201 lines
4.7 KiB
C++
201 lines
4.7 KiB
C++
// 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/WidgetComponent.h"
|
|
#include "GameFramework/CharacterMovementComponent.h"
|
|
#include "GameFramework/SpringArmComponent.h"
|
|
#include "Net/UnrealNetwork.h"
|
|
|
|
|
|
ABlasterCharacter::ABlasterCharacter()
|
|
{
|
|
PrimaryActorTick.bCanEverTick = true;
|
|
|
|
CameraBoom = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraBoom"));
|
|
CameraBoom->SetupAttachment(GetMesh());
|
|
CameraBoom->TargetArmLength = 600.f;
|
|
CameraBoom->bUsePawnControlRotation = true;
|
|
|
|
FollowCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("FollowCamera"));
|
|
FollowCamera->SetupAttachment(CameraBoom, USpringArmComponent::SocketName);
|
|
FollowCamera->bUsePawnControlRotation = false;
|
|
|
|
bUseControllerRotationYaw = false;
|
|
GetCharacterMovement()->bOrientRotationToMovement = true;
|
|
|
|
OverheadWidget = CreateDefaultSubobject<UWidgetComponent>(TEXT("OverheadWidget"));
|
|
OverheadWidget->SetupAttachment(RootComponent);
|
|
|
|
Combat = CreateDefaultSubobject<UCombatComponent>(TEXT("CombatComponent"));
|
|
Combat->SetIsReplicated(true);
|
|
|
|
GetCharacterMovement()->NavAgentProps.bCanCrouch = true;
|
|
}
|
|
|
|
void ABlasterCharacter::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& 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);
|
|
}
|
|
|
|
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::ServerEquipButtonPressed_Implementation()
|
|
{
|
|
EquipButtonPressed();
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
void ABlasterCharacter::OnRep_OverlappingWeapon(AWeapon* LastWeapon)
|
|
{
|
|
if (OverlappingWeapon)
|
|
{
|
|
OverlappingWeapon->ShowPickupWidget(true);
|
|
}
|
|
if (LastWeapon)
|
|
{
|
|
LastWeapon->ShowPickupWidget(false);
|
|
}
|
|
}
|