337 lines
8.3 KiB
C++
337 lines
8.3 KiB
C++
// Fill out your copyright notice in the Description page of Project Settings.
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#include "BlasterCharacter.h"
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#include "Blaster/Components/CombatComponent.h"
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#include "Blaster/Weapon/Weapon.h"
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#include "Camera/CameraComponent.h"
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#include "Components/CapsuleComponent.h"
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#include "Components/WidgetComponent.h"
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#include "GameFramework/CharacterMovementComponent.h"
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#include "GameFramework/SpringArmComponent.h"
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#include "Kismet/KismetMathLibrary.h"
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#include "Net/UnrealNetwork.h"
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ABlasterCharacter::ABlasterCharacter()
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{
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PrimaryActorTick.bCanEverTick = true;
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CameraBoom = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraBoom"));
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CameraBoom->SetupAttachment(GetMesh());
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CameraBoom->TargetArmLength = 350.f;
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CameraBoom->bUsePawnControlRotation = true;
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FollowCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("FollowCamera"));
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FollowCamera->SetupAttachment(CameraBoom, USpringArmComponent::SocketName);
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FollowCamera->bUsePawnControlRotation = false;
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bUseControllerRotationYaw = false;
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GetCharacterMovement()->bOrientRotationToMovement = true;
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OverheadWidget = CreateDefaultSubobject<UWidgetComponent>(TEXT("OverheadWidget"));
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OverheadWidget->SetupAttachment(RootComponent);
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Combat = CreateDefaultSubobject<UCombatComponent>(TEXT("CombatComponent"));
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Combat->SetIsReplicated(true);
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GetCharacterMovement()->NavAgentProps.bCanCrouch = true;
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GetCapsuleComponent()->SetCollisionResponseToChannel(ECollisionChannel::ECC_Camera, ECollisionResponse::ECR_Ignore);
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GetMesh()->SetCollisionResponseToChannel(ECollisionChannel::ECC_Camera, ECollisionResponse::ECR_Ignore);
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GetCharacterMovement()->RotationRate = FRotator(0.f, 850.f, 0.f);
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TurningInPlace = ETurningInPlace::ETIP_NotTurning;
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NetUpdateFrequency = 66.f;
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MinNetUpdateFrequency = 33.f;
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}
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void ABlasterCharacter::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
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{
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME_CONDITION(ABlasterCharacter, OverlappingWeapon, COND_OwnerOnly);
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}
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void ABlasterCharacter::PostInitializeComponents()
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{
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Super::PostInitializeComponents();
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if (Combat)
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{
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Combat->Character = this;
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}
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}
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void ABlasterCharacter::PlayFireMontage(bool bAiming)
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{
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if (Combat == nullptr || Combat->EquippedWeapon == nullptr) return;
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UAnimInstance* AnimInstance = GetMesh()->GetAnimInstance();
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if (AnimInstance && FireWeaponMontage)
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{
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AnimInstance->Montage_Play(FireWeaponMontage);
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FName SectionName = bAiming ? FName("RifleADS") : FName("RifleHip");
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AnimInstance->Montage_JumpToSection(SectionName);
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}
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}
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void ABlasterCharacter::BeginPlay()
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{
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Super::BeginPlay();
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}
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void ABlasterCharacter::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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AimOffset(DeltaTime);
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}
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void ABlasterCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
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{
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Super::SetupPlayerInputComponent(PlayerInputComponent);
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PlayerInputComponent->BindAction("Jump", IE_Pressed, this, &ABlasterCharacter::Jump);
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PlayerInputComponent->BindAction("Equip", IE_Pressed, this, &ABlasterCharacter::EquipButtonPressed);
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PlayerInputComponent->BindAction("Crouch", IE_Pressed, this, &ABlasterCharacter::CrouchButtonPressed);
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PlayerInputComponent->BindAction("Aim", IE_Pressed, this, &ABlasterCharacter::AimButtonPressed);
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PlayerInputComponent->BindAction("Aim", IE_Released, this, &ABlasterCharacter::AimButtonReleased);
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PlayerInputComponent->BindAction("Fire", IE_Pressed, this, &ABlasterCharacter::FireButtonPressed);
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PlayerInputComponent->BindAction("Fire", IE_Released, this, &ABlasterCharacter::FireButtonReleased);
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PlayerInputComponent->BindAxis("MoveForward", this, &ABlasterCharacter::MoveForward);
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PlayerInputComponent->BindAxis("MoveRight", this, &ABlasterCharacter::MoveRight);
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PlayerInputComponent->BindAxis("Turn", this, &ABlasterCharacter::Turn);
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PlayerInputComponent->BindAxis("LookUp", this, &ABlasterCharacter::LookUp);
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}
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void ABlasterCharacter::MoveForward(float Value)
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{
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if (Controller != nullptr && Value != 0.f)
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{
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const FRotator YawRotation(0.f, Controller->GetControlRotation().Yaw, 0.f);
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const FVector Direction(FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X));
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AddMovementInput(Direction, Value);
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}
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}
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void ABlasterCharacter::MoveRight(float Value)
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{
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if (Controller != nullptr && Value != 0.f)
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{
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const FRotator YawRotation(0.f, Controller->GetControlRotation().Yaw, 0.f);
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const FVector Direction(FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y));
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AddMovementInput(Direction, Value);
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}
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}
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void ABlasterCharacter::Turn(float Value)
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{
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AddControllerYawInput(Value);
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}
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void ABlasterCharacter::LookUp(float Value)
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{
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AddControllerPitchInput(Value);
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}
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void ABlasterCharacter::EquipButtonPressed()
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{
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if (Combat)
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{
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if (HasAuthority())
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{
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Combat->EquipWeapon(OverlappingWeapon);
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}
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else
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{
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ServerEquipButtonPressed();
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}
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}
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}
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void ABlasterCharacter::CrouchButtonPressed()
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{
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if (bIsCrouched)
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{
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UnCrouch();
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}
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else
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{
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Crouch();
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}
