718 lines
18 KiB
C++
718 lines
18 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/Blaster.h"
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#include "Blaster/Components/CombatComponent.h"
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#include "Blaster/GameMode/BlasterGameMode.h"
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#include "Blaster/PlayerController/BlasterPlayerController.h"
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#include "Blaster/PlayerState/BlasterPlayerState.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/GameplayStatics.h"
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#include "Kismet/KismetMathLibrary.h"
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#include "Net/UnrealNetwork.h"
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#include "Particles/ParticleSystemComponent.h"
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ABlasterCharacter::ABlasterCharacter()
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{
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PrimaryActorTick.bCanEverTick = true;
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SpawnCollisionHandlingMethod = ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButAlwaysSpawn;
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CameraBoom = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraBoom"));
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CameraBoom->SetupAttachment(GetMesh());
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CameraBoom->TargetArmLength = 600.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()->SetCollisionObjectType(ECC_SkeletalMesh);
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GetMesh()->SetCollisionResponseToChannel(ECollisionChannel::ECC_Camera, ECollisionResponse::ECR_Ignore);
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GetMesh()->SetCollisionResponseToChannel(ECollisionChannel::ECC_Visibility, ECollisionResponse::ECR_Block);
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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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DissolveTimeline = CreateDefaultSubobject<UTimelineComponent>(TEXT("DissolveTimelineComponent"));
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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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DOREPLIFETIME(ABlasterCharacter, Health);
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DOREPLIFETIME(ABlasterCharacter, bDisableGameplay);
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}
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void ABlasterCharacter::OnRep_ReplicatedMovement()
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{
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Super::OnRep_ReplicatedMovement();
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SimProxiesTurn();
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TimeSinceLastMovementReplication = 0.f;
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}
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void ABlasterCharacter::Eliminated()
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{
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if (Combat && Combat->EquippedWeapon)
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{
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Combat->EquippedWeapon->Dropped();
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}
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MulticastEliminated();
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GetWorldTimerManager().SetTimer(
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EliminationTimer,
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this,
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&ABlasterCharacter::EliminationTimerFinished,
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EliminationDelay
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);
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}
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void ABlasterCharacter::MulticastEliminated_Implementation()
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{
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if (BlasterPlayerController)
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{
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BlasterPlayerController->SetHUDWeaponAmmo(0);
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}
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bEliminated = true;
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PlayEliminatedMontage();
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// Start dissolve effect
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if (DissolveMaterialInstance)
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{
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DynamicDissolveMaterialInstance = UMaterialInstanceDynamic::Create(DissolveMaterialInstance, this);
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GetMesh()->SetMaterial(0, DynamicDissolveMaterialInstance);
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DynamicDissolveMaterialInstance->SetScalarParameterValue(TEXT("Dissolve"), 0.55f);
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DynamicDissolveMaterialInstance->SetScalarParameterValue(TEXT("Glow"), 200.f);
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}
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StartDissolve();
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// Disable character movement
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GetCharacterMovement()->DisableMovement();
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GetCharacterMovement()->StopMovementImmediately();
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bDisableGameplay = true;
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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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// Disable collision
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GetCapsuleComponent()->SetCollisionEnabled(ECollisionEnabled::NoCollision);
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GetMesh()->SetCollisionEnabled(ECollisionEnabled::NoCollision);
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// Elimination bot
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if (EliminationBotEffect)
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{
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const FVector EliminationBotSpawnPoint(GetActorLocation().X, GetActorLocation().Y, GetActorLocation().Z + 200.f);
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EliminationBotComponent = UGameplayStatics::SpawnEmitterAtLocation(
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GetWorld(),
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EliminationBotEffect,
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EliminationBotSpawnPoint,
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GetActorRotation()
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);
