// Fill out your copyright notice in the Description page of Project Settings. #include "BlasterAnimInstance.h" #include "BlasterCharacter.h" #include "Blaster/Weapon/Weapon.h" #include "GameFramework/CharacterMovementComponent.h" #include "Kismet/KismetMathLibrary.h" void UBlasterAnimInstance::NativeInitializeAnimation() { Super::NativeInitializeAnimation(); BlasterCharacter = Cast(TryGetPawnOwner()); } void UBlasterAnimInstance::NativeUpdateAnimation(float DeltaSeconds) { Super::NativeUpdateAnimation(DeltaSeconds); if (BlasterCharacter == nullptr) { BlasterCharacter = Cast(TryGetPawnOwner()); } if (BlasterCharacter == nullptr) return; FVector Velocity = BlasterCharacter->GetVelocity(); Velocity.Z = 0.f; Speed = Velocity.Size(); bIsInAir = BlasterCharacter->GetCharacterMovement()->IsFalling(); bIsAccelerating = BlasterCharacter->GetCharacterMovement()->GetCurrentAcceleration().Size() > 0.f; bWeaponEquipped = BlasterCharacter->IsWeaponEquipped(); EquippedWeapon = BlasterCharacter->GetEquippedWeapon(); bIsCrouched = BlasterCharacter->bIsCrouched; bAiming = BlasterCharacter->IsAiming(); TurningInPlace = BlasterCharacter->GetTurningInPlace(); bRotateRootBone = BlasterCharacter->ShouldRotateRootBone(); bEliminated = BlasterCharacter->IsEliminated(); // Offset Yaw for Strafing FRotator AimRotation = BlasterCharacter->GetBaseAimRotation(); FRotator MovementRotation = UKismetMathLibrary::MakeRotFromX(BlasterCharacter->GetVelocity()); FRotator DeltaRot = UKismetMathLibrary::NormalizedDeltaRotator(MovementRotation, AimRotation); DeltaRotation = FMath::RInterpTo(DeltaRotation, DeltaRot, DeltaSeconds, 6.f); YawOffset = DeltaRotation.Yaw; CharacterRotationLastFrame = CharacterRotation; CharacterRotation = BlasterCharacter->GetActorRotation(); const FRotator Delta = UKismetMathLibrary::NormalizedDeltaRotator(CharacterRotation, CharacterRotationLastFrame); const float Target = Delta.Yaw / DeltaSeconds; const float Interp = FMath::FInterpTo(Lean, Target, DeltaSeconds, 6.f); Lean = FMath::Clamp(Interp, -90.f, 90.f); // Aim offset AO_Yaw = BlasterCharacter->GetAO_Yaw(); AO_Pitch = BlasterCharacter->GetAO_Pitch(); if (bWeaponEquipped && EquippedWeapon && EquippedWeapon->GetWeaponMesh() && BlasterCharacter->GetMesh()) { LeftHandTransform = EquippedWeapon->GetWeaponMesh()->GetSocketTransform(FName("LeftHandSocket"), RTS_World); FVector OutPosition; FRotator OutRotation; BlasterCharacter->GetMesh()->TransformToBoneSpace(FName("hand_r"), LeftHandTransform.GetLocation(), FRotator::ZeroRotator, OutPosition, OutRotation); LeftHandTransform.SetLocation(OutPosition); LeftHandTransform.SetRotation(FQuat(OutRotation)); if (BlasterCharacter->IsLocallyControlled()) { bLocallyControlled = true; const FTransform RightHandTransform = EquippedWeapon->GetWeaponMesh()->GetSocketTransform(FName("Hand_R"), RTS_World); FRotator LookAtRotation = UKismetMathLibrary::FindLookAtRotation(RightHandTransform.GetLocation(), RightHandTransform.GetLocation() + (RightHandTransform.GetLocation() - BlasterCharacter->GetHitTarget())); RightHandRotation = FMath::RInterpTo(RightHandRotation, LookAtRotation, DeltaSeconds, 30.f); } } bUseFABRIK = BlasterCharacter->GetCombatState() != ECombatState::ECS_Reloading; bUseAimOffsets = BlasterCharacter->GetCombatState() != ECombatState::ECS_Reloading; bTransformRightHand = BlasterCharacter->GetCombatState() != ECombatState::ECS_Reloading; }