ -18,7 +18,7 @@ public:
UTexture2D* CrosshairsTop; UTexture2D* CrosshairsTop;
UTexture2D* CrosshairsBottom; UTexture2D* CrosshairsBottom;
float CrosshairSpread; float CrosshairSpread;
FLinearColor CrosshairColor; FLinearColor CrosshairsColor;
}; };
/** /**
@ -32,7 +32,7 @@ class BLASTER_API ABlasterHUD : public AHUD
public: public:
virtual void DrawHUD() override; virtual void DrawHUD() override;
void AddCharacterOverlay(); void AddCharacterOverlay();
void AddAnnouncementOverlay(); void AddAnnouncement();
UPROPERTY(EditAnywhere, Category = "Player Stats") UPROPERTY(EditAnywhere, Category = "Player Stats")
TSubclassOf<class UUserWidget> CharacterOverlayClass; TSubclassOf<class UUserWidget> CharacterOverlayClass;

View File

@ -1,6 +1,6 @@
// Fill out your copyright notice in the Description page of Project Settings. // Fill out your copyright notice in the Description page of Project Settings.
#include "InteractWithCrosshairInterface.h" #include "InteractWithCrosshairsInterface.h"
// Add default functionality here for any IInteractWithCrosshairInterface functions that are not pure virtual. // Add default functionality here for any IInteractWithCrosshairInterface functions that are not pure virtual.

View File

@ -4,11 +4,11 @@
#include "CoreMinimal.h" #include "CoreMinimal.h"
#include "UObject/Interface.h" #include "UObject/Interface.h"
#include "InteractWithCrosshairInterface.generated.h" #include "InteractWithCrosshairsInterface.generated.h"
// This class does not need to be modified. // This class does not need to be modified.
UINTERFACE(MinimalAPI) UINTERFACE(MinimalAPI)
class UInteractWithCrosshairInterface : public UInterface class UInteractWithCrosshairsInterface : public UInterface
{ {
GENERATED_BODY() GENERATED_BODY()
}; };
@ -16,7 +16,7 @@ class UInteractWithCrosshairInterface : public UInterface
/** /**
* *
*/ */
class BLASTER_API IInteractWithCrosshairInterface class BLASTER_API IInteractWithCrosshairsInterface
{ {
GENERATED_BODY() GENERATED_BODY()

View File

@ -2,7 +2,6 @@
#include "BlasterPlayerController.h" #include "BlasterPlayerController.h"
#include "Blaster/Character/BlasterCharacter.h" #include "Blaster/Character/BlasterCharacter.h"
#include "Blaster/Components/CombatComponent.h" #include "Blaster/Components/CombatComponent.h"
#include "Blaster/GameMode/BlasterGameMode.h" #include "Blaster/GameMode/BlasterGameMode.h"
@ -31,38 +30,18 @@ void ABlasterPlayerController::GetLifetimeReplicatedProps(TArray<FLifetimeProper
DOREPLIFETIME(ABlasterPlayerController, MatchState); DOREPLIFETIME(ABlasterPlayerController, MatchState);
} }
void ABlasterPlayerController::Tick(float DeltaSeconds) void ABlasterPlayerController::Tick(float DeltaTime)
{ {
Super::Tick(DeltaSeconds); Super::Tick(DeltaTime);
SetHUDTime(); SetHUDTime();
CheckTimeSync(DeltaSeconds); CheckTimeSync(DeltaTime);
PollInit(); PollInit();
} }
void ABlasterPlayerController::OnPossess(APawn* InPawn) void ABlasterPlayerController::CheckTimeSync(float DeltaTime)
{ {
Super::OnPossess(InPawn); TimeSyncRunningTime += DeltaTime;