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}
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if (EliminationBotSound)
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{
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UGameplayStatics::SpawnSoundAtLocation(
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this,
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EliminationBotSound,
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GetActorLocation()
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);
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}
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if (IsLocallyControlled() && GetEquippedWeapon() && GetEquippedWeapon()->GetWeaponType() == EWeaponType::EWT_SniperRifle && IsAiming())
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{
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ShowSniperScopeWidget(false);
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}
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}
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void ABlasterCharacter::EliminationTimerFinished()
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{
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ABlasterGameMode* BlasterGameMode = GetWorld()->GetAuthGameMode<ABlasterGameMode>();
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if (BlasterGameMode)
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{
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BlasterGameMode->RequestRespawn(this, Controller);
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}
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}
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void ABlasterCharacter::Destroyed()
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{
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Super::Destroyed();
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if (EliminationBotComponent)
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{
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EliminationBotComponent->DestroyComponent();
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}
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ABlasterGameMode* BlasterGameMode = Cast<ABlasterGameMode>(UGameplayStatics::GetGameMode(this));
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bool bMatchNotInProgress = BlasterGameMode && BlasterGameMode->GetMatchState() != MatchState::InProgress;
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if (Combat && Combat->EquippedWeapon && bMatchNotInProgress)
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{
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Combat->EquippedWeapon->Destroy();
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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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UpdateHUDHealth();
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if (HasAuthority())
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{
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OnTakeAnyDamage.AddDynamic(this, &ABlasterCharacter::ReceiveDamage);
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}
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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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RotateInPlace(DeltaTime);
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HideCameraIfCharacterClose();
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PollInit();
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}
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void ABlasterCharacter::RotateInPlace(float DeltaTime)
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{
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if (bDisableGameplay)
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{
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bUseControllerRotationYaw = false;
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TurningInPlace = ETurningInPlace::ETIP_NotTurning;
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return;
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}
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if (GetLocalRole() > ENetRole::ROLE_SimulatedProxy && IsLocallyControlled())
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{
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AimOffset(DeltaTime);
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}
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else
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{
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TimeSinceLastMovementReplication += DeltaTime;
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if (TimeSinceLastMovementReplication > 0.25f)
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{
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OnRep_ReplicatedMovement();
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}
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CalculateAO_Pitch();
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}
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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->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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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->BindAction("Reload", IE_Pressed, this, &ABlasterCharacter::ReloadButtonPressed);
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PlayerInputComponent->BindAction("ThrowGrenade", IE_Pressed, this, &ABlasterCharacter::GrenadeButtonPressed);
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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;
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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::PlayReloadMontage()
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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 && ReloadMontage)
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{
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AnimInstance->Montage_Play(ReloadMontage);
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FName SectionName;
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switch (Combat->EquippedWeapon->GetWeaponType())
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{
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case EWeaponType::EWT_AssaultRifle:
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SectionName = FName("Rifle");
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break;
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case EWeaponType::EWT_RocketLauncher:
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SectionName = FName("RocketLauncher");
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break;
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case EWeaponType::EWT_Pistol:
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SectionName = FName("Pistol");
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break;