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}
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void ABlasterCharacter::AimButtonPressed()
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{
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if (Combat)
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{
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Combat->SetAiming(true);
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}
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}
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void ABlasterCharacter::AimButtonReleased()
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{
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if (Combat)
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{
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Combat->SetAiming(false);
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}
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}
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void ABlasterCharacter::AimOffset(float DeltaTime)
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{
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if (Combat && Combat->EquippedWeapon == nullptr) return;
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FVector Velocity = GetVelocity();
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Velocity.Z = 0.f;
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float Speed = Velocity.Size();
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bool bIsInAir = GetCharacterMovement()->IsFalling();
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if (Speed == 0.f && !bIsInAir) // Standing still, not jumping
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{
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FRotator CurrentAimRotation = FRotator(0.f, GetBaseAimRotation().Yaw, 0.f);
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FRotator DeltaAimRotation = UKismetMathLibrary::NormalizedDeltaRotator(CurrentAimRotation, StartingAimRotation);
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AO_Yaw = DeltaAimRotation.Yaw;
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if (TurningInPlace == ETurningInPlace::ETIP_NotTurning)
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{
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InterpAO_Yaw = AO_Yaw;
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}
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bUseControllerRotationYaw = true;
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TurnInPlace(DeltaTime);
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}
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if (Speed > 0.f || bIsInAir) // Running or jumping
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{
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StartingAimRotation = FRotator(0.f, GetBaseAimRotation().Yaw, 0.f);
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AO_Yaw = 0.f;
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bUseControllerRotationYaw = true;
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TurningInPlace = ETurningInPlace::ETIP_NotTurning;
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}
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AO_Pitch = GetBaseAimRotation().Pitch;
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// Fix pitch/yaw compression
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if (AO_Pitch > 90.f && !IsLocallyControlled())
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{
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// map pitch from [270, 360) to [-90, 0)
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FVector2d InRange(270.f, 360.f);
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FVector2d OutRange(-90.f, 0.f);
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AO_Pitch = FMath::GetMappedRangeValueClamped(InRange, OutRange, AO_Pitch);
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}
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}
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void ABlasterCharacter::Jump()
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{
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if (bIsCrouched)
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{
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UnCrouch();
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}
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else
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{
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Super::Jump();
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}
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}
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void ABlasterCharacter::FireButtonPressed()
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{
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if (Combat)
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{
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Combat->FireButtonPressed(true);
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}
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}
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void ABlasterCharacter::FireButtonReleased()
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{
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if (Combat)
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{
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Combat->FireButtonPressed(false);
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}
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}
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void ABlasterCharacter::ServerEquipButtonPressed_Implementation()
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{
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EquipButtonPressed();
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}
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void ABlasterCharacter::TurnInPlace(float DeltaTime)
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{
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// UE_LOG(LogTemp, Warning, TEXT("AO_Yaw: %f"), AO_Yaw);
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if (AO_Yaw > 90.f)
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{
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TurningInPlace = ETurningInPlace::ETIP_Right;
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}
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else if (AO_Yaw < -90.f)
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{
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TurningInPlace = ETurningInPlace::ETIP_Left;
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}
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if (TurningInPlace != ETurningInPlace::ETIP_NotTurning)
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{
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InterpAO_Yaw = FMath::FInterpTo(InterpAO_Yaw, 0.f, DeltaTime, 4.f);
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AO_Yaw = InterpAO_Yaw;
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if (FMath::Abs(AO_Yaw) < 15.f)
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{
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TurningInPlace = ETurningInPlace::ETIP_NotTurning;
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StartingAimRotation = FRotator(0.f, GetBaseAimRotation().Yaw, 0.f);
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}
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}
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switch (TurningInPlace)
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{
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case ETurningInPlace::ETIP_Left:
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UE_LOG(LogTemp, Warning, TEXT("TurningInPlace: Left"));
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break;
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case ETurningInPlace::ETIP_Right:
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UE_LOG(LogTemp, Warning, TEXT("TurningInPlace: Right"));
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break;
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case ETurningInPlace::ETIP_NotTurning:
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UE_LOG(LogTemp, Warning, TEXT("TurningInPlace: NotTurning"));
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break;
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}
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}
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void ABlasterCharacter::SetOverlappingWeapon(AWeapon* Weapon)
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{
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if (OverlappingWeapon)
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{
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OverlappingWeapon->ShowPickupWidget(false);
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}
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OverlappingWeapon = Weapon;
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if (IsLocallyControlled())
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{
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if (OverlappingWeapon)
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{
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OverlappingWeapon->ShowPickupWidget(true);
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}
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}
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}
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bool ABlasterCharacter::IsWeaponEquipped()
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{
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return Combat && Combat->EquippedWeapon;
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}
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bool ABlasterCharacter::IsAiming()
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{
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return Combat && Combat->bAiming;
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}
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AWeapon* ABlasterCharacter::GetEquippedWeapon()
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{
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if (Combat == nullptr) return nullptr;
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return Combat->EquippedWeapon;
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}
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void ABlasterCharacter::OnRep_OverlappingWeapon(AWeapon* LastWeapon)
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{
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if (OverlappingWeapon)
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{
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OverlappingWeapon->ShowPickupWidget(true);
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}
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if (LastWeapon)
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{
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LastWeapon->ShowPickupWidget(false);
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}
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}
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