// Fill out your copyright notice in the Description page of Project Settings. #include "BlasterCharacter.h" #include "Blaster/Components/CombatComponent.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/KismetMathLibrary.h" #include "Net/UnrealNetwork.h" ABlasterCharacter::ABlasterCharacter() { PrimaryActorTick.bCanEverTick = true; CameraBoom = CreateDefaultSubobject(TEXT("CameraBoom")); CameraBoom->SetupAttachment(GetMesh()); CameraBoom->TargetArmLength = 600.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(ECollisionChannel::ECC_Camera, ECollisionResponse::ECR_Ignore); GetMesh()->SetCollisionResponseToChannel(ECollisionChannel::ECC_Camera, ECollisionResponse::ECR_Ignore); TurningInPlace = ETurningInPlace::ETIP_NotTurning; NetUpdateFrequency = 66.f; MinNetUpdateFrequency = 33.f; } void ABlasterCharacter::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME_CONDITION(ABlasterCharacter, OverlappingWeapon, COND_OwnerOnly); } void ABlasterCharacter::PostInitializeComponents() { Super::PostInitializeComponents(); if (Combat) { Combat->Character = this; } } void ABlasterCharacter::BeginPlay() { Super::BeginPlay(); } void ABlasterCharacter::Tick(float DeltaTime) { Super::Tick(DeltaTime); AimOffset(DeltaTime); } void ABlasterCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent) { Super::SetupPlayerInputComponent(PlayerInputComponent); PlayerInputComponent->BindAction("Jump", IE_Pressed, this, &ACharacter::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->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; FVector Velocity = GetVelocity(); Velocity.Z = 0.f; float Speed = Velocity.Size(); bool bIsInAir = GetCharacterMovement()->IsFalling(); if (Speed == 0.f && !bIsInAir) // Standing still, not jumping { FRotator CurrentAimRotation = FRotator(0.f, GetBaseAimRotation().Yaw, 0.f); 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 { StartingAimRotation = FRotator(0.f, GetBaseAimRotation().Yaw, 0.f); AO_Yaw = 0.f; bUseControllerRotationYaw = true; TurningInPlace = ETurningInPlace::ETIP_NotTurning; } AO_Pitch = GetBaseAimRotation().Pitch; // Fix pitch/yaw compression if (AO_Pitch > 90.f && !IsLocallyControlled()) { // map pitch from [270, 360) to [-90, 0) FVector2d InRange(270.f, 360.f); FVector2d OutRange(-90.f, 0.f); AO_Pitch = FMath::GetMappedRangeValueClamped(InRange, OutRange, AO_Pitch); } } void ABlasterCharacter::ServerEquipButtonPressed_Implementation() { EquipButtonPressed(); } void ABlasterCharacter::TurnInPlace(float DeltaTime) { // UE_LOG(LogTemp, Warning, TEXT("AO_Yaw: %f"), AO_Yaw); 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::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; } void ABlasterCharacter::OnRep_OverlappingWeapon(AWeapon* LastWeapon) { if (OverlappingWeapon) { OverlappingWeapon->ShowPickupWidget(true); } if (LastWeapon) { LastWeapon->ShowPickupWidget(false); } }