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a/Config/DefaultEngine.ini b/Config/DefaultEngine.ini index 14183e76..bea1e6ca 100644 --- a/Config/DefaultEngine.ini +++ b/Config/DefaultEngine.ini @@ -4,15 +4,16 @@ GameDefaultMap=/Game/FantasyBundle/Maps/Demonstration_Castle.Demonstration_Castle EditorStartupMap=/Game/FantasyBundle/Maps/Demonstration_Castle.Demonstration_Castle GlobalDefaultGameMode=/Game/_Game/GameMode/ShooterGameModeBaseBP.ShooterGameModeBaseBP_C +GameInstanceClass=/Script/Shooter.ShooterGameInstance [/Script/HardwareTargeting.HardwareTargetingSettings] TargetedHardwareClass=Desktop AppliedTargetedHardwareClass=Desktop -DefaultGraphicsPerformance=Maximum -AppliedDefaultGraphicsPerformance=Maximum +DefaultGraphicsPerformance=Scalable +AppliedDefaultGraphicsPerformance=Scalable [/Script/WindowsTargetPlatform.WindowsTargetSettings] -DefaultGraphicsRHI=DefaultGraphicsRHI_DX11 +DefaultGraphicsRHI=DefaultGraphicsRHI_DX12 -D3D12TargetedShaderFormats=PCD3D_SM5 +D3D12TargetedShaderFormats=PCD3D_SM5 -D3D11TargetedShaderFormats=PCD3D_SM5 @@ -41,19 +42,187 @@ AutoStreamingThreshold=0.000000 SoundCueCookQualityIndex=-1 [/Script/Engine.RendererSettings] -r.GenerateMeshDistanceFields=True +r.Mobile.ShadingPath=0 +r.Mobile.AllowDeferredShadingOpenGL=False +r.Mobile.SupportGPUScene=True +r.Mobile.AntiAliasing=3 +r.Mobile.FloatPrecisionMode=0 +r.Mobile.AllowDitheredLODTransition=False +r.Mobile.VirtualTextures=False +r.DiscardUnusedQuality=False +r.AllowOcclusionQueries=True +r.MinScreenRadiusForLights=0.030000 +r.MinScreenRadiusForDepthPrepass=0.030000 +r.PrecomputedVisibilityWarning=False +r.TextureStreaming=True +Compat.UseDXT5NormalMaps=False +r.VirtualTextures=False +r.VT.EnableAutoImport=True +r.VirtualTexturedLightmaps=False +r.VT.AnisotropicFiltering=False +bEnableVirtualTextureOpacityMask=True +bEnableVirtualTexturePostProcessing=False +r.VT.TileSize=128 +r.VT.TileBorderSize=4 +r.vt.FeedbackFactor=16 +r.MeshPaintVirtualTexture.TileSize=32 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+bDiscardSkeletalMeshOptionalLODs=(Default=False,PerPlatform=()) +VisualizeCalibrationColorMaterialPath=/Engine/EngineMaterials/PPM_DefaultCalibrationColor.PPM_DefaultCalibrationColor +VisualizeCalibrationCustomMaterialPath=None +VisualizeCalibrationGrayscaleMaterialPath=/Engine/EngineMaterials/PPM_DefaultCalibrationGrayscale.PPM_DefaultCalibrationGrayscale [/Script/WorldPartitionEditor.WorldPartitionEditorSettings] CommandletClass=Class'/Script/UnrealEd.WorldPartitionConvertCommandlet' diff --git a/Config/DefaultInput.ini b/Config/DefaultInput.ini index ea5ad7b8..c85d1684 100644 --- a/Config/DefaultInput.ini +++ b/Config/DefaultInput.ini @@ -98,6 +98,11 @@ DoubleClickTime=0.200000 +ActionMappings=(ActionName="4Key",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Four) +ActionMappings=(ActionName="5Key",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Five) +ActionMappings=(ActionName="Quit",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Escape) 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b/Content/_Game/Weapons/Meshes/BelicaGuns_PhysicsAsset.uasset deleted file mode 100644 index 1a424b29..00000000 --- a/Content/_Game/Weapons/Meshes/BelicaGuns_PhysicsAsset.uasset +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:2e959ab63033bbd0d52d8aae6bb935a269785a3e43419e083ac70aa6fd94afab -size 8042 diff --git a/Content/_Game/Weapons/Meshes/BelicaGuns_Skeleton.uasset b/Content/_Game/Weapons/Meshes/BelicaGuns_Skeleton.uasset deleted file mode 100644 index 9856b829..00000000 --- a/Content/_Game/Weapons/Meshes/BelicaGuns_Skeleton.uasset +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:16f40ae635f8137dbbd64646e998bb5dec99f81da84f0ce45842d65219d947fa -size 8438 diff --git a/Content/_Game/Weapons/Meshes/Belica_Guns.uasset b/Content/_Game/Weapons/Meshes/Belica_Guns.uasset deleted file mode 100644 index bfd5f151..00000000 --- a/Content/_Game/Weapons/Meshes/Belica_Guns.uasset +++ /dev/null @@ -1,3 +0,0 @@ -version 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b/Content/_Game/Weapons/Meshes/Transparent.uasset deleted file mode 100644 index 609f01ac..00000000 --- a/Content/_Game/Weapons/Meshes/Transparent.uasset +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:6bd310a8054a15dc3d88bb2ca569818df6f8b99d9046d0fadbd06e469296bb7c -size 7904 diff --git a/Source/Shooter/Enemy.cpp b/Source/Shooter/Enemy.cpp index af497299..39aadf4f 100644 --- a/Source/Shooter/Enemy.cpp +++ b/Source/Shooter/Enemy.cpp @@ -140,6 +140,10 @@ void AEnemy::Die() if (!AnimInstance) return; AnimInstance->Montage_Play(DeathMontage); + + EnemyDeadDelegate.Broadcast(); + if (DeadSound) + UGameplayStatics::PlaySoundAtLocation(this, DeadSound, GetActorLocation()); } void AEnemy::FinishDeath() diff --git a/Source/Shooter/Enemy.h b/Source/Shooter/Enemy.h index 11bbadf0..990c8414 100644 --- a/Source/Shooter/Enemy.h +++ b/Source/Shooter/Enemy.h @@ -16,6 +16,8 @@ class USphereComponent; class UBoxComponent; class AShooterCharacter; +DECLARE_DYNAMIC_MULTICAST_DELEGATE(FEnemyDeadDelegate); + UCLASS() class SHOOTER_API AEnemy : public ACharacter, public IBulletHitInterface { @@ -242,6 +244,15 @@ private: /** Time after death until Destroy */ UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Combat, meta = (AllowPrivateAccess = true)) float DeathTime; + + /** Delegate for sending enemy death event */ + UPROPERTY(BlueprintAssignable, Category = Delegates, meta = (AllowPrivateAccess = true)) + FEnemyDeadDelegate EnemyDeadDelegate; + + /** Sound to play when Dead */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Combat, meta = (AllowPrivateAccess = true)) + USoundCue* DeadSound; + public: // Called every frame virtual void Tick(float DeltaTime) override; diff --git a/Source/Shooter/ShooterCharacter.cpp b/Source/Shooter/ShooterCharacter.cpp index aa679111..cd71ac63 100644 --- a/Source/Shooter/ShooterCharacter.cpp +++ b/Source/Shooter/ShooterCharacter.cpp @@ -4,6 +4,8 @@ #include "ShooterCharacter.h" #include "Weapon.h" +#include "ShooterPlayerController.h" + #include "Item.h" #include "Camera/CameraComponent.h" #include "Components/CapsuleComponent.h" @@ -206,6 +208,9 @@ void AShooterCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputCo PlayerInputComponent->BindAction("3Key", IE_Pressed, this, &AShooterCharacter::Key3Pressed); PlayerInputComponent->BindAction("4Key", IE_Pressed, this, &AShooterCharacter::Key4Pressed); PlayerInputComponent->BindAction("5Key", IE_Pressed, this, &AShooterCharacter::Key5Pressed); + PlayerInputComponent->BindAction("PreviousWeapon", IE_Pressed, this, &AShooterCharacter::PreviousWeaponPressed); + PlayerInputComponent->BindAction("NextWeapon", IE_Pressed, this, &AShooterCharacter::NextWeaponPressed); + PlayerInputComponent->BindAction("Quit", IE_Pressed, this, &AShooterCharacter::QuitPressed); } @@ -238,11 +243,13 @@ void AShooterCharacter::Die() if (bDying) return; bDying = true; - APlayerController* PC = UGameplayStatics::GetPlayerController(this, 0); + DisableInputProper(); + + AShooterPlayerController* PC = Cast(UGameplayStatics::GetPlayerController(this, 0)); if (PC) - { - DisableInput(PC); - } + { + PC->GameHasEnded(nullptr, false); + } if (!DeathMontage) return; @@ -473,6 +480,25 @@ void AShooterCharacter::Key5Pressed() ExchangeInventoryItems(EquippedWeapon->GetSlotIndex(), 5); } +void AShooterCharacter::PreviousWeaponPressed() +{ + if (Inventory.Num() <= 1) return; + int32 newSlot = (EquippedWeapon->GetSlotIndex() == 0) ? + Inventory.Num() - 1 : + EquippedWeapon->GetSlotIndex() - 1; + + ExchangeInventoryItems(EquippedWeapon->GetSlotIndex(), newSlot); +} + +void AShooterCharacter::NextWeaponPressed() +{ + if (Inventory.Num() <= 1) return; + int32 newSlot = (EquippedWeapon->GetSlotIndex() == Inventory.Num() - 1) ? + 0 : EquippedWeapon->GetSlotIndex() + 1; + + ExchangeInventoryItems(EquippedWeapon->GetSlotIndex(), newSlot); +} + void AShooterCharacter::QuitPressed() { UKismetSystemLibrary::QuitGame(GetWorld(), Cast(GetController()), EQuitPreference::Quit, false); @@ -1403,4 +1429,17 @@ void AShooterCharacter::InterpCapsuleHalfHeight(float DeltaTime) GetMesh()->AddLocalOffset(MeshOffset); GetCapsuleComponent()->SetCapsuleHalfHeight(InterpHalfHeight); +} + +void AShooterCharacter::DisableInputProper() +{ + AShooterCharacter::FireButtonReleased(); + AShooterCharacter::AimingButtonReleased(); + AShooterCharacter::SelectButtonReleased(); + + APlayerController* PC = UGameplayStatics::GetPlayerController(this, 0); + if (PC) + { + DisableInput(PC); + } } \ No newline at end of file diff --git a/Source/Shooter/ShooterCharacter.h b/Source/Shooter/ShooterCharacter.h index 9c714185..d6890e69 100644 --- a/Source/Shooter/ShooterCharacter.h +++ b/Source/Shooter/ShooterCharacter.h @@ -213,7 +213,9 @@ protected: void Key3Pressed(); void Key4Pressed(); void Key5Pressed(); - + void PreviousWeaponPressed(); + void NextWeaponPressed(); + void QuitPressed(); void ExchangeInventoryItems(int32 CurrentItemIndex, int32 NewItemIndex); @@ -592,4 +594,7 @@ public: void Stun(); FORCEINLINE float GetStunChance() const { return StunChance; } + + UFUNCTION(BlueprintCallable) + void DisableInputProper(); }; diff --git a/Source/Shooter/ShooterGameInstance.cpp b/Source/Shooter/ShooterGameInstance.cpp new file mode 100644 index 00000000..6d40b77e --- /dev/null +++ b/Source/Shooter/ShooterGameInstance.cpp @@ -0,0 +1,5 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "ShooterGameInstance.h" + diff --git a/Source/Shooter/ShooterGameInstance.h b/Source/Shooter/ShooterGameInstance.h new file mode 100644 index 00000000..4e308e11 --- /dev/null +++ b/Source/Shooter/ShooterGameInstance.h @@ -0,0 +1,27 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "Engine/GameInstance.h" +#include "ShooterGameInstance.generated.h" + +/** + * + */ +UCLASS() +class SHOOTER_API UShooterGameInstance : public UGameInstance +{ + GENERATED_BODY() + public: + UShooterGameInstance() : LevelStartSeqAlreadyPlayed(false) + { + } + private: + + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Cutscene, meta = (AllowPrivateAccess = "true")) + bool LevelStartSeqAlreadyPlayed; + +public: + FORCEINLINE void SetLevelStartSeqAlreadyPlayed(bool NewValue) { LevelStartSeqAlreadyPlayed = NewValue; } +}; diff --git a/Source/Shooter/ShooterGameState.cpp b/Source/Shooter/ShooterGameState.cpp new file mode 100644 index 00000000..23abc421 --- /dev/null +++ b/Source/Shooter/ShooterGameState.cpp @@ -0,0 +1,5 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "ShooterGameState.h" + diff --git a/Source/Shooter/ShooterGameState.h b/Source/Shooter/ShooterGameState.h new file mode 100644 index 00000000..9ceff980 --- /dev/null +++ b/Source/Shooter/ShooterGameState.h @@ -0,0 +1,19 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "GameFramework/GameState.h" +#include "ShooterGameState.generated.h" + +/** + * + */ +UCLASS() +class SHOOTER_API AShooterGameState : public AGameState +{ + GENERATED_BODY() + +private: + +}; diff --git a/Source/Shooter/ShooterPlayerController.cpp b/Source/Shooter/ShooterPlayerController.cpp index dc4b9137..b8718973 100644 --- a/Source/Shooter/ShooterPlayerController.cpp +++ b/Source/Shooter/ShooterPlayerController.cpp @@ -2,7 +2,9 @@ #include "ShooterPlayerController.h" +#include "ShooterGameInstance.h" +#include "Kismet/GameplayStatics.h" #include "Blueprint/UserWidget.h" AShooterPlayerController::AShooterPlayerController() @@ -12,7 +14,7 @@ AShooterPlayerController::AShooterPlayerController() void AShooterPlayerController::BeginPlay() { Super::BeginPlay(); - + // Check our HUD Overlay TSubclassOf variable if (HUDOverlayClass) { @@ -29,17 +31,10 @@ void AShooterPlayerController::BeginPlay() void AShooterPlayerController::GameHasEnded(AActor* EndGameFocus, bool bIsWinner) { Super::GameHasEnded(EndGameFocus, bIsWinner); - HUDOverlay->RemoveFromParent(); + if (HUDOverlay) + HUDOverlay->RemoveFromParent(); - /*if (bIsWinner) - { - UUserWidget* WinScreen = CreateWidget(this, WinScreenClass); - if (WinScreen != nullptr) - { - WinScreen->AddToViewport(); - } - } - else + if (!bIsWinner) { UUserWidget* LoseScreen = CreateWidget(this, LoseScreenClass); if (LoseScreen != nullptr) @@ -47,7 +42,13 @@ void AShooterPlayerController::GameHasEnded(AActor* EndGameFocus, bool bIsWinner LoseScreen->AddToViewport(); } } + UShooterGameInstance* GI = Cast(UGameplayStatics::GetGameInstance(GetWorld())); + if (GI) + { + // Avoid playing the intro cutscene again + GI->SetLevelStartSeqAlreadyPlayed(true); + } - GetWorldTimerManager().SetTimer(RestartTimer, this, &APlayerController::RestartLevel, RestartDelay);*/ + GetWorldTimerManager().SetTimer(RestartTimer, this, &APlayerController::RestartLevel, RestartDelay); } diff --git a/Source/Shooter/ShooterPlayerController.h b/Source/Shooter/ShooterPlayerController.h index 13fa44f9..eef438a0 100644 --- a/Source/Shooter/ShooterPlayerController.h +++ b/Source/Shooter/ShooterPlayerController.h @@ -31,4 +31,13 @@ private: /** Variable to hold the HUD Overlay Widget after creating it */ UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Widgets, meta = (AllowPrivateAccess = "true")) UUserWidget* HUDOverlay; + + UPROPERTY(EditAnywhere) + TSubclassOf LoseScreenClass; + + UPROPERTY(EditAnywhere) + float RestartDelay = 5; + + FTimerHandle RestartTimer; + };