if (const ABlasterCharacter* BlasterCharacter = Cast<ABlasterCharacter>(InPawn))
{
SetHUDHealth(BlasterCharacter->GetHealth(), BlasterCharacter->GetMaxHealth());
}
}
void ABlasterPlayerController::ReceivedPlayer()
{
Super::ReceivedPlayer();
if (IsLocalController())
{
ServerRequestServerTime(GetWorld()->GetTimeSeconds());
}
}
void ABlasterPlayerController::CheckTimeSync(float DeltaSeconds)
{
TimeSyncRunningTime += DeltaSeconds;
if (IsLocalController() && TimeSyncRunningTime > TimeSyncFrequency) if (IsLocalController() && TimeSyncRunningTime > TimeSyncFrequency)
{ {
ServerRequestServerTime(GetWorld()->GetTimeSeconds()); ServerRequestServerTime(GetWorld()->GetTimeSeconds());
@ -70,119 +49,172 @@ void ABlasterPlayerController::CheckTimeSync(float DeltaSeconds)
} }
} }
float ABlasterPlayerController::GetServerTime()
{
if (HasAuthority()) return GetWorld()->GetTimeSeconds();
return GetWorld()->GetTimeSeconds() + ClientServerDelta;
}
void ABlasterPlayerController::HandleMatchHasStarted()
{
BlasterHUD = BlasterHUD == nullptr ? Cast<ABlasterHUD>(GetHUD()) : BlasterHUD;
if (BlasterHUD)
{
BlasterHUD->AddCharacterOverlay();
if (BlasterHUD->Announcement)
{
BlasterHUD->Announcement->SetVisibility(ESlateVisibility::Hidden);
}
}
}
void ABlasterPlayerController::HandleCooldown()
{
BlasterHUD = BlasterHUD == nullptr ? Cast<ABlasterHUD>(GetHUD()) : BlasterHUD;
if (BlasterHUD)
{
BlasterHUD->CharacterOverlay->RemoveFromParent();
bool bHUDValid =
BlasterHUD->Announcement &&
BlasterHUD->Announcement->AnnouncementText &&
BlasterHUD->Announcement->AnnouncementMessage;
if (bHUDValid)
{
const FString AnnouncementText("New match starts in:");
BlasterHUD->Announcement->AnnouncementText->SetText(FText::FromString(AnnouncementText));
BlasterHUD->Announcement->AnnouncementMessage->SetText(FText());
BlasterHUD->Announcement->SetVisibility(ESlateVisibility::Visible);
}
}
ABlasterCharacter* BlasterCharacter = Cast<ABlasterCharacter>(GetPawn());
if (BlasterCharacter && BlasterCharacter->GetCombat())
{
BlasterCharacter->bDisableGameplay = true;
BlasterCharacter->GetCombat()->FireButtonPressed(false);
}
}
void ABlasterPlayerController::OnMatchStateSet(FName State)
{
MatchState = State;
if (MatchState == MatchState::InProgress)
{
HandleMatchHasStarted();
}
else if (MatchState == MatchState::Cooldown)
{
HandleCooldown();
}
}
void ABlasterPlayerController::OnRep_MatchState()
{
if (MatchState == MatchState::InProgress)
{
HandleMatchHasStarted();
}
else if (MatchState == MatchState::Cooldown)
{
HandleCooldown();
}
}
void ABlasterPlayerController::ServerCheckMatchState_Implementation() void ABlasterPlayerController::ServerCheckMatchState_Implementation()
{ {
ABlasterGameMode* GameMode = Cast<ABlasterGameMode>(UGameplayStatics::GetGameMode(this)); ABlasterGameMode* GameMode = Cast<ABlasterGameMode>(UGameplayStatics::GetGameMode(this));
if (GameMode) if (GameMode)
{ {
LevelStartingTime = GameMode->LevelStartingTime;
WarmupTime = GameMode->WarmupTime; WarmupTime = GameMode->WarmupTime;
