// Fill out your copyright notice in the Description page of Project Settings. #include "BlasterCharacter.h" #include "Blaster/Blaster.h" #include "Blaster/Components/CombatComponent.h" #include "Blaster/GameMode/BlasterGameMode.h" #include "Blaster/PlayerController/BlasterPlayerController.h" #include "Blaster/PlayerState/BlasterPlayerState.h" #include "Blaster/Weapon/Weapon.h" #include "Camera/CameraComponent.h" #include "Components/CapsuleComponent.h" #include "Components/WidgetComponent.h" #include "GameFramework/CharacterMovementComponent.h" #include "GameFramework/SpringArmComponent.h" #include "Kismet/GameplayStatics.h" #include "Kismet/KismetMathLibrary.h" #include "Net/UnrealNetwork.h" #include "Particles/ParticleSystemComponent.h" ABlasterCharacter::ABlasterCharacter() { PrimaryActorTick.bCanEverTick = true; SpawnCollisionHandlingMethod = ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButAlwaysSpawn; CameraBoom = CreateDefaultSubobject(TEXT("CameraBoom")); CameraBoom->SetupAttachment(GetMesh()); CameraBoom->TargetArmLength = 350.f; CameraBoom->bUsePawnControlRotation = true; FollowCamera = CreateDefaultSubobject(TEXT("FollowCamera")); FollowCamera->SetupAttachment(CameraBoom, USpringArmComponent::SocketName); FollowCamera->bUsePawnControlRotation = false; bUseControllerRotationYaw = false; GetCharacterMovement()->bOrientRotationToMovement = true; OverheadWidget = CreateDefaultSubobject(TEXT("OverheadWidget")); OverheadWidget->SetupAttachment(RootComponent); Combat = CreateDefaultSubobject(TEXT("CombatComponent")); Combat->SetIsReplicated(true); GetCharacterMovement()->NavAgentProps.bCanCrouch = true; GetCapsuleComponent()->SetCollisionResponseToChannel(ECC_Camera, ECR_Ignore); GetMesh()->SetCollisionObjectType(ECC_SkeletalMesh); GetMesh()->SetCollisionResponseToChannel(ECC_Camera, ECR_Ignore); GetMesh()->SetCollisionResponseToChannel(ECC_Visibility, ECR_Block); GetCharacterMovement()->RotationRate = FRotator(0.f, 850.f, 0.f); TurningInPlace = ETurningInPlace::ETIP_NotTurning; NetUpdateFrequency = 66.f; MinNetUpdateFrequency = 33.f; DissolveTimeline = CreateDefaultSubobject(TEXT("DissolveTimelineComponent")); } void ABlasterCharacter::BeginPlay() { Super::BeginPlay(); UpdateHUDHealth(); if (HasAuthority()) { OnTakeAnyDamage.AddDynamic(this, &ABlasterCharacter::ReceiveDamage); } } void ABlasterCharacter::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME_CONDITION(ABlasterCharacter, OverlappingWeapon, COND_OwnerOnly); DOREPLIFETIME(ABlasterCharacter, Health); } void ABlasterCharacter::OnRep_ReplicatedMovement() { Super::OnRep_ReplicatedMovement(); SimProxiesTurn(); TimeSinceLastMovementReplication = 0.f; } void ABlasterCharacter::Destroyed() { Super::Destroyed(); if (EliminationBotComponent) { EliminationBotComponent->DestroyComponent(); } } 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::PlayEliminatedMontage() { UAnimInstance* AnimInstance = GetMesh()->GetAnimInstance(); if (AnimInstance && EliminatedMontage) { AnimInstance->Montage_Play(EliminatedMontage); } } void ABlasterCharacter::Eliminated() { if (Combat && Combat->EquippedWeapon) { Combat->EquippedWeapon->Dropped(); } MulticastEliminated(); GetWorldTimerManager().SetTimer(EliminationTimer, this, &ABlasterCharacter::EliminationTimerFinished, EliminationDelay); } void ABlasterCharacter::MulticastEliminated_Implementation() { bEliminated = true; PlayEliminatedMontage(); // Start dissolve effect if (DissolveMaterialInstance) { DynamicDissolveMaterialInstance = UMaterialInstanceDynamic::Create(DissolveMaterialInstance, this); GetMesh()->SetMaterial(0, DynamicDissolveMaterialInstance); DynamicDissolveMaterialInstance->SetScalarParameterValue(TEXT("Dissolve"), 0.55f); DynamicDissolveMaterialInstance->SetScalarParameterValue(TEXT("Glow"), 200.f); } StartDissolve(); // Disable character movement GetCharacterMovement()->DisableMovement(); GetCharacterMovement()->StopMovementImmediately(); if (BlasterPlayerController) { DisableInput(BlasterPlayerController); } // Disable collision