// Fill out your copyright notice in the Description page of Project Settings. #include "CombatComponent.h" #include "Blaster/Character/BlasterCharacter.h" #include "Blaster/Weapon/Weapon.h" #include "Engine/SkeletalMeshSocket.h" #include "GameFramework/CharacterMovementComponent.h" #include "Kismet/GameplayStatics.h" #include "Net/UnrealNetwork.h" UCombatComponent::UCombatComponent() { PrimaryComponentTick.bCanEverTick = true; BaseWalkSpeed = 600.f; AimWalkSpeed = 350.f; } void UCombatComponent::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(UCombatComponent, EquippedWeapon); DOREPLIFETIME(UCombatComponent, bAiming); } void UCombatComponent::BeginPlay() { Super::BeginPlay(); if (Character) { Character->GetCharacterMovement()->MaxWalkSpeed = BaseWalkSpeed; } } void UCombatComponent::SetAiming(bool bIsAiming) { bAiming = bIsAiming; ServerSetAiming(bIsAiming); if (Character) { Character->GetCharacterMovement()->MaxWalkSpeed = bIsAiming ? AimWalkSpeed : BaseWalkSpeed; } } void UCombatComponent::ServerSetAiming_Implementation(bool bIsAiming) { bAiming = bIsAiming; if (Character) { Character->GetCharacterMovement()->MaxWalkSpeed = bIsAiming ? AimWalkSpeed : BaseWalkSpeed; } } void UCombatComponent::OnRep_EquippedWeapon() { if (EquippedWeapon && Character) { Character->GetCharacterMovement()->bOrientRotationToMovement = false; Character->bUseControllerRotationYaw = true; } } void UCombatComponent::FireButtonPressed(bool bPressed) { bFireButtonPressed = bPressed; if (bFireButtonPressed) { ServerFire(); } } 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; FVector End = Start + CrosshairWorldDirection * TRACE_LENGTH; GetWorld()->LineTraceSingleByChannel( TraceHitResult, Start, End, ECollisionChannel::ECC_Visibility ); if (!TraceHitResult.bBlockingHit) { TraceHitResult.ImpactPoint = End; } else { DrawDebugSphere( GetWorld(), TraceHitResult.ImpactPoint, 12.f, 12, FColor::Red ); } } } void UCombatComponent::ServerFire_Implementation() { MulticastFire(); } void UCombatComponent::MulticastFire_Implementation() { if (EquippedWeapon == nullptr) return; if (Character) { Character->PlayFireMontage(bAiming); EquippedWeapon->Fire(); } } void UCombatComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) { Super::TickComponent(DeltaTime, TickType, ThisTickFunction); FHitResult HitResult; TraceUnderCrosshairs(HitResult); } void UCombatComponent::EquipWeapon(AWeapon* WeaponToEquip) { if (Character == nullptr || WeaponToEquip == nullptr) return; 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); Character->GetCharacterMovement()->bOrientRotationToMovement = false; Character->bUseControllerRotationYaw = true; }