MatchTime = GameMode->MatchTime; MatchTime = GameMode->MatchTime;
CooldownTime = GameMode->CooldownTime; CooldownTime = GameMode->CooldownTime;
LevelStartingTime = GameMode->LevelStartingTime;
MatchState = GameMode->GetMatchState(); MatchState = GameMode->GetMatchState();
ClientJoinMidGame(MatchState, WarmupTime, MatchTime, CooldownTime, LevelStartingTime); ClientJoinMidgame(MatchState, WarmupTime, MatchTime, CooldownTime, LevelStartingTime);
} }
} }
void ABlasterPlayerController::ClientJoinMidGame_Implementation(FName StateOfMatch, float Warmup, float Match, float Cooldown, float StartingTime) void ABlasterPlayerController::ClientJoinMidgame_Implementation(FName StateOfMatch, float Warmup, float Match, float Cooldown, float StartingTime)
{ {
LevelStartingTime = StartingTime;
WarmupTime = Warmup; WarmupTime = Warmup;
MatchTime = Match; MatchTime = Match;
CooldownTime = Cooldown; CooldownTime = Cooldown;
LevelStartingTime = StartingTime;
MatchState = StateOfMatch; MatchState = StateOfMatch;
OnMatchStateSet(MatchState); OnMatchStateSet(MatchState);
if (BlasterHUD && MatchState == MatchState::WaitingToStart) if (BlasterHUD && MatchState == MatchState::WaitingToStart)
{ {
BlasterHUD->AddAnnouncementOverlay(); BlasterHUD->AddAnnouncement();
} }
} }
void ABlasterPlayerController::ServerRequestServerTime_Implementation(float TimeOfClientRequest) void ABlasterPlayerController::OnPossess(APawn* InPawn)
{ {
const float ServerTimeOfReceipt = GetWorld()->GetTimeSeconds(); Super::OnPossess(InPawn);
ClientReportServerTime(TimeOfClientRequest, ServerTimeOfReceipt); ABlasterCharacter* BlasterCharacter = Cast<ABlasterCharacter>(InPawn);
if (BlasterCharacter)
{
SetHUDHealth(BlasterCharacter->GetHealth(), BlasterCharacter->GetMaxHealth());
}
} }
void ABlasterPlayerController::ClientReportServerTime_Implementation(float TimeOfClientRequest, float TimeServerReceivedClientRequest) void ABlasterPlayerController::SetHUDHealth(float Health, float MaxHealth)
{ {
const float RoundTripTime = GetWorld()->GetTimeSeconds() - TimeOfClientRequest; BlasterHUD = BlasterHUD == nullptr ? Cast<ABlasterHUD>(GetHUD()) : BlasterHUD;
const float CurrentServerTime = TimeServerReceivedClientRequest + (0.5f * RoundTripTime); bool bHUDValid = BlasterHUD &&
ClientServerDelta = CurrentServerTime - GetWorld()->GetTimeSeconds(); BlasterHUD->CharacterOverlay &&
BlasterHUD->CharacterOverlay->HealthBar &&
BlasterHUD->CharacterOverlay->HealthText;
if (bHUDValid)
{
const float HealthPercent = Health / MaxHealth;
BlasterHUD->CharacterOverlay->HealthBar->SetPercent(HealthPercent);
FString HealthText = FString::Printf(TEXT("%d/%d"), FMath::CeilToInt(Health), FMath::CeilToInt(MaxHealth));
BlasterHUD->CharacterOverlay->HealthText->SetText(FText::FromString(HealthText));
}
else
{
bInitializeCharacterOverlay = true;
HUDHealth = Health;
HUDMaxHealth = MaxHealth;
}
}
void ABlasterPlayerController::SetHUDScore(float Score)
{
BlasterHUD = BlasterHUD == nullptr ? Cast<ABlasterHUD>(GetHUD()) : BlasterHUD;
bool bHUDValid = BlasterHUD &&
BlasterHUD->CharacterOverlay &&