GetCapsuleComponent()->SetCollisionEnabled(ECollisionEnabled::NoCollision); GetMesh()->SetCollisionEnabled(ECollisionEnabled::NoCollision); // Elimination bot if (EliminationBotEffect) { const FVector EliminationBotSpawnPoint(GetActorLocation().X, GetActorLocation().Y, GetActorLocation().Z + 200.f); EliminationBotComponent = UGameplayStatics::SpawnEmitterAtLocation(GetWorld(), EliminationBotEffect, EliminationBotSpawnPoint, GetActorRotation()); } if (EliminationBotSound) { UGameplayStatics::SpawnSoundAtLocation(this, EliminationBotSound, GetActorLocation()); } } void ABlasterCharacter::EliminationTimerFinished() { ABlasterGameMode* GameMode = GetWorld()->GetAuthGameMode(); if (GameMode) { GameMode->RequestRespawn(this, Controller); } } void ABlasterCharacter::PlayHitReactMontage() { if (Combat == nullptr || Combat->EquippedWeapon == nullptr) return; UAnimInstance* AnimInstance = GetMesh()->GetAnimInstance(); if (AnimInstance && HitReactMontage) { AnimInstance->Montage_Play(HitReactMontage); const FName SectionName = FName("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* GameMode = GetWorld()->GetAuthGameMode(); if (GameMode) { BlasterPlayerController = BlasterPlayerController == nullptr ? Cast(Controller) : BlasterPlayerController; ABlasterPlayerController* AttackerController = Cast(InstigatorController); GameMode->PlayerEliminated(this, BlasterPlayerController, AttackerController); } } } void ABlasterCharacter::Tick(float DeltaTime) { Super::Tick(DeltaTime); if (GetLocalRole() > ROLE_SimulatedProxy && IsLocallyControlled()) { AimOffset(DeltaTime); } else { TimeSinceLastMovementReplication += DeltaTime; if (TimeSinceLastMovementReplication > 0.25f) { OnRep_ReplicatedMovement(); } CalculateAO_Pitch(); } HideCameraIfCharacterClose(); PollInit(); } void ABlasterCharacter::PollInit() { if (PlayerState == nullptr) { PlayerState = GetPlayerState(); if (PlayerState) { // Initialize Score now we have the PlayerState PlayerState->IncreaseScore(0.f); } } } void ABlasterCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent) { Super::SetupPlayerInputComponent(PlayerInputComponent); PlayerInputComponent->BindAction("Jump", IE_Pressed, this, &ABlasterCharacter::Jump); 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->BindAxis("MoveForward", this, &ABlasterCharacter::MoveForward); PlayerInputComponent->BindAxis("MoveRight", this, &ABlasterCharacter::MoveRight); PlayerInputComponent->BindAxis("Turn", this, &ABlasterCharacter::Turn); PlayerInputComponent->BindAxis("LookUp", this, &ABlasterCharacter::LookUp); } 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); } void ABlasterCharacter::EquipButtonPressed() { if (Combat) { if (HasAuthority()) { Combat->EquipWeapon(OverlappingWeapon); } else { ServerEquipButtonPressed(); } } } void ABlasterCharacter::CrouchButtonPressed() { if (bIsCrouched) { UnCrouch(); } else { Crouch(); } } void ABlasterCharacter::AimButtonPressed() { if (Combat) { Combat->SetAiming(true); } } void ABlasterCharacter::AimButtonReleased() { if (Combat) { Combat->SetAiming(false); } } void ABlasterCharacter::AimOffset(float DeltaTime) { if (Combat && Combat->EquippedWeapon == nullptr) return; const float Speed = CalculateSpeed(); const bool bIsInAir = GetCharacterMovement()->IsFalling(); if (Speed == 0.f && !bIsInAir) // Standing still, not jumping { bRotateRootBone = true; const FRotator CurrentAimRotation = FRotator(0.f, GetBaseAimRotation().Yaw, 0.f); const FRotator DeltaAimRotation = UKismetMathLibrary::NormalizedDeltaRotator(CurrentAimRotation, StartingAimRotation); AO_Yaw = DeltaAimRotation.Yaw; if (TurningInPlace == ETurningInPlace::ETIP_NotTurning) { InterpAO_Yaw = AO_Yaw; } bUseControllerRotationYaw = true; TurnInPlace(DeltaTime); } if (Speed > 0.f || bIsInAir) // Running or jumping { bRotateRootBone = false; StartingAimRotation = FRotator(0.f, GetBaseAimRotation().Yaw, 0.f); AO_Yaw = 0.f; bUseControllerRotationYaw = true; TurningInPlace = ETurningInPlace::ETIP_NotTurning; } CalculateAO_Pitch(); } void ABlasterCharacter::CalculateAO_Pitch() { AO_Pitch = GetBaseAimRotation().Pitch; // Fix pitch/yaw compression if (AO_Pitch > 90.f && !IsLocallyControlled()) { // map pitch from [270, 360) to [-90, 0) const FVector2d InRange(270.f, 360.f); const FVector2d OutRange(-90.f, 0.f); AO_Pitch = FMath::GetMappedRangeValueClamped(InRange, OutRange, AO_Pitch); } } void ABlasterCharacter::SimProxiesTurn() { if (Combat == nullptr || Combat->EquippedWeapon == nullptr) return; bRotateRootBone = false; const float Speed = CalculateSpeed(); if (Speed > 0.f) { TurningInPlace = ETurningInPlace::ETIP_NotTurning; return; } ProxyRotationLastFrame = ProxyRotation; ProxyRotation = GetActorRotation(); ProxyYaw = UKismetMathLibrary::NormalizedDeltaRotator(ProxyRotation, ProxyRotationLastFrame).Yaw; if (FMath::Abs(ProxyYaw) > TurnThreshold) { if (ProxyYaw > TurnThreshold) { TurningInPlace = ETurningInPlace::ETIP_Right; } else if (ProxyYaw < -TurnThreshold) { TurningInPlace = ETurningInPlace::ETIP_Left; } else { TurningInPlace = ETurningInPlace::ETIP_NotTurning; } return; } TurningInPlace = ETurningInPlace::ETIP_NotTurning; } void ABlasterCharacter::Jump() { if (bIsCrouched) { UnCrouch(); } else { Super::Jump(); } } void ABlasterCharacter::FireButtonPressed() { if (Combat) { Combat->FireButtonPressed(true); } } void ABlasterCharacter::FireButtonReleased() { if (Combat) { Combat->FireButtonPressed(false); } } void ABlasterCharacter::ServerEquipButtonPressed_Implementation() { EquipButtonPressed(); } void ABlasterCharacter::TurnInPlace(float DeltaTime) { if (AO_Yaw > 90.f) { TurningInPlace = ETurningInPlace::ETIP_Right; } else if (AO_Yaw < -90.f) { TurningInPlace = ETurningInPlace::ETIP_Left; } 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; // } } void ABlasterCharacter::HideCameraIfCharacterClose() { if (!IsLocallyControlled()) return; if ((FollowCamera->GetComponentLocation() - GetActorLocation()).Size() < CameraThreshold) { GetMesh()->SetVisibility(false); if (Combat && Combat->EquippedWeapon && Combat->EquippedWeapon->GetWeaponMesh()) { Combat->EquippedWeapon->GetWeaponMesh()->bOwnerNoSee = true; } } else { GetMesh()->SetVisibility(true); if (Combat && Combat->EquippedWeapon && Combat->EquippedWeapon->GetWeaponMesh()) { Combat->EquippedWeapon->GetWeaponMesh()->bOwnerNoSee = false; } } } float ABlasterCharacter::CalculateSpeed() { FVector Velocity = GetVelocity(); Velocity.Z = 0.f; return Velocity.Size(); } void ABlasterCharacter::OnRep_Health() { UpdateHUDHealth(); if (Health > 0.f) { PlayHitReactMontage(); } } void ABlasterCharacter::UpdateHUDHealth() { BlasterPlayerController = BlasterPlayerController == nullptr ? Cast(Controller) : BlasterPlayerController; if (BlasterPlayerController) { BlasterPlayerController->SetHUDHealth(Health, MaxHealth); } } void ABlasterCharacter::UpdateDissolveMaterial(float DissolveValue) { if (DynamicDissolveMaterialInstance) { DynamicDissolveMaterialInstance->SetScalarParameterValue(TEXT("Dissolve"), DissolveValue); } } void ABlasterCharacter::StartDissolve() { DissolveTrack.BindDynamic(this, &ABlasterCharacter::UpdateDissolveMaterial); if (DissolveCurve && DissolveTimeline) { DissolveTimeline->AddInterpFloat(DissolveCurve, DissolveTrack); DissolveTimeline->Play(); } } void ABlasterCharacter::SetOverlappingWeapon(AWeapon* Weapon) { if (OverlappingWeapon) { OverlappingWeapon->ShowPickupWidget(false); } OverlappingWeapon = Weapon; if (IsLocallyControlled()) { if (OverlappingWeapon) { OverlappingWeapon->ShowPickupWidget(true); } } } bool ABlasterCharacter::IsWeaponEquipped() { return Combat && Combat->EquippedWeapon; } bool ABlasterCharacter::IsAiming() { return Combat && Combat->bAiming; } AWeapon* ABlasterCharacter::GetEquippedWeapon() { if (Combat == nullptr) return nullptr; return Combat->EquippedWeapon; } FVector ABlasterCharacter::GetHitTarget() const { if (Combat == nullptr) return FVector(); return Combat->HitTarget; } void ABlasterCharacter::OnRep_OverlappingWeapon(AWeapon* LastWeapon) { if (OverlappingWeapon) { OverlappingWeapon->ShowPickupWidget(true); } if (LastWeapon) { LastWeapon->ShowPickupWidget(false); } }