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aactor_style + +cpp_naming_rule.swidget_prefixed.symbols = swidget_class +cpp_naming_rule.swidget_prefixed.style = swidget_style + +cpp_naming_rule.uobject_prefixed.symbols = uobject_class +cpp_naming_rule.uobject_prefixed.style = uobject_style + +cpp_naming_rule.booleans_prefixed.symbols = boolean_vars +cpp_naming_rule.booleans_prefixed.style = boolean_style + +cpp_naming_rule.structs_prefixed.symbols = structs +cpp_naming_rule.structs_prefixed.style = unreal_engine_structs + +cpp_naming_rule.enums_prefixed.symbols = enums +cpp_naming_rule.enums_prefixed.style = unreal_engine_enums + +cpp_naming_rule.templates_prefixed.symbols = templates +cpp_naming_rule.templates_prefixed.style = unreal_engine_templates + +cpp_naming_rule.general_names.symbols = all_symbols +cpp_naming_rule.general_names.style = unreal_engine_default + +# Naming convention symbols + +cpp_naming_symbols.aactor_class.applicable_kinds = class +cpp_naming_symbols.aactor_class.applicable_type = AActor + +cpp_naming_symbols.swidget_class.applicable_kinds = class +cpp_naming_symbols.swidget_class.applicable_type = SWidget + +cpp_naming_symbols.uobject_class.applicable_kinds = class +cpp_naming_symbols.uobject_class.applicable_type = UObject + +cpp_naming_symbols.boolean_vars.applicable_kinds = local,parameter,field +cpp_naming_symbols.boolean_vars.applicable_type = bool + +cpp_naming_symbols.enums.applicable_kinds = enum + +cpp_naming_symbols.templates.applicable_kinds = template_class + +cpp_naming_symbols.structs.applicable_kinds = struct + +cpp_naming_symbols.all_symbols.applicable_kinds = * + +# Naming convention styles + +cpp_naming_style.unreal_engine_default.capitalization = pascal_case +cpp_naming_style.unreal_engine_default.required_prefix = +cpp_naming_style.unreal_engine_default.required_suffix = +cpp_naming_style.unreal_engine_default.word_separator = + +cpp_naming_style.unreal_engine_enums.capitalization = pascal_case +cpp_naming_style.unreal_engine_enums.required_prefix = E +cpp_naming_style.unreal_engine_enums.required_suffix = +cpp_naming_style.unreal_engine_enums.word_separator = + +cpp_naming_style.unreal_engine_templates.capitalization = pascal_case +cpp_naming_style.unreal_engine_templates.required_prefix = T +cpp_naming_style.unreal_engine_templates.required_suffix = +cpp_naming_style.unreal_engine_templates.word_separator = + +cpp_naming_style.unreal_engine_structs.capitalization = pascal_case +cpp_naming_style.unreal_engine_structs.required_prefix = F +cpp_naming_style.unreal_engine_structs.required_suffix = +cpp_naming_style.unreal_engine_structs.word_separator = + +cpp_naming_style.uobject_style.capitalization = pascal_case +cpp_naming_style.uobject_style.required_prefix = U +cpp_naming_style.uobject_style.required_suffix = +cpp_naming_style.uobject_style.word_separator = + +cpp_naming_style.aactor_style.capitalization = pascal_case +cpp_naming_style.aactor_style.required_prefix = A +cpp_naming_style.aactor_style.required_suffix = +cpp_naming_style.aactor_style.word_separator = + +cpp_naming_style.swidget_style.capitalization = pascal_case +cpp_naming_style.swidget_style.required_prefix = S +cpp_naming_style.swidget_style.required_suffix = +cpp_naming_style.swidget_style.word_separator = + +cpp_naming_style.boolean_style.capitalization = pascal_case +cpp_naming_style.boolean_style.required_prefix = b +cpp_naming_style.boolean_style.required_suffix = +cpp_naming_style.boolean_style.word_separator = \ No newline at end of file diff --git a/.gitattributes b/.gitattributes new file mode 100644 index 00000000..5f68b328 --- /dev/null +++ b/.gitattributes @@ -0,0 +1,7 @@ +# Auto detect text files and perform LF normalization +* text=auto +*.blend filter=lfs diff=lfs merge=lfs -text +*.psd filter=lfs diff=lfs merge=lfs -text +*.fbx filter=lfs diff=lfs merge=lfs -text +*.uasset filter=lfs diff=lfs merge=lfs -text +*.umap filter=lfs diff=lfs merge=lfs -text diff --git a/.gitignore b/.gitignore new file mode 100644 index 00000000..420cc614 --- /dev/null +++ b/.gitignore @@ -0,0 +1,81 @@ +# Rider files +.idea/ +global.json + + +# Visual Studio 2015 user specific files +.vs/ + +# Compiled Object files +*.slo +*.lo +*.o +*.obj + +# Precompiled Headers +*.gch +*.pch + +# Compiled Dynamic libraries +*.so +*.dylib +*.dll + +# Fortran module files +*.mod + +# Compiled Static libraries +*.lai +*.la +*.a +*.lib + +# Executables +*.exe +*.out +*.app +*.ipa + +# These project files can be generated by the engine +*.xcodeproj +*.xcworkspace +*.sln +*.suo +*.opensdf +*.sdf +*.VC.db +*.VC.opendb + +# Precompiled Assets +SourceArt/**/*.png +SourceArt/**/*.tga + +# Binary Files +Binaries/* +Plugins/*/Binaries/* + +# Builds +Build/* + +# Whitelist PakBlacklist-.txt files +!Build/*/ +Build/*/** +!Build/*/PakBlacklist*.txt + +# Don't ignore icon files in Build +!Build/**/*.ico + +# Built data for maps +*_BuiltData.uasset + +# Configuration files generated by the Editor +Saved/* + +# Compiled source files for the engine to use +Intermediate/* +Plugins/*/Intermediate/* + +# Cache files for the editor to use +DerivedDataCache/* + +/.vsconfig diff --git a/Config/DefaultEditor.ini b/Config/DefaultEditor.ini new file mode 100644 index 00000000..af78507e --- /dev/null +++ b/Config/DefaultEditor.ini @@ -0,0 +1,4 @@ +[/Script/AdvancedPreviewScene.SharedProfiles] ++Profiles=(ProfileName="Epic 