BlasterHUD->CharacterOverlay->ScoreValue;
if (bHUDValid)
{
FString ScoreText = FString::Printf(TEXT("%d"), FMath::FloorToInt(Score));
BlasterHUD->CharacterOverlay->ScoreValue->SetText(FText::FromString(ScoreText));
}
else
{
bInitializeCharacterOverlay = true;
HUDScore = Score;
}
}
void ABlasterPlayerController::SetHUDDefeats(int32 Defeats)
{
BlasterHUD = BlasterHUD == nullptr ? Cast<ABlasterHUD>(GetHUD()) : BlasterHUD;
bool bHUDValid = BlasterHUD &&
BlasterHUD->CharacterOverlay &&
BlasterHUD->CharacterOverlay->DefeatsValue;
if (bHUDValid)
{
FString DefeatsText = FString::Printf(TEXT("%d"), Defeats);
BlasterHUD->CharacterOverlay->DefeatsValue->SetText(FText::FromString(DefeatsText));
}
else
{
bInitializeCharacterOverlay = true;
HUDDefeats = Defeats;
}
}
void ABlasterPlayerController::SetHUDWeaponAmmo(int32 Ammo)
{
BlasterHUD = BlasterHUD == nullptr ? Cast<ABlasterHUD>(GetHUD()) : BlasterHUD;
bool bHUDValid = BlasterHUD &&
BlasterHUD->CharacterOverlay &&
BlasterHUD->CharacterOverlay->WeaponAmmoValue;
if (bHUDValid)
{
FString AmmoText = FString::Printf(TEXT("%d"), Ammo);
BlasterHUD->CharacterOverlay->WeaponAmmoValue->SetText(FText::FromString(AmmoText));
}
}
void ABlasterPlayerController::SetHUDCarriedAmmo(int32 Ammo)
{
BlasterHUD = BlasterHUD == nullptr ? Cast<ABlasterHUD>(GetHUD()) : BlasterHUD;
bool bHUDValid = BlasterHUD &&
BlasterHUD->CharacterOverlay &&
BlasterHUD->CharacterOverlay->CarriedAmmoValue;
if (bHUDValid)
{
FString AmmoText = FString::Printf(TEXT("%d"), Ammo);
BlasterHUD->CharacterOverlay->CarriedAmmoValue->SetText(FText::FromString(AmmoText));
}
}
void ABlasterPlayerController::SetHUDMatchCountdown(float CountdownTime)
{
BlasterHUD = BlasterHUD == nullptr ? Cast<ABlasterHUD>(GetHUD()) : BlasterHUD;
bool bHUDValid = BlasterHUD &&
BlasterHUD->CharacterOverlay &&
BlasterHUD->CharacterOverlay->MatchCountdownText;
if (bHUDValid)
{
if (CountdownTime < 0.f)
{
BlasterHUD->CharacterOverlay->MatchCountdownText->SetText(FText());
return;
}
int32 Minutes = FMath::FloorToInt(CountdownTime / 60.f);
int32 Seconds = CountdownTime - Minutes * 60;
FString CountdownText = FString::Printf(TEXT("%02d:%02d"), Minutes, Seconds);
BlasterHUD->CharacterOverlay->MatchCountdownText->SetText(FText::FromString(CountdownText));
}
}
void ABlasterPlayerController::SetHUDAnnouncementCountdown(float CountdownTime)
{
BlasterHUD = BlasterHUD == nullptr ? Cast<ABlasterHUD>(GetHUD()) : BlasterHUD;
bool bHUDValid = BlasterHUD &&
BlasterHUD->Announcement &&
BlasterHUD->Announcement->WarmupTime;
if (bHUDValid)
{
if (CountdownTime < 0.f)
{
BlasterHUD->Announcement->WarmupTime->SetText(FText());
return;
}
int32 Minutes = FMath::FloorToInt(CountdownTime / 60.f);
int32 Seconds = CountdownTime - Minutes * 60;
FString CountdownText = FString::Printf(TEXT("%02d:%02d"), Minutes, Seconds);
BlasterHUD->Announcement->WarmupTime->SetText(FText::FromString(CountdownText));
}
} }
void ABlasterPlayerController::SetHUDTime() void ABlasterPlayerController::SetHUDTime()
@ -225,142 +257,95 @@ void ABlasterPlayerController::PollInit()
