// 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 "Net/UnrealNetwork.h" UCombatComponent::UCombatComponent() { PrimaryComponentTick.bCanEverTick = false; BaseWalkSpeed = 600.f; AimWalkSpeed = 350.f; } 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 (EquippedWeapon == nullptr) return; if (Character && bFireButtonPressed) { Character->PlayFireMontage(bAiming); EquippedWeapon->Fire(); } } void UCombatComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) { Super::TickComponent(DeltaTime, TickType, ThisTickFunction); } void UCombatComponent::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(UCombatComponent, EquippedWeapon); DOREPLIFETIME(UCombatComponent, bAiming); } 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; }