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False,bOverride_AmbientOcclusionTemporalBlendWeight=False,bOverride_RayTracingAO=False,bOverride_RayTracingAOSamplesPerPixel=False,bOverride_RayTracingAOIntensity=False,bOverride_RayTracingAORadius=False,bOverride_IndirectLightingColor=False,bOverride_IndirectLightingIntensity=False,bOverride_ColorGradingIntensity=False,bOverride_ColorGradingLUT=False,bOverride_DepthOfFieldFocalDistance=False,bOverride_DepthOfFieldFstop=False,bOverride_DepthOfFieldMinFstop=False,bOverride_DepthOfFieldBladeCount=False,bOverride_DepthOfFieldSensorWidth=False,bOverride_DepthOfFieldSqueezeFactor=False,bOverride_DepthOfFieldDepthBlurRadius=False,bOverride_DepthOfFieldUseHairDepth=False,bOverride_DepthOfFieldDepthBlurAmount=False,bOverride_DepthOfFieldFocalRegion=False,bOverride_DepthOfFieldNearTransitionRegion=False,bOverride_DepthOfFieldFarTransitionRegion=False,bOverride_DepthOfFieldScale=False,bOverride_DepthOfFieldNearBlurSize=False,bOverride_DepthOfFieldFarBlurSize=False,bOverride_MobileHQGaussian=False,bOverride_DepthOfFieldOcclusion=False,bOverride_DepthOfFieldSkyFocusDistance=False,bOverride_DepthOfFieldVignetteSize=False,bOverride_MotionBlurAmount=False,bOverride_MotionBlurMax=False,bOverride_MotionBlurTargetFPS=False,bOverride_MotionBlurPerObjectSize=False,bOverride_ReflectionMethod=False,bOverride_LumenReflectionQuality=False,bOverride_ScreenSpaceReflectionIntensity=False,bOverride_ScreenSpaceReflectionQuality=False,bOverride_ScreenSpaceReflectionMaxRoughness=False,bOverride_ScreenSpaceReflectionRoughnessScale=False,bOverride_UserFlags=False,bOverride_RayTracingReflectionsMaxRoughness=False,bOverride_RayTracingReflectionsMaxBounces=False,bOverride_RayTracingReflectionsSamplesPerPixel=False,bOverride_RayTracingReflectionsShadows=False,bOverride_RayTracingReflectionsTranslucency=False,bOverride_TranslucencyType=False,bOverride_RayTracingTranslucencyMaxRoughness=False,bOverride_RayTracingTranslucencyRefractionRays=False,bOverride_RayTracingTranslucencySamplesPerPixel=False,bOverride_RayTracingTranslucencyShadows=False,bOverride_RayTracingTranslucencyRefraction=False,bOverride_DynamicGlobalIlluminationMethod=False,bOverride_LumenSceneLightingQuality=False,bOverride_LumenSceneDetail=False,bOverride_LumenSceneViewDistance=False,bOverride_LumenSceneLightingUpdateSpeed=False,bOverride_LumenFinalGatherQuality=False,bOverride_LumenFinalGatherLightingUpdateSpeed=False,bOverride_LumenFinalGatherScreenTraces=False,bOverride_LumenMaxTraceDistance=False,bOverride_LumenDiffuseColorBoost=False,bOverride_LumenSkylightLeaking=False,bOverride_LumenFullSkylightLeakingDistance=False,bOverride_LumenRayLightingMode=False,bOverride_LumenReflectionsScreenTraces=False,bOverride_LumenFrontLayerTranslucencyReflections=False,bOverride_LumenMaxRoughnessToTraceReflections=False,bOverride_LumenMaxReflectionBounces=False,bOverride_LumenMaxRefractionBounces=False,bOverride_LumenSurfaceCacheResolution=False,bOverride_RayTracingGI=False,bOverride_RayTracingGIMaxBounces=False,bOverride_RayTracingGISamplesPerPixel=False,bOverride_PathTracingMaxBounces=False,bOverride_PathTracingSamplesPerPixel=False,bOverride_PathTracingMaxPathIntensity=False,bOverride_PathTracingEnableEmissiveMaterials=False,bOverride_PathTracingEnableReferenceDOF=False,bOverride_PathTracingEnableReferenceAtmosphere=False,bOverride_PathTracingEnableDenoiser=False,bOverride_PathTracingIncludeEmissive=False,bOverride_PathTracingIncludeDiffuse=False,bOverride_PathTracingIncludeIndirectDiffuse=False,bOverride_PathTracingIncludeSpecular=False,bOverride_PathTracingIncludeIndirectSpecular=False,bOverride_PathTracingIncludeVolume=False,bOverride_PathTracingIncludeIndirectVolume=False,bMobileHQGaussian=False,BloomMethod=BM_SOG,AutoExposureMethod=AEM_Histogram,TemperatureType=TEMP_WhiteBalance,WhiteTemp=6500.000000,WhiteTint=0.000000,ColorSaturation=(X=1.000000,Y=1.000000,Z=1.000000,W=1.000000),ColorContrast=(X=1.000000,Y=1.000000,Z=1.000000,W=1.000000),ColorGamma=(X=1.000000,Y=1.000000,Z=1.000000,W=1.000000),ColorGain=(X=1.000000,Y=1.000000,Z=1.000000,W=1.000000),ColorOffset=(X=0.000000,Y=0.000000,Z=0.000000,W=0.000000),ColorSaturationShadows=(X=1.000000,Y=1.000000,Z=1.000000,W=1.000000),ColorContrastShadows=(X=1.000000,Y=1.000000,Z=1.000000,W=1.000000),ColorGammaShadows=(X=1.000000,Y=1.000000,Z=1.000000,W=1.000000),ColorGainShadows=(X=1.000000,Y=1.000000,Z=1.000000,W=1.000000),ColorOffsetShadows=(X=0.000000,Y=0.000000,Z=0.000000,W=0.000000),ColorSaturationMidtones=(X=1.000000,Y=1.000000,Z=1.000000,W=1.000000),ColorContrastMidtones=(X=1.000000,Y=1.000000,Z=1.000000,W=1.000000),ColorGammaMidtones=(X=1.000000,Y=1.000000,Z=1.000000,W=1.000000),ColorGainMidtones=(X=1.000000,Y=1.000000,Z=1.000000,W=1.000000),ColorOffsetMidtones=(X=0.000000,Y=0.000000,Z=0.000000,W=0.000000),ColorSaturationHighlights=(X=1.000000,Y=1.000000,Z=1.000000,W=1.000000),ColorContrastHighlights=(X=1.000000,Y=1.000000,Z=1.000000,W=1.000000),ColorGammaHighlights=(X=1.000000,Y=1.000000,Z=1.000000,W=1.000000),ColorGainHighlights=(X=1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tOcclusionMipThreshold=0.010000,AmbientOcclusionTemporalBlendWeight=0.100000,RayTracingAO=False,RayTracingAOSamplesPerPixel=1,RayTracingAOIntensity=1.000000,RayTracingAORadius=200.000000,ColorGradingIntensity=1.000000,ColorGradingLUT=None,DepthOfFieldSensorWidth=24.576000,DepthOfFieldSqueezeFactor=1.000000,DepthOfFieldFocalDistance=0.000000,DepthOfFieldDepthBlurAmount=1.000000,DepthOfFieldDepthBlurRadius=0.000000,DepthOfFieldUseHairDepth=False,DepthOfFieldFocalRegion=0.000000,DepthOfFieldNearTransitionRegion=300.000000,DepthOfFieldFarTransitionRegion=500.000000,DepthOfFieldScale=0.000000,DepthOfFieldNearBlurSize=15.000000,DepthOfFieldFarBlurSize=15.000000,DepthOfFieldOcclusion=0.400000,DepthOfFieldSkyFocusDistance=0.000000,DepthOfFieldVignetteSize=200.000000,MotionBlurAmount=0.500000,MotionBlurMax=5.000000,MotionBlurTargetFPS=30,MotionBlurPerObjectSize=0.000000,TranslucencyType=Raster,RayTracingTranslucencyMaxRoughness=0.600000,RayTracingTranslucencyRefractionRays=3,RayTracingTranslucencySamplesPerPixel=1,RayTracingTranslucencyShadows=Hard_shadows,RayTracingTranslucencyRefraction=True,PathTracingMaxBounces=32,PathTracingSamplesPerPixel=2048,PathTracingMaxPathIntensity=24.000000,PathTracingEnableEmissiveMaterials=True,PathTracingEnableReferenceDOF=False,PathTracingEnableReferenceAtmosphere=False,PathTracingEnableDenoiser=True,PathTracingIncludeEmissive=True,PathTracingIncludeDiffuse=True,PathTracingIncludeIndirectDiffuse=True,PathTracingIncludeSpecular=True,PathTracingIncludeIndirectSpecular=True,PathTracingIncludeVolume=True,PathTracingIncludeIndirectVolume=True,UserFlags=0,WeightedBlendables=(Array=)),LightingRigRotation=0.000000,RotationSpeed=2.000000,DirectionalLightRotation=(Pitch=-40.000000,Yaw=-67.500000,Roll=0.000000),bEnableToneMapping=False,bShowMeshEdges=True) + diff --git a/Config/DefaultEditorPerProjectUserSettings.ini b/Config/DefaultEditorPerProjectUserSettings.ini new file mode 100644 index 00000000..93b497c3 --- /dev/null +++ b/Config/DefaultEditorPerProjectUserSettings.ini @@ -0,0 +1,33 @@ +[/Script/UnrealEd.EditorStyleSettings] +bEnableUserEditorLayoutManagement=True +ColorVisionDeficiencyPreviewType=NormalVision +ColorVisionDeficiencySeverity=3 +bColorVisionDeficiencyCorrection=False +bColorVisionDeficiencyCorrectionPreviewWithDeficiency=False +SelectionColor=(R=0.828000,G=0.364000,B=0.003000,A=1.000000) +AdditionalSelectionColors[0]=(R=0.019382,G=0.496933,B=1.000000,A=1.000000) +AdditionalSelectionColors[1]=(R=0.356400,G=0.040915,B=0.520996,A=1.000000) +AdditionalSelectionColors[2]=(R=1.000000,G=0.168269,B=0.332452,A=1.000000) +AdditionalSelectionColors[3]=(R=1.000000,G=0.051269,B=0.051269,A=1.000000) +AdditionalSelectionColors[4]=(R=1.000000,G=0.715693,B=0.010330,A=1.000000) +AdditionalSelectionColors[5]=(R=0.258183,G=0.539479,B=0.068478,A=1.000000) +bEnableEditorWindowBackgroundColor=False +EditorWindowBackgroundColor=(R=1.000000,G=1.000000,B=1.000000,A=1.000000) +bUseSmallToolBarIcons=False +bUseGrid=True +RegularColor=(R=0.035000,G=0.035000,B=0.035000,A=1.000000) +RuleColor=(R=0.008000,G=0.008000,B=0.008000,A=1.000000) +CenterColor=(R=0.000000,G=0.000000,B=0.000000,A=1.000000) +GridSnapSize=16 +GraphBackgroundBrush=(bIsDynamicallyLoaded=False,DrawAs=Image,Tiling=NoTile,Mirroring=NoMirror,ImageType=NoImage,ImageSize=(X=32.000000,Y=32.000000),Margin=(Left=0.000000,Top=0.000000,Right=0.000000,Bottom=0.000000),TintColor=(SpecifiedColor=(R=1.000000,G=1.000000,B=1.000000,A=1.000000),ColorUseRule=UseColor_Specified),OutlineSettings=(CornerRadii=(X=0.000000,Y=0.000000,Z=0.000000,W=1.000000),Color=(SpecifiedColor=(R=0.000000,G=0.000000,B=0.000000,A=0.000000),ColorUseRule=UseColor_Specified),Width=0.000000,RoundingType=HalfHeightRadius,bUseBrushTransparency=False),ResourceObject=None,ResourceName="",UVRegion=(Min=(X=0.000000,Y=0.000000),Max=(X=0.000000,Y=0.000000),bIsValid=False)) +bShowFriendlyNames=True +bShowNativeComponentNames=True +bExpandConfigurationMenus=False +bShowProjectMenus=True +bShowLaunchMenus=True +bShowAllAdvancedDetails=False +bShowHiddenPropertiesWhilePlaying=False +AssetEditorOpenLocation=MainWindow +bEnableColorizedEditorTabs=True +CurrentAppliedTheme=134380265FBB4A9CA00A1DC9770217B8 + diff --git a/Config/DefaultEngine.ini b/Config/DefaultEngine.ini new file mode 100644 index 00000000..14183e76 --- /dev/null +++ b/Config/DefaultEngine.ini @@ -0,0 +1,165 @@ + + +[/Script/EngineSettings.GameMapsSettings] +GameDefaultMap=/Game/FantasyBundle/Maps/Demonstration_Castle.Demonstration_Castle +EditorStartupMap=/Game/FantasyBundle/Maps/Demonstration_Castle.Demonstration_Castle +GlobalDefaultGameMode=/Game/_Game/GameMode/ShooterGameModeBaseBP.ShooterGameModeBaseBP_C + +[/Script/HardwareTargeting.HardwareTargetingSettings] +TargetedHardwareClass=Desktop +AppliedTargetedHardwareClass=Desktop +DefaultGraphicsPerformance=Maximum +AppliedDefaultGraphicsPerformance=Maximum + +[/Script/WindowsTargetPlatform.WindowsTargetSettings] +DefaultGraphicsRHI=DefaultGraphicsRHI_DX11 +-D3D12TargetedShaderFormats=PCD3D_SM5 ++D3D12TargetedShaderFormats=PCD3D_SM5 +-D3D11TargetedShaderFormats=PCD3D_SM5 ++D3D11TargetedShaderFormats=PCD3D_SM5 +Compiler=Default +AudioSampleRate=48000 +AudioCallbackBufferFrameSize=1024 +AudioNumBuffersToEnqueue=1 +AudioMaxChannels=0 +AudioNumSourceWorkers=4 +SpatializationPlugin= +SourceDataOverridePlugin= +ReverbPlugin= +OcclusionPlugin= +CompressionOverrides=(bOverrideCompressionTimes=False,DurationThreshold=5.000000,MaxNumRandomBranches=0,SoundCueQualityIndex=0) +CacheSizeKB=65536 +MaxChunkSizeOverrideKB=0 +bResampleForDevice=False +MaxSampleRate=48000.000000 +HighSampleRate=32000.000000 +MedSampleRate=24000.000000 +LowSampleRate=12000.000000 +MinSampleRate=8000.000000 +CompressionQualityModifier=1.000000 +AutoStreamingThreshold=0.000000 +SoundCueCookQualityIndex=-1 + +[/Script/Engine.RendererSettings] +r.GenerateMeshDistanceFields=True +r.DynamicGlobalIlluminationMethod=0 +r.ReflectionMethod=0 +r.Shadow.Virtual.Enable=0 +r.CustomDepth=3 +r.Streaming.LimitPoolSizeToVRAM=1 +r.Streaming.PoolSize=0 +r.MSAACount=2 +r.AntiAliasingMethod=3 +r.AllowGlobalClipPlane=True +r.ForwardShading=True +r.Nanite.ProjectEnabled=False +r.Mobile.AntiAliasing=3 + +[/Script/WorldPartitionEditor.WorldPartitionEditorSettings] +CommandletClass=Class'/Script/UnrealEd.WorldPartitionConvertCommandlet' + +[/Script/Engine.Engine] ++ActiveGameNameRedirects=(OldGameName="TP_Blank",NewGameName="/Script/Shooter") ++ActiveGameNameRedirects=(OldGameName="/Script/TP_Blank",NewGameName="/Script/Shooter") ++ActiveClassRedirects=(OldClassName="TP_BlankGameModeBase",NewClassName="ShooterGameModeBase") + +[/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings] +bEnablePlugin=True +bAllowNetworkConnection=True +SecurityToken=7D70D8A14F14501AD3F149B2CD8AA088 +bIncludeInShipping=False +bAllowExternalStartInShipping=False +bCompileAFSProject=False +bUseCompression=False +bLogFiles=False +bReportStats=False +ConnectionType=USBOnly +bUseManualIPAddress=False +ManualIPAddress= + + +[CoreRedirects] ++PropertyRedirects=(OldName="/Script/Shooter.ShooterAnimInstance.CurrentMovementOffsetYaw",NewName="/Script/Shooter.ShooterAnimInstance.LastMovementOffsetYaw") + +[/Script/Engine.PhysicsSettings] +PhysicsPrediction=(bEnablePhysicsPrediction=False,bEnablePhysicsResimulation=False,ResimulationErrorThreshold=10.000000,MaxSupportedLatencyPrediction=1000.000000) +PhysicErrorCorrection=(PingExtrapolation=0.100000,PingLimit=100.000000,ErrorPerLinearDifference=1.000000,ErrorPerAngularDifference=1.000000,MaxRestoredStateError=1.000000,MaxLinearHardSnapDistance=400.000000,PositionLerp=0.000000,AngleLerp=0.400000,LinearVelocityCoefficient=100.000000,AngularVelocityCoefficient=10.000000,ErrorAccumulationSeconds=0.500000,ErrorAccumulationDistanceSq=15.000000,ErrorAccumulationSimilarity=100.000000) +DefaultDegreesOfFreedom=Full3D +bSuppressFaceRemapTable=False +bSupportUVFromHitResults=False +bDisableActiveActors=False +bDisableKinematicStaticPairs=False +bDisableKinematicKinematicPairs=False +bDisableCCD=False +AnimPhysicsMinDeltaTime=0.000000 +bSimulateAnimPhysicsAfterReset=False +MinPhysicsDeltaTime=0.000000 +MaxPhysicsDeltaTime=0.033333 +bSubstepping=False +bSubsteppingAsync=False +bTickPhysicsAsync=False +AsyncFixedTimeStepSize=0.033333 +MaxSubstepDeltaTime=0.016667 +MaxSubsteps=6 +SyncSceneSmoothingFactor=0.000000 +InitialAverageFrameRate=0.016667 +PhysXTreeRebuildRate=10 ++PhysicalSurfaces=(Type=SurfaceType1,Name="Metal") ++PhysicalSurfaces=(Type=SurfaceType2,Name="Stone") ++PhysicalSurfaces=(Type=SurfaceType3,Name="Tile") ++PhysicalSurfaces=(Type=SurfaceType4,Name="Grass") ++PhysicalSurfaces=(Type=SurfaceType5,Name="Water") +DefaultBroadphaseSettings=(bUseMBPOnClient=False,bUseMBPOnServer=False,bUseMBPOuterBounds=False,MBPBounds=(Min=(X=0.000000,Y=0.000000,Z=0.000000),Max=(X=0.000000,Y=0.000000,Z=0.000000),IsValid=False),MBPOuterBounds=(Min=(X=0.000000,Y=0.000000,Z=0.000000),Max=(X=0.000000,Y=0.000000,Z=0.000000),IsValid=False),MBPNumSubdivs=2) +MinDeltaVelocityForHitEvents=0.000000 +ChaosSettings=(DefaultThreadingModel=TaskGraph,DedicatedThreadTickMode=VariableCappedWithTarget,DedicatedThreadBufferMode=Double) + +[/Script/NavigationSystem.RecastNavMesh] +bDrawPolyEdges=False +bDistinctlyDrawTilesBeingBuilt=True +DrawOffset=10.000000 +bFixedTilePoolSize=False +TilePoolSize=1024 +TileSizeUU=1000.000000 +CellSize=19.000000 +CellHeight=36.000000 +NavMeshResolutionParams[0]=(CellSize=38.000000,CellHeight=10.000000,AgentMaxStepHeight=35.000000) +NavMeshResolutionParams[1]=(CellSize=19.000000,CellHeight=36.000000,AgentMaxStepHeight=60.000000) +NavMeshResolutionParams[2]=(CellSize=19.000000,CellHeight=10.000000,AgentMaxStepHeight=35.000000) +AgentRadius=34.000000 +AgentHeight=144.000000 +AgentMaxSlope=44.000000 +AgentMaxStepHeight=35.000000 +MinRegionArea=0.000000 +MergeRegionSize=400.000000 +MaxSimplificationError=1.300000 +MaxSimultaneousTileGenerationJobsCount=1024 +TileNumberHardLimit=1048576 +DefaultDrawDistance=5000.000000 +DefaultMaxSearchNodes=2048.000000 +DefaultMaxHierarchicalSearchNodes=2048.000000 +RegionPartitioning=Watershed +LayerPartitioning=Watershed +RegionChunkSplits=2 +LayerChunkSplits=2 +bSortNavigationAreasByCost=True +bIsWorldPartitioned=False +bPerformVoxelFiltering=True +bMarkLowHeightAreas=False +bUseExtraTopCellWhenMarkingAreas=True +bFilterLowSpanSequences=False +bFilterLowSpanFromTileCache=False +bDoFullyAsyncNavDataGathering=False +bUseBetterOffsetsFromCorners=True +bStoreEmptyTileLayers=False +bUseVirtualFilters=True +bUseVirtualGeometryFilteringAndDirtying=False +bAllowNavLinkAsPathEnd=False +TimeSliceFilterLedgeSpansMaxYProcess=13 +TimeSliceLongDurationDebug=0.002000 +InvokerTilePriorityBumpDistanceThresholdInTileUnits=1 +InvokerTilePriorityBumpIncrease=1 +bUseVoxelCache=False +TileSetUpdateInterval=1.000000 +HeuristicScale=0.999000 +VerticalDeviationFromGroundCompensation=0.000000 + diff --git a/Config/DefaultGame.ini b/Config/DefaultGame.ini new file mode 100644 index 00000000..cc7b41ba --- /dev/null +++ b/Config/DefaultGame.ini @@ -0,0 +1,3 @@ + +[/Script/EngineSettings.GeneralProjectSettings] +ProjectID=B1B3FFF2499F3381ECD967B8ECBB1860 diff --git a/Config/DefaultInput.ini b/Config/DefaultInput.ini new file mode 100644 index 00000000..ea5ad7b8 --- /dev/null +++ b/Config/DefaultInput.ini @@ -0,0 +1,120 @@ +[/Script/Engine.InputSettings] +-AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) +-AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) +-AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) +-AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) +-AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f)) +-AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f)) +-AxisConfig=(AxisKeyName="Mouse2D",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f)) ++AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Mouse2D",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MouseWheelAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_LeftTriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_RightTriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_Special_Left_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_Special_Left_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Vive_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Vive_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Vive_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Vive_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Vive_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Vive_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Left_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Right_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Grip_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Touch",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Grip_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +bAltEnterTogglesFullscreen=True +bF11TogglesFullscreen=True +bUseMouseForTouch=False +bEnableMouseSmoothing=True +bEnableFOVScaling=True +bCaptureMouseOnLaunch=True +bEnableLegacyInputScales=True +bEnableMotionControls=True +bFilterInputByPlatformUser=False +bEnableInputDeviceSubsystem=True +bShouldFlushPressedKeysOnViewportFocusLost=True +bEnableDynamicComponentInputBinding=True +bAlwaysShowTouchInterface=False +bShowConsoleOnFourFingerTap=True +bEnableGestureRecognizer=False +bUseAutocorrect=False +DefaultViewportMouseCaptureMode=CapturePermanently_IncludingInitialMouseDown +DefaultViewportMouseLockMode=LockOnCapture +FOVScale=0.011110 +DoubleClickTime=0.200000 ++ActionMappings=(ActionName="Jump",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=SpaceBar) ++ActionMappings=(ActionName="Jump",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_FaceButton_Bottom) ++ActionMappings=(ActionName="FireButton",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=LeftMouseButton) ++ActionMappings=(ActionName="FireButton",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_RightTrigger) ++ActionMappings=(ActionName="Aiming",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=RightMouseButton) ++ActionMappings=(ActionName="Aiming",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_LeftTrigger) ++ActionMappings=(ActionName="Select",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=E) ++ActionMappings=(ActionName="Select",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_FaceButton_Top) ++ActionMappings=(ActionName="Reload",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=R) ++ActionMappings=(ActionName="Reload",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_FaceButton_Left) ++ActionMappings=(ActionName="Crouch",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=C) ++ActionMappings=(ActionName="Crouch",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_FaceButton_Right) ++ActionMappings=(ActionName="FKey",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=F) ++ActionMappings=(ActionName="1Key",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=One) ++ActionMappings=(ActionName="2Key",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Two) ++ActionMappings=(ActionName="3Key",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Three) ++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) ++AxisMappings=(AxisName="MoveForward",Scale=1.000000,Key=W) ++AxisMappings=(AxisName="MoveForward",Scale=-1.000000,Key=S) ++AxisMappings=(AxisName="MoveForward",Scale=1.000000,Key=Gamepad_LeftY) ++AxisMappings=(AxisName="MoveRight",Scale=1.000000,Key=D) ++AxisMappings=(AxisName="MoveRight",Scale=-1.000000,Key=A) ++AxisMappings=(AxisName="MoveRight",Scale=1.000000,Key=Gamepad_LeftX) ++AxisMappings=(AxisName="TurnRate",Scale=1.000000,Key=Right) ++AxisMappings=(AxisName="TurnRate",Scale=-1.000000,Key=Left) ++AxisMappings=(AxisName="TurnRate",Scale=1.000000,Key=Gamepad_RightX) ++AxisMappings=(AxisName="LookUpRate",Scale=-1.000000,Key=Up) ++AxisMappings=(AxisName="LookUpRate",Scale=1.000000,Key=Down) ++AxisMappings=(AxisName="LookUpRate",Scale=1.000000,Key=Gamepad_RightY) ++AxisMappings=(AxisName="Turn",Scale=1.000000,Key=MouseX) ++AxisMappings=(AxisName="LookUp",Scale=-1.000000,Key=MouseY) +DefaultPlayerInputClass=/Script/EnhancedInput.EnhancedPlayerInput +DefaultInputComponentClass=/Script/EnhancedInput.EnhancedInputComponent +DefaultTouchInterface=/Engine/MobileResources/HUD/DefaultVirtualJoysticks.DefaultVirtualJoysticks +-ConsoleKeys=Tilde ++ConsoleKeys=` + diff --git a/Config/HoloLens/HoloLensEngine.ini b/Config/HoloLens/HoloLensEngine.ini new file mode 100644 index 00000000..7b8b53f9 --- /dev/null +++ b/Config/HoloLens/HoloLensEngine.ini @@ -0,0 +1,31 @@ + + +[/Script/HoloLensPlatformEditor.HoloLensTargetSettings] +bBuildForEmulation=False +bBuildForDevice=True +bUseNameForLogo=True +bBuildForRetailWindowsStore=False +bAutoIncrementVersion=False +bShouldCreateAppInstaller=False +AppInstallerInstallationURL= +HoursBetweenUpdateChecks=0 +bEnablePIXProfiling=False +TileBackgroundColor=(B=64,G=0,R=0,A=255) +SplashScreenBackgroundColor=(B=64,G=0,R=0,A=255) ++PerCultureResources=(CultureId="",Strings=(PackageDisplayName="",PublisherDisplayName="",PackageDescription="",ApplicationDisplayName="",ApplicationDescription=""),Images=()) +TargetDeviceFamily=Windows.Holographic +MinimumPlatformVersion= +MaximumPlatformVersionTested=10.0.18362.0 +MaxTrianglesPerCubicMeter=500.000000 +SpatialMeshingVolumeSize=20.000000 +CompilerVersion=Default +Windows10SDKVersion=10.0.18362.0 ++CapabilityList=internetClientServer ++CapabilityList=privateNetworkClientServer ++Uap2CapabilityList=spatialPerception +bSetDefaultCapabilities=False +SpatializationPlugin= +ReverbPlugin= +OcclusionPlugin= +SoundCueCookQualityIndex=-1 + diff --git a/Content/A_Surface_Footstep/Environment_Assets/1M_Cube.uasset b/Content/A_Surface_Footstep/Environment_Assets/1M_Cube.uasset new file mode 100644 index 00000000..04b41f8a --- /dev/null +++ b/Content/A_Surface_Footstep/Environment_Assets/1M_Cube.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:07a14710d3255d27ae6ac2c29fc11ae4027641a93cb04d279183256332fa784b +size 86607 diff --git a/Content/A_Surface_Footstep/Environment_Assets/1M_Cube_Chamfer.uasset b/Content/A_Surface_Footstep/Environment_Assets/1M_Cube_Chamfer.uasset new file mode 100644 index 00000000..269dfe46 --- /dev/null +++ b/Content/A_Surface_Footstep/Environment_Assets/1M_Cube_Chamfer.