} }
} }
void ABlasterPlayerController::SetHUDHealth(float Health, float MaxHealth) void ABlasterPlayerController::ServerRequestServerTime_Implementation(float TimeOfClientRequest)
{ {
BlasterHUD = BlasterHUD == nullptr ? Cast<ABlasterHUD>(GetHUD()) : BlasterHUD; float ServerTimeOfReceipt = GetWorld()->GetTimeSeconds();
bool bHUDValid = ClientReportServerTime(TimeOfClientRequest, ServerTimeOfReceipt);
BlasterHUD && }
BlasterHUD->CharacterOverlay &&
BlasterHUD->CharacterOverlay->HealthBar &&
BlasterHUD->CharacterOverlay->HealthText;
if (bHUDValid) void ABlasterPlayerController::ClientReportServerTime_Implementation(float TimeOfClientRequest, float TimeServerReceivedClientRequest)
{
float RoundTripTime = GetWorld()->GetTimeSeconds() - TimeOfClientRequest;
float CurrentServerTime = TimeServerReceivedClientRequest + (0.5f * RoundTripTime);
ClientServerDelta = CurrentServerTime - GetWorld()->GetTimeSeconds();
}
float ABlasterPlayerController::GetServerTime()
{
if (HasAuthority()) return GetWorld()->GetTimeSeconds();
return GetWorld()->GetTimeSeconds() + ClientServerDelta;
}
void ABlasterPlayerController::ReceivedPlayer()
{
Super::ReceivedPlayer();
if (IsLocalController())
{ {
const float HealthPercent = Health / MaxHealth; ServerRequestServerTime(GetWorld()->GetTimeSeconds());
BlasterHUD->CharacterOverlay->HealthBar->SetPercent(HealthPercent);
const FString HealthText = FString::Printf(TEXT("%d/%d"), FMath::CeilToInt(Health), FMath::CeilToInt(MaxHealth));
BlasterHUD->CharacterOverlay->HealthText->SetText(FText::FromString(HealthText));
}
else
{
bInitializeCharacterOverlay = true;
HUDHealth = Health;
HUDMaxHealth = MaxHealth;
} }
} }
void ABlasterPlayerController::SetHUDScore(float Score) void ABlasterPlayerController::OnMatchStateSet(FName State)
{ {
BlasterHUD = BlasterHUD == nullptr ? Cast<ABlasterHUD>(GetHUD()) : BlasterHUD; MatchState = State;
bool bHUDValid =
BlasterHUD &&
BlasterHUD->CharacterOverlay &&
BlasterHUD->CharacterOverlay->ScoreValue;
if (bHUDValid) if (MatchState == MatchState::InProgress)
{ {
const FString ScoreAmount = FString::Printf(TEXT("%d"), FMath::FloorToInt(Score)); HandleMatchHasStarted();
BlasterHUD->CharacterOverlay->ScoreValue->SetText(FText::FromString(ScoreAmount));
} }
else else if (MatchState == MatchState::Cooldown)
{ {
bInitializeCharacterOverlay = true; HandleCooldown();
HUDScore = Score;
} }
} }
void ABlasterPlayerController::SetHUDDefeats(int32 Defeats) void ABlasterPlayerController::OnRep_MatchState()
{ {
BlasterHUD = BlasterHUD == nullptr ? Cast<ABlasterHUD>(GetHUD()) : BlasterHUD; if (MatchState == MatchState::InProgress)
bool bHUDValid =
BlasterHUD &&
BlasterHUD->CharacterOverlay &&
BlasterHUD->CharacterOverlay->DefeatsValue;
if (bHUDValid)
{ {
const FString DefeatsAmount = FString::Printf(TEXT("%d"), Defeats); HandleMatchHasStarted();
BlasterHUD->CharacterOverlay->DefeatsValue->SetText(FText::FromString(DefeatsAmount));
} }
else else if (MatchState == MatchState::Cooldown)
{ {
bInitializeCharacterOverlay = true; HandleCooldown();