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case EWeaponType::EWT_SubmachineGun:
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SectionName = FName("Pistol");
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break;
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case EWeaponType::EWT_Shotgun:
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SectionName = FName("Shotgun");
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break;
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case EWeaponType::EWT_SniperRifle:
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SectionName = FName("SniperRifle");
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break;
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case EWeaponType::EWT_GrenadeLauncher:
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SectionName = FName("GrenadeLauncher");
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break;
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default:
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SectionName = FName("Rifle");
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break;
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}
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AnimInstance->Montage_JumpToSection(SectionName);
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}
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}
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void ABlasterCharacter::PlayEliminatedMontage()
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{
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UAnimInstance* AnimInstance = GetMesh()->GetAnimInstance();
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if (AnimInstance && EliminatedMontage)
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{
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AnimInstance->Montage_Play(EliminatedMontage);
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}
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}
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void ABlasterCharacter::PlayThrowGrenadeMontage()
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{
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UAnimInstance* AnimInstance = GetMesh()->GetAnimInstance();
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if (AnimInstance && ThrowGrenadeMontage)
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{
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AnimInstance->Montage_Play(ThrowGrenadeMontage);
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}
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}
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void ABlasterCharacter::PlayHitReactMontage()
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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 && HitReactMontage)
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{
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AnimInstance->Montage_Play(HitReactMontage);
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FName SectionName("FromFront");
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AnimInstance->Montage_JumpToSection(SectionName);
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}
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}
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void ABlasterCharacter::ReceiveDamage(AActor* DamagedActor, float Damage, const UDamageType* DamageType, AController* InstigatorController, AActor* DamageCauser)
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{
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Health = FMath::Clamp(Health - Damage, 0.f, MaxHealth);
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UpdateHUDHealth();
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if (Health > 0.f)
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{
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PlayHitReactMontage();
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}
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if (Health == 0.f)
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{
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ABlasterGameMode* BlasterGameMode = GetWorld()->GetAuthGameMode<ABlasterGameMode>();
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if (BlasterGameMode)
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{
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BlasterPlayerController = BlasterPlayerController == nullptr ? Cast<ABlasterPlayerController>(Controller) : BlasterPlayerController;
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ABlasterPlayerController* AttackerController = Cast<ABlasterPlayerController>(InstigatorController);
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BlasterGameMode->PlayerEliminated(this, BlasterPlayerController, AttackerController);
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}
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}
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}
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void ABlasterCharacter::MoveForward(float Value)
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{
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if (bDisableGameplay) return;
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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 (bDisableGameplay) return;
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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 (bDisableGameplay) return;
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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::ServerEquipButtonPressed_Implementation()
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{
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EquipButtonPressed();
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}
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void ABlasterCharacter::CrouchButtonPressed()
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{
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if (bDisableGameplay) return;
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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::ReloadButtonPressed()
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{
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if (bDisableGameplay) return;
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if (Combat)
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{
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Combat->Reload();
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}
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}
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void ABlasterCharacter::AimButtonPressed()
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{
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if (bDisableGameplay) return;
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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 (bDisableGameplay) return;
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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::GrenadeButtonPressed()
