161 lines
3.7 KiB
C++
161 lines
3.7 KiB
C++
// Fill out your copyright notice in the Description page of Project Settings.
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#include "CombatComponent.h"
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#include "Blaster/Character/BlasterCharacter.h"
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#include "Blaster/Weapon/Weapon.h"
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#include "Engine/SkeletalMeshSocket.h"
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#include "GameFramework/CharacterMovementComponent.h"
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#include "Kismet/GameplayStatics.h"
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#include "Net/UnrealNetwork.h"
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UCombatComponent::UCombatComponent()
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{
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PrimaryComponentTick.bCanEverTick = true;
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BaseWalkSpeed = 600.f;
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AimWalkSpeed = 350.f;
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}
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void UCombatComponent::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
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{
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(UCombatComponent, EquippedWeapon);
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DOREPLIFETIME(UCombatComponent, bAiming);
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}
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void UCombatComponent::BeginPlay()
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{
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Super::BeginPlay();
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if (Character)
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{
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Character->GetCharacterMovement()->MaxWalkSpeed = BaseWalkSpeed;
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}
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}
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void UCombatComponent::SetAiming(bool bIsAiming)
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{
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bAiming = bIsAiming;
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ServerSetAiming(bIsAiming);
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if (Character)
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{
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Character->GetCharacterMovement()->MaxWalkSpeed = bIsAiming ? AimWalkSpeed : BaseWalkSpeed;
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}
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}
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void UCombatComponent::ServerSetAiming_Implementation(bool bIsAiming)
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{
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bAiming = bIsAiming;
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if (Character)
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{
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Character->GetCharacterMovement()->MaxWalkSpeed = bIsAiming ? AimWalkSpeed : BaseWalkSpeed;
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}
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}
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void UCombatComponent::OnRep_EquippedWeapon()
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{
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if (EquippedWeapon && Character)
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{
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Character->GetCharacterMovement()->bOrientRotationToMovement = false;
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Character->bUseControllerRotationYaw = true;
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}
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}
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void UCombatComponent::FireButtonPressed(bool bPressed)
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{
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bFireButtonPressed = bPressed;
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if (bFireButtonPressed)
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{
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ServerFire();
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}
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}
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void UCombatComponent::TraceUnderCrosshairs(FHitResult& TraceHitResult)
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{
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FVector2d ViewPortSize;
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if (GEngine && GEngine->GameViewport)
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{
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GEngine->GameViewport->GetViewportSize(ViewPortSize);
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}
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FVector2d CrosshairLocation(ViewPortSize.X / 2.f, ViewPortSize.Y / 2.0f);
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FVector CrosshairWorldPosition;
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FVector CrosshairWorldDirection;
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bool bScreenToWorld = UGameplayStatics::DeprojectScreenToWorld(
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UGameplayStatics::GetPlayerController(this, 0),
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CrosshairLocation,
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CrosshairWorldPosition,
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CrosshairWorldDirection
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);
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if (bScreenToWorld)
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{
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FVector Start = CrosshairWorldPosition;
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FVector End = Start + CrosshairWorldDirection * TRACE_LENGTH;
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GetWorld()->LineTraceSingleByChannel(
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TraceHitResult,
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Start,
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End,
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ECollisionChannel::ECC_Visibility
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);
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if (!TraceHitResult.bBlockingHit)
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{
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TraceHitResult.ImpactPoint = End;
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}
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else
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{
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DrawDebugSphere(
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GetWorld(),
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TraceHitResult.ImpactPoint,
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12.f,
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12,
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FColor::Red
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);
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}
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}
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}
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void UCombatComponent::ServerFire_Implementation()
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{
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MulticastFire();
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}
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void UCombatComponent::MulticastFire_Implementation()
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{
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if (EquippedWeapon == nullptr) return;
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if (Character)
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{
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Character->PlayFireMontage(bAiming);
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EquippedWeapon->Fire();
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}
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}
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void UCombatComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
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{
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Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
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FHitResult HitResult;
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TraceUnderCrosshairs(HitResult);
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}
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void UCombatComponent::EquipWeapon(AWeapon* WeaponToEquip)
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{
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if (Character == nullptr || WeaponToEquip == nullptr) return;
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EquippedWeapon = WeaponToEquip;
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EquippedWeapon->SetWeaponState(EWeaponState::EWS_Equipped);
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const USkeletalMeshSocket* HandSocket = Character->GetMesh()->GetSocketByName(FName("RightHandSocket"));
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if (HandSocket)
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{
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HandSocket->AttachActor(EquippedWeapon, Character->GetMesh());
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}
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EquippedWeapon->SetOwner(Character);
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Character->GetCharacterMovement()->bOrientRotationToMovement = false;
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Character->bUseControllerRotationYaw = true;
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}
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