HUDDefeats = Defeats;
} }
} }
void ABlasterPlayerController::SetHUDWeaponAmmo(int32 Ammo) void ABlasterPlayerController::HandleMatchHasStarted()
{ {
BlasterHUD = BlasterHUD == nullptr ? Cast<ABlasterHUD>(GetHUD()) : BlasterHUD; BlasterHUD = BlasterHUD == nullptr ? Cast<ABlasterHUD>(GetHUD()) : BlasterHUD;
bool bHUDValid = if (BlasterHUD)
BlasterHUD &&
BlasterHUD->CharacterOverlay &&
BlasterHUD->CharacterOverlay->WeaponAmmoValue;
if (bHUDValid)
{ {
const FString WeaponAmmoAmount = FString::Printf(TEXT("%d"), Ammo); BlasterHUD->AddCharacterOverlay();
BlasterHUD->CharacterOverlay->WeaponAmmoValue->SetText(FText::FromString(WeaponAmmoAmount)); if (BlasterHUD->Announcement)
}
}
void ABlasterPlayerController::SetHUDCarriedAmmo(int32 Ammo)
{
BlasterHUD = BlasterHUD == nullptr ? Cast<ABlasterHUD>(GetHUD()) : BlasterHUD;
bool bHUDValid =
BlasterHUD &&
BlasterHUD->CharacterOverlay &&
BlasterHUD->CharacterOverlay->CarriedAmmoValue;
if (bHUDValid)
{
const FString CarriedAmmoAmount = FString::Printf(TEXT("%d"), Ammo);
BlasterHUD->CharacterOverlay->CarriedAmmoValue->SetText(FText::FromString(CarriedAmmoAmount));
}
}
void ABlasterPlayerController::SetHUDMatchCountdown(float CountdownTime)
{
BlasterHUD = BlasterHUD == nullptr ? Cast<ABlasterHUD>(GetHUD()) : BlasterHUD;
bool bHUDValid =
BlasterHUD &&
BlasterHUD->CharacterOverlay &&
BlasterHUD->CharacterOverlay->MatchCountdownText;
if (bHUDValid)
{
if (CountdownTime < 0.f)
{ {
BlasterHUD->CharacterOverlay->MatchCountdownText->SetText(FText()); BlasterHUD->Announcement->SetVisibility(ESlateVisibility::Hidden);
return;
} }
const int32 Minutes = FMath::FloorToInt(CountdownTime / 60);
const int32 Seconds = CountdownTime - Minutes * 60;
const FString CountdownText = FString::Printf(TEXT("%02d:%02d"), Minutes, Seconds);
BlasterHUD->CharacterOverlay->MatchCountdownText->SetText(FText::FromString(CountdownText));
} }
} }
void ABlasterPlayerController::SetHUDAnnouncementCountdown(float CountdownTime) void ABlasterPlayerController::HandleCooldown()
{ {
BlasterHUD = BlasterHUD == nullptr ? Cast<ABlasterHUD>(GetHUD()) : BlasterHUD; BlasterHUD = BlasterHUD == nullptr ? Cast<ABlasterHUD>(GetHUD()) : BlasterHUD;
bool bHUDValid = if (BlasterHUD)
BlasterHUD &&
BlasterHUD->Announcement &&
BlasterHUD->Announcement->CountdownText;
if (bHUDValid)
{ {
if (CountdownTime < 0.f) BlasterHUD->CharacterOverlay->RemoveFromParent();
{ bool bHUDValid = BlasterHUD->Announcement &&
BlasterHUD->Announcement->CountdownText->SetText(FText()); BlasterHUD->Announcement->AnnouncementText &&
return; BlasterHUD->Announcement->InfoText;
}
const int32 Minutes = FMath::FloorToInt(CountdownTime / 60);
const int32 Seconds = CountdownTime - Minutes * 60;
const FString CountdownText = FString::Printf(TEXT("%02d:%02d"), Minutes, Seconds); if (bHUDValid)
BlasterHUD->Announcement->CountdownText->SetText(FText::FromString(CountdownText)); {
BlasterHUD->Announcement->SetVisibility(ESlateVisibility::Visible);
FString AnnouncementText("New match starts in:");