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{
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if (Combat)
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{
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Combat->ThrowGrenade();
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}
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}
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float ABlasterCharacter::CalculateSpeed()
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{
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FVector Velocity = GetVelocity();
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Velocity.Z = 0.f;
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return Velocity.Size();
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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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float Speed = CalculateSpeed();
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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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bRotateRootBone = true;
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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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bRotateRootBone = false;
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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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CalculateAO_Pitch();
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}
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void ABlasterCharacter::CalculateAO_Pitch()
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{
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AO_Pitch = GetBaseAimRotation().Pitch;
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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::SimProxiesTurn()
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{
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if (Combat == nullptr || Combat->EquippedWeapon == nullptr) return;
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bRotateRootBone = false;
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float Speed = CalculateSpeed();
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if (Speed > 0.f)
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{
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TurningInPlace = ETurningInPlace::ETIP_NotTurning;
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return;
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}
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ProxyRotationLastFrame = ProxyRotation;
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ProxyRotation = GetActorRotation();
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ProxyYaw = UKismetMathLibrary::NormalizedDeltaRotator(ProxyRotation, ProxyRotationLastFrame).Yaw;
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if (FMath::Abs(ProxyYaw) > TurnThreshold)
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{
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if (ProxyYaw > TurnThreshold)
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{
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TurningInPlace = ETurningInPlace::ETIP_Right;
|
|
}
|
|
else if (ProxyYaw < -TurnThreshold)
|
|
{
|
|
TurningInPlace = ETurningInPlace::ETIP_Left;
|
|
}
|
|
else
|
|
{
|
|
TurningInPlace = ETurningInPlace::ETIP_NotTurning;
|
|
}
|
|
return;
|
|
}
|
|
TurningInPlace = ETurningInPlace::ETIP_NotTurning;
|
|
|
|
}
|
|
|
|
void ABlasterCharacter::Jump()
|
|
{
|
|
if (bDisableGameplay) return;
|
|
if (bIsCrouched)
|
|
{
|
|
UnCrouch();
|
|
}
|
|
else
|
|
{
|
|
Super::Jump();
|
|
}
|
|
}
|
|
|
|
void ABlasterCharacter::FireButtonPressed()
|
|
{
|
|
if (bDisableGameplay) return;
|
|
if (Combat)
|
|
{
|
|
Combat->FireButtonPressed(true);
|
|
}
|
|
}
|
|
|
|
void ABlasterCharacter::FireButtonReleased()
|
|
{
|
|
if (bDisableGameplay) return;
|
|
if (Combat)
|
|
{
|
|
Combat->FireButtonPressed(false);
|
|
}
|
|
}
|
|
|
|
void ABlasterCharacter::TurnInPlace(float DeltaTime)
|
|
{
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
|
|
void ABlasterCharacter::HideCameraIfCharacterClose()
|
|
{
|
|
if (!IsLocallyControlled()) return;
|
|
if ((FollowCamera->GetComponentLocation() - GetActorLocation()).Size() < CameraThreshold)
|
|
{
|
|
GetMesh()->SetVisibility(false);
|
|
if (Combat && Combat->EquippedWeapon && Combat->EquippedWeapon->GetWeaponMesh())
|
|
{
|
|
Combat->EquippedWeapon->GetWeaponMesh()->bOwnerNoSee = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
GetMesh()->SetVisibility(true);
|
|
if (Combat && Combat->EquippedWeapon && Combat->EquippedWeapon->GetWeaponMesh())
|
|
{
|
|
Combat->EquippedWeapon->GetWeaponMesh()->bOwnerNoSee = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
void ABlasterCharacter::OnRep_Health()
|
|
{
|
|
UpdateHUDHealth();
|
|
if (Health > 0.f)
|
|
{
|
|
PlayHitReactMontage();
|
|
}
|
|
}
|
|
|
|
void ABlasterCharacter::UpdateHUDHealth()
|
|
{
|
|
BlasterPlayerController = BlasterPlayerController == nullptr ? Cast<ABlasterPlayerController>(Controller) : BlasterPlayerController;
|
|
if (BlasterPlayerController)
|
|
{
|
|
BlasterPlayerController->SetHUDHealth(Health, MaxHealth);
|
|
}
|
|
}
|
|
|
|
void ABlasterCharacter::PollInit()
|
|
{
|
|
if (BlasterPlayerState == nullptr)
|
|
{
|
|
BlasterPlayerState = GetPlayerState<ABlasterPlayerState>();
|
|
if (BlasterPlayerState)
|
|
{
|
|
// Initialize Score now we have the PlayerState
|
|
BlasterPlayerState->IncreaseScore(0.f);
|
|
BlasterPlayerState->IncreaseDefeats(0);
|
|
}
|
|
}
|
|
}
|
|
|
|
void ABlasterCharacter::UpdateDissolveMaterial(float DissolveValue)
|
|
{
|
|
if (DynamicDissolveMaterialInstance)
|
|
{
|
|
DynamicDissolveMaterialInstance->SetScalarParameterValue(TEXT("Dissolve"), DissolveValue);
|
|
}
|
|
}
|
|
|
|
void ABlasterCharacter::StartDissolve()
|
|
{
|
|
DissolveTrack.BindDynamic(this, &ABlasterCharacter::UpdateDissolveMaterial);
|
|
if (DissolveCurve && DissolveTimeline)
|
|
{
|
|
DissolveTimeline->AddInterpFloat(DissolveCurve, DissolveTrack);
|
|
DissolveTimeline->Play();
|
|
}
|
|
}
|
|
|
|
void ABlasterCharacter::SetOverlappingWeapon(AWeapon* Weapon)
|
|
{
|
|
if (OverlappingWeapon)
|
|
{
|
|
OverlappingWeapon->ShowPickupWidget(false);
|
|
}
|
|
OverlappingWeapon = Weapon;
|
|
if (IsLocallyControlled())
|
|
{
|
|
if (OverlappingWeapon)
|
|
{
|
|
OverlappingWeapon->ShowPickupWidget(true);
|
|
}
|
|
}
|
|
}
|
|
|
|
void ABlasterCharacter::OnRep_OverlappingWeapon(AWeapon* LastWeapon)
|
|
{
|
|
if (OverlappingWeapon)
|
|
{
|
|
OverlappingWeapon->ShowPickupWidget(true);
|
|
}
|
|
if (LastWeapon)
|
|
{
|
|
LastWeapon->ShowPickupWidget(false);
|
|
}
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
FVector ABlasterCharacter::GetHitTarget() const
|
|
{
|
|
if (Combat == nullptr) return FVector();
|
|
return Combat->HitTarget;
|
|
}
|
|
|
|
ECombatState ABlasterCharacter::GetCombatState() const
|
|
{
|
|
if (Combat == nullptr) return ECombatState::ECS_MAX;
|
|
return Combat->CombatState;
|
|
} |