BlasterHUD->Announcement->AnnouncementText->SetText(FText::FromString(AnnouncementText));
BlasterHUD->Announcement->InfoText->SetText(FText());
}
}
ABlasterCharacter* BlasterCharacter = Cast<ABlasterCharacter>(GetPawn());
if (BlasterCharacter && BlasterCharacter->GetCombat())
{
BlasterCharacter->bDisableGameplay = true;
BlasterCharacter->GetCombat()->FireButtonPressed(false);
} }
} }

View File

@ -15,7 +15,7 @@ class BLASTER_API ABlasterPlayerController : public APlayerController
GENERATED_BODY() GENERATED_BODY()
public: public:
virtual void Tick(float DeltaSeconds) override; virtual void Tick(float DeltaTime) override;
virtual void OnPossess(APawn* InPawn) override; virtual void OnPossess(APawn* InPawn) override;
virtual void ReceivedPlayer() override; // Sync with server clock as soon as possible virtual void ReceivedPlayer() override; // Sync with server clock as soon as possible
virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override; virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
@ -63,7 +63,7 @@ protected:
void ServerCheckMatchState(); void ServerCheckMatchState();
UFUNCTION(Client, Reliable) UFUNCTION(Client, Reliable)
void ClientJoinMidGame(FName StateOfMatch, float Warmup, float Match, float Cooldown, float StartingTime); void ClientJoinMidgame(FName StateOfMatch, float Warmup, float Match, float Cooldown, float StartingTime);
private: private:
UPROPERTY() UPROPERTY()

View File

@ -7,21 +7,6 @@
#include "Blaster/PlayerController/BlasterPlayerController.h" #include "Blaster/PlayerController/BlasterPlayerController.h"
#include "Net/UnrealNetwork.h" #include "Net/UnrealNetwork.h"
void ABlasterPlayerState::IncreaseScore(float ScoreAmount)
{
SetScore(GetScore() + ScoreAmount);
Character = GetCharacter();
if (Character)
{
Controller = GetController();
if (Controller)
{
Controller->SetHUDScore(GetScore());
}
}
}
void ABlasterPlayerState::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const void ABlasterPlayerState::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{ {
Super::GetLifetimeReplicatedProps(OutLifetimeProps); Super::GetLifetimeReplicatedProps(OutLifetimeProps);
@ -29,14 +14,13 @@ void ABlasterPlayerState::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>&
DOREPLIFETIME(ABlasterPlayerState, Defeats); DOREPLIFETIME(ABlasterPlayerState, Defeats);
} }
void ABlasterPlayerState::OnRep_Score() void ABlasterPlayerState::AddToScore(float ScoreAmount)
{ {
Super::OnRep_Score(); SetScore(GetScore() + ScoreAmount);
Character = Character == nullptr ? Cast<ABlasterCharacter>(GetPawn()) : Character;
Character = GetCharacter();
if (Character) if (Character)
{ {
Controller = GetController(); Controller = Controller == nullptr ? Cast<ABlasterPlayerController>(Character->Controller) : Controller;
if (Controller) if (Controller)
{ {
Controller->SetHUDScore(GetScore()); Controller->SetHUDScore(GetScore());
@ -44,14 +28,28 @@ void ABlasterPlayerState::OnRep_Score()
} }
} }
void ABlasterPlayerState::IncreaseDefeats(int32 DefeatsAmount) void ABlasterPlayerState::OnRep_Score()
{ {
Defeats += DefeatsAmount; Super::OnRep_Score();
Character = GetCharacter(); Character = Character == nullptr ? Cast<ABlasterCharacter>(GetPawn()) : Character;
if (Character) if (Character)
{ {
Controller = GetController(); Controller = Controller == nullptr ? Cast<ABlasterPlayerController>(Character->Controller) : Controller;
if (Controller)
{
Controller->SetHUDScore(GetScore());
}
}
}
void ABlasterPlayerState::AddToDefeats(int32 DefeatsAmount)
{
Defeats += DefeatsAmount;
Character = Character == nullptr ? Cast<ABlasterCharacter>(GetPawn()) : Character;
if (Character)
{
Controller = Controller == nullptr ? Cast<ABlasterPlayerController>(Character->Controller) : Controller;
if (Controller) if (Controller)
{ {
Controller->SetHUDDefeats(Defeats); Controller->SetHUDDefeats(Defeats);
@ -61,29 +59,13 @@ void ABlasterPlayerState::IncreaseDefeats(int32 DefeatsAmount)
void ABlasterPlayerState::OnRep_Defeats() void ABlasterPlayerState::OnRep_Defeats()
{ {
Character = GetCharacter(); Character = Character == nullptr ? Cast<ABlasterCharacter>(GetPawn()) : Character;
if (Character) if (Character)
{ {
Controller = GetController(); Controller = Controller == nullptr ? Cast<ABlasterPlayerController>(Character->Controller) : Controller;
if (Controller) if (Controller)
{ {
Controller->SetHUDDefeats(Defeats); Controller->SetHUDDefeats(Defeats);
} }
} }
} }
ABlasterCharacter* ABlasterPlayerState::GetCharacter() const
{
return Character == nullptr ? Cast<ABlasterCharacter>(GetPawn()) : Character;
}
ABlasterPlayerController* ABlasterPlayerState::GetController() const
{
if (Character)
{
return Controller == nullptr ? Cast<ABlasterPlayerController>(Character->Controller) : Controller;
}
return nullptr;
}

View File

@ -17,19 +17,18 @@ class BLASTER_API ABlasterPlayerState : public APlayerState
public: public:
virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override; virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
virtual void OnRep_Score() override; virtual void OnRep_Score() override;
UFUNCTION() UFUNCTION()
virtual void OnRep_Defeats(); virtual void OnRep_Defeats();
void IncreaseScore(float ScoreAmount); void AddToScore(float ScoreAmount);
void IncreaseDefeats(int32 DefeatsAmount); void AddToDefeats(int32 DefeatsAmount);
private: private:
UPROPERTY() UPROPERTY()
class ABlasterCharacter* Character; class ABlasterCharacter* Character;
UPROPERTY() UPROPERTY()
class ABlasterPlayerController* Controller; class ABlasterPlayerController* Controller;
ABlasterCharacter* GetCharacter() const;
ABlasterPlayerController* GetController() const;
UPROPERTY(ReplicatedUsing = OnRep_Defeats) UPROPERTY(ReplicatedUsing = OnRep_Defeats)
int32 Defeats; int32 Defeats;

View File

@ -5,6 +5,6 @@ enum class ECombatState : uint8
{ {
ECS_Unoccupied UMETA(DisplayName = "Unoccupied"), ECS_Unoccupied UMETA(DisplayName = "Unoccupied"),
ECS_Reloading UMETA(DisplayName = "Reloading"), ECS_Reloading UMETA(DisplayName = "Reloading"),
ECS_MAX UMETA(DisplayName = "DefaultMAX") ECS_MAX UMETA(DisplayName = "DefaultMAX")
}; };