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:0cbb6cc8baf0ee1f813ebdf571216daf208cec82eed8c16da7bda3ed155626b0 +size 95902 diff --git a/Content/A_Surface_Footstep/Environment_Assets/CubeMaterial.uasset b/Content/A_Surface_Footstep/Environment_Assets/CubeMaterial.uasset new file mode 100644 index 00000000..8abe0d1e --- /dev/null +++ b/Content/A_Surface_Footstep/Environment_Assets/CubeMaterial.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:de1eb01c7f0a62718975647a96547d5747321ed85272512b9562270703fde136 +size 87420 diff --git a/Content/A_Surface_Footstep/Environment_Assets/Materials/Dirt.uasset b/Content/A_Surface_Footstep/Environment_Assets/Materials/Dirt.uasset new file mode 100644 index 00000000..f8a2a5f4 --- /dev/null +++ b/Content/A_Surface_Footstep/Environment_Assets/Materials/Dirt.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:fad865dea8b14e3c376947cbd4c809490c978e42fe815cbf7c694f98070cb1c4 +size 32908 diff --git a/Content/A_Surface_Footstep/Environment_Assets/Materials/Ice_inst.uasset b/Content/A_Surface_Footstep/Environment_Assets/Materials/Ice_inst.uasset new file mode 100644 index 00000000..d7629ee2 --- /dev/null +++ b/Content/A_Surface_Footstep/Environment_Assets/Materials/Ice_inst.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:9f642cbc57ad60d176a490114333536a1d734a8abde3bd1bcb1a60b6d13b0f17 +size 109069 diff --git a/Content/A_Surface_Footstep/Environment_Assets/Materials/Leaves_floor.uasset b/Content/A_Surface_Footstep/Environment_Assets/Materials/Leaves_floor.uasset new file mode 100644 index 00000000..7b87d693 --- /dev/null +++ b/Content/A_Surface_Footstep/Environment_Assets/Materials/Leaves_floor.uasset @@ -0,0 +1,3 @@ +version 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AAmmo::Tick(float DeltaTime) +{ + Super::Tick(DeltaTime); +} + +void AAmmo::BeginPlay() +{ + Super::BeginPlay(); + + AmmoCollisionSphere->OnComponentBeginOverlap.AddDynamic(this, &AAmmo::OnAmmoSphereOverlap); +} + +void AAmmo::SetItemProperties(EItemState State) +{ + Super::SetItemProperties(State); + + + switch (State) + { + case EItemState::EIS_Pickup: + // Set Mesh properties + AmmoMesh->SetSimulatePhysics(false); + AmmoMesh->SetEnableGravity(false); + AmmoMesh->SetVisibility(true); + AmmoMesh->SetCollisionResponseToAllChannels(ECollisionResponse::ECR_Ignore); + AmmoMesh->SetCollisionEnabled(ECollisionEnabled::NoCollision); + break; + case EItemState::EIS_Equipped: + // Set Mesh properties + AmmoMesh->SetSimulatePhysics(false); + AmmoMesh->SetEnableGravity(false); + AmmoMesh->SetVisibility(true); + AmmoMesh->SetCollisionResponseToAllChannels(ECollisionResponse::ECR_Ignore); + AmmoMesh->SetCollisionEnabled(ECollisionEnabled::NoCollision); + break; + case EItemState::EIS_Falling: + // Set Mesh properties + AmmoMesh->SetSimulatePhysics(true); + AmmoMesh->SetEnableGravity(true); + AmmoMesh->SetVisibility(true); + AmmoMesh->SetCollisionResponseToAllChannels(ECollisionResponse::ECR_Ignore); + AmmoMesh->SetCollisionResponseToChannel(ECollisionChannel::ECC_WorldStatic, ECollisionResponse::ECR_Block); + AmmoMesh->SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics); + break; + case EItemState::EIS_EquipInterping: + // Set Mesh properties + AmmoMesh->SetSimulatePhysics(false); + AmmoMesh->SetEnableGravity(false); + AmmoMesh->SetVisibility(true); + AmmoMesh->SetCollisionResponseToAllChannels(ECollisionResponse::ECR_Ignore); + AmmoMesh->SetCollisionEnabled(ECollisionEnabled::NoCollision); + break; + } +} + +void AAmmo::OnAmmoSphereOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult) +{ + if (OtherActor) + { + auto OverlappedCharacter = Cast(OtherActor); + if (OverlappedCharacter) + { + StartItemCurve(OverlappedCharacter); + AmmoCollisionSphere->SetCollisionEnabled(ECollisionEnabled::NoCollision); + } + } +} + +void AAmmo::EnableCustomDepth() +{ + AmmoMesh->SetRenderCustomDepth(true); +} + +void AAmmo::DisableCustomDepth() +{ + AmmoMesh->SetRenderCustomDepth(false); +} diff --git a/Source/Shooter/Ammo.h b/Source/Shooter/Ammo.h new file mode 100644 index 00000000..26d3a8e5 --- /dev/null +++ b/Source/Shooter/Ammo.h @@ -0,0 +1,59 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "Item.h" +#include "AmmoType.h" +#include "Ammo.generated.h" + +class USphereComponent; + +/** + * + */ +UCLASS() +class SHOOTER_API AAmmo : public AItem +{ + GENERATED_BODY() + +public: + AAmmo(); + + virtual void Tick(float DeltaTime) override; + +protected: + virtual void BeginPlay() override; + + /** Override of SetItemProperties so we can set AmmoMesh properties */ + virtual void SetItemProperties(EItemState State) override; + + /* Called when overlapping AmmoCollisionSphere */ + UFUNCTION() + void OnAmmoSphereOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, + UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, + const FHitResult& SweepResult); + +private: + /** Mesh for the ammo pickup */ + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Ammo, meta = (AllowPrivateAccess="true")) + UStaticMeshComponent* AmmoMesh; + + /** Ammo type for the ammo */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Ammo, meta = (AllowPrivateAccess="true")) + EAmmoType AmmoType; + + /** The texture for the Ammo icon */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Ammo, meta = (AllowPrivateAccess="true")) + UTexture2D* AmmoIconTexture; + + /** Overlap sphere for picking up the ammo */ + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Ammo, meta = (AllowPrivateAccess="true")) + USphereComponent* AmmoCollisionSphere; +public: + FORCEINLINE UStaticMeshComponent* GetAmmoMesh() const { return AmmoMesh; } + FORCEINLINE EAmmoType GetAmmoType() const { return AmmoType; } + + virtual void EnableCustomDepth() override; + virtual void DisableCustomDepth() override; +}; diff --git a/Source/Shooter/AmmoType.h b/Source/Shooter/AmmoType.h new file mode 100644 index 00000000..8878495b --- /dev/null +++ b/Source/Shooter/AmmoType.h @@ -0,0 +1,10 @@ +#pragma once + +UENUM(BlueprintType) +enum class EAmmoType: uint8 +{ + EAT_9mm UMETA(DisplayName = "9mm"), + EAT_AR UMETA(DisplayName = "AssaultRifle"), + + EAT_MAX UMETA(DisplayName = "DefaultMAX") +}; \ No newline at end of file diff --git a/Source/Shooter/BulletHitInterface.cpp b/Source/Shooter/BulletHitInterface.cpp new file mode 100644 index 00000000..da47c315 --- /dev/null +++ b/Source/Shooter/BulletHitInterface.cpp @@ -0,0 +1,6 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "BulletHitInterface.h" + +// Add default functionality here for any IBulletHitInterface functions that are not pure virtual. diff --git a/Source/Shooter/BulletHitInterface.h b/Source/Shooter/BulletHitInterface.h new file mode 100644 index 00000000..c95ec70d --- /dev/null +++ b/Source/Shooter/BulletHitInterface.h @@ -0,0 +1,30 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "UObject/Interface.h" +#include "Engine/HitResult.h" + +#include "BulletHitInterface.generated.h" + +// This class does not need to be modified. +UINTERFACE(MinimalAPI) +class UBulletHitInterface : public UInterface +{ + GENERATED_BODY() +}; + +/** + * + */ +class SHOOTER_API IBulletHitInterface +{ + GENERATED_BODY() + + // Add interface functions to this class. This is the class that will be inherited to implement this interface. +public: + + UFUNCTION(BlueprintNativeEvent, BlueprintCallable) + void BulletHit(FHitResult HitResult, AActor* Shooter, AController* ShooterController); +}; diff --git a/Source/Shooter/Enemy.cpp b/Source/Shooter/Enemy.cpp new file mode 100644 index 00000000..6c77ac98 --- /dev/null +++ b/Source/Shooter/Enemy.cpp @@ -0,0 +1,442 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "Enemy.h" + +#include "Blueprint/UserWidget.h" +#include "Kismet/GameplayStatics.h" +#include "Sound/SoundCue.h" +#include "Particles/ParticleSystemComponent.h" +#include "Kismet/KismetMathLibrary.h" +#include "DrawDebugHelpers.h" +#include "EnemyController.h" +#include "BehaviorTree/BlackboardComponent.h" +#include "Components/SkeletalMeshComponent.h" +#include "Components/SphereComponent.h" +#include "ShooterCharacter.h" +#include "Components/BoxComponent.h" +#include "Components/CapsuleComponent.h" +#include "Engine/SkeletalMeshSocket.h" +#include "TimerManager.h" +#include "Animation/AnimInstance.h" + +// Sets default values +AEnemy::AEnemy() : + Health(100.f), + MaxHealth(100.f), + HealthBarDisplayTime(4.f), + HitReactTimeMin(.5f), + HitReactTimeMax(1.f), + bCanHitReact(true), + HitNumberDestroyTime(1.5f), + bStunned(false), + StunChance(.5f), + AttackLFast(TEXT("AttackLFast")), + AttackRFast(TEXT("AttackRFast")), + AttackL(TEXT("AttackL")), + AttackR(TEXT("AttackR")), + BaseDamage(20.f), + LeftWeaponSocket(TEXT("FX_Trail_L_02")), + RightWeaponSocket(TEXT("FX_Trail_R_02")), + bCanAttack(true), + AttackWaitTime(1.f), + bDying(false), + DeathTime(4.f) +{ + // Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it. + PrimaryActorTick.bCanEverTick = true; + + // Create the Agro Sphere + AgroSphere = CreateDefaultSubobject(TEXT("AgroSphere")); + AgroSphere->SetupAttachment(GetRootComponent()); + + // Create the Combat Range Sphere + CombatRangeSphere = CreateDefaultSubobject(TEXT("CombatRangeSphere")); + CombatRangeSphere->SetupAttachment(GetRootComponent()); + + // Construct left and right weapon collision boxes + LeftWeaponCollision = CreateDefaultSubobject(TEXT("Left Weapon Box")); + LeftWeaponCollision->SetupAttachment(GetMesh(), FName("LeftWeaponBone")); + + RightWeaponCollision = CreateDefaultSubobject(TEXT("Right Weapon Box")); + RightWeaponCollision->SetupAttachment(GetMesh(), FName("RightWeaponBone")); +} + +// Called when the game starts or when spawned +void AEnemy::BeginPlay() +{ + Super::BeginPlay(); + + AgroSphere->OnComponentBeginOverlap.AddDynamic(this, &AEnemy::AgroSphereOverlap); + CombatRangeSphere->OnComponentBeginOverlap.AddDynamic(this, &AEnemy::CombatRangeOverlap); + CombatRangeSphere->OnComponentEndOverlap.AddDynamic(this, &AEnemy::CombatRangeEndOverlap); + + // Bind functions to overlap events for weapon boxes + LeftWeaponCollision->OnComponentBeginOverlap.AddDynamic(this, &AEnemy::OnLeftWeaponOverlap); + RightWeaponCollision->OnComponentBeginOverlap.AddDynamic(this, &AEnemy::OnRightWeaponOverlap); + + // Set collision presets for weapon boxes + LeftWeaponCollision->SetCollisionEnabled(ECollisionEnabled::NoCollision); + LeftWeaponCollision->SetCollisionObjectType(ECollisionChannel::ECC_WorldDynamic); + LeftWeaponCollision->SetCollisionResponseToAllChannels(ECollisionResponse::ECR_Ignore); + LeftWeaponCollision->SetCollisionResponseToChannel(ECollisionChannel::ECC_Pawn, ECollisionResponse::ECR_Overlap); + + RightWeaponCollision->SetCollisionEnabled(ECollisionEnabled::NoCollision); + RightWeaponCollision->SetCollisionObjectType(ECollisionChannel::ECC_WorldDynamic); + RightWeaponCollision->SetCollisionResponseToAllChannels(ECollisionResponse::ECR_Ignore); + RightWeaponCollision->SetCollisionResponseToChannel(ECollisionChannel::ECC_Pawn, ECollisionResponse::ECR_Overlap); + + GetMesh()->SetCollisionResponseToChannel(ECollisionChannel::ECC_Visibility, ECollisionResponse::ECR_Block); + GetMesh()->SetCollisionResponseToChannel(ECollisionChannel::ECC_Camera, ECollisionResponse::ECR_Ignore); + GetCapsuleComponent()->SetCollisionResponseToChannel(ECollisionChannel::ECC_Camera, ECollisionResponse::ECR_Ignore); + + // Get the AI Controller + EnemyController = Cast(GetController()); + + if (EnemyController) + { + EnemyController->GetBlackboardComponent()->SetValueAsBool(TEXT("CanAttack"), true); + } + + const FVector WorldPatrolPoint = UKismetMathLibrary::TransformLocation(GetActorTransform(), PatrolPoint); + //DrawDebugSphere(GetWorld(), WorldPatrolPoint, 25.f, 12, FColor::Red, true); + + const FVector WorldPatrolPoint2 = UKismetMathLibrary::TransformLocation(GetActorTransform(), PatrolPoint2); + //DrawDebugSphere(GetWorld(), WorldPatrolPoint2, 25.f, 12, FColor::Blue, true); + + if (EnemyController) + { + EnemyController->GetBlackboardComponent()->SetValueAsVector("PatrolPoint", WorldPatrolPoint); + EnemyController->GetBlackboardComponent()->SetValueAsVector("PatrolPoint2", WorldPatrolPoint2); + EnemyController->RunBehaviorTree(BehaviorTree); + } +} + +void AEnemy::ShowHealthBar_Implementation() +{ + GetWorldTimerManager().ClearTimer(HealthBarTimer); + GetWorldTimerManager().SetTimer(HealthBarTimer, this, &AEnemy::HideHealthBar, HealthBarDisplayTime); +} + +void AEnemy::Die() +{ + if (bDying) return; + bDying = true; + + HideHealthBar(); + + if (EnemyController) + { + EnemyController->GetBlackboardComponent()->SetValueAsBool("Dead", true); + EnemyController->StopMovement(); + } + GetCapsuleComponent()->SetCollisionResponseToChannel(ECollisionChannel::ECC_WorldDynamic, ECollisionResponse::ECR_Ignore); + GetCapsuleComponent()->SetCollisionResponseToChannel(ECollisionChannel::ECC_Pawn, ECollisionResponse::ECR_Ignore); + GetCapsuleComponent()->SetCollisionResponseToChannel(ECollisionChannel::ECC_Visibility, ECollisionResponse::ECR_Ignore); + + if (!DeathMontage) return; + + UAnimInstance* AnimInstance = GetMesh()->GetAnimInstance(); + if (!AnimInstance) return; + + AnimInstance->Montage_Play(DeathMontage); +} + +void AEnemy::FinishDeath() +{ + GetMesh()->bPauseAnims = true; + GetWorldTimerManager().SetTimer(DeathTimer, this, &AEnemy::DestroyEnemy, DeathTime); +} + +void AEnemy::DestroyEnemy() +{ + Destroy(); +} + +void AEnemy::PlayHitMontage(FName Section, float PlayRate) +{ + if (!bCanHitReact) return; + + UAnimInstance* AnimInstance = GetMesh()->GetAnimInstance(); + if (AnimInstance && HitMontage) + { + AnimInstance->Montage_Play(HitMontage, PlayRate); + AnimInstance->Montage_JumpToSection(Section, HitMontage); + + bCanHitReact = false; + const float HitReactTime{ FMath::FRandRange(HitReactTimeMin, HitReactTimeMax) }; + GetWorldTimerManager().SetTimer(HitReactTimer, this, &AEnemy::ResetHitReactTimer, HitReactTime); + } +} + +void AEnemy::ResetHitReactTimer() +{ + bCanHitReact = true; +} + +void AEnemy::StoreHitNumber(UUserWidget* HitNumber, FVector Location) +{ + HitNumbers.Add(HitNumber, Location); + + FTimerHandle HitNumberTimer; + FTimerDelegate HitNumberDelegate; + HitNumberDelegate.BindUFunction(this, FName("DestroyHitNumber"), HitNumber); + GetWorldTimerManager().SetTimer(HitNumberTimer, HitNumberDelegate, HitNumberDestroyTime, false); +} + +void AEnemy::DestroyHitNumber(UUserWidget* HitNumber) +{ + HitNumbers.Remove(HitNumber); + HitNumber->RemoveFromParent(); +} + +void AEnemy::UpdateHitNumbers() +{ + for (auto& HitPair : HitNumbers) + { + UUserWidget* HitNumber{ HitPair.Key }; + const FVector Location{ HitPair.Value }; + FVector2D ScreenPosition; + UGameplayStatics::ProjectWorldToScreen(GetWorld()->GetFirstPlayerController(), + Location, ScreenPosition); + + HitNumber->SetPositionInViewport(ScreenPosition); + } +} + +void AEnemy::AgroSphereOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, + UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult) +{ + if (!OtherActor) return; + auto Character = Cast(OtherActor); + if (!Character) return; + + // Set the value of the Target blackboard key + if (!EnemyController) return; + if (!EnemyController->GetBlackboardComponent()) return; + EnemyController->GetBlackboardComponent()->SetValueAsObject(TEXT("Target"), Character); +} + +void AEnemy::SetStunned(bool Stunned) +{ + bStunned = Stunned; + + if (!EnemyController) return; + EnemyController->GetBlackboardComponent()->SetValueAsBool(TEXT("Stunned"), Stunned); +} + +void AEnemy::CombatRangeOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, + UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult) +{ + if (!OtherActor) return; + if (Cast(OtherActor) == nullptr) return; + + bInAttackRange = true; + + if (!EnemyController) return; + EnemyController->GetBlackboardComponent()->SetValueAsBool(TEXT("InAttackRange"), true); + //UE_LOG(LogTemp, Warning, TEXT("overlap player")); +} + +void AEnemy::CombatRangeEndOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, + UPrimitiveComponent* OtherComp, int32 OtherBodyIndex) +{ + if (!OtherActor) return; + if (Cast(OtherActor) == nullptr) return; + + bInAttackRange = false; + + if (!EnemyController) return; + EnemyController->GetBlackboardComponent()->SetValueAsBool(TEXT("InAttackRange"), false); + //UE_LOG(LogTemp, Warning, TEXT("end overlap player")); +} + +void AEnemy::PlayAttackMontage(FName Section, float PlayRate) +{ + if (bDying) return; + + UAnimInstance* AnimInstance = GetMesh()->GetAnimInstance(); + if (AnimInstance && AttackMontage) + { + AnimInstance->Montage_Play(AttackMontage, PlayRate); + AnimInstance->Montage_JumpToSection(Section, AttackMontage); + } + bCanAttack = false; + GetWorldTimerManager().SetTimer(AttackWaitTimer, this, &AEnemy::ResetCanAttack, AttackWaitTime); + if (EnemyController) + { + EnemyController->GetBlackboardComponent()->SetValueAsBool(TEXT("CanAttack"), false); + } +} + +FName AEnemy::GetAttackSectionName() const +{ + switch (FMath::RandRange(1, 4)) + { + case 1: + return AttackLFast; + case 2: + return AttackRFast; + case 3: + return AttackL; + case 4: + return AttackR; + default: + return AttackLFast; + } +} + +void AEnemy::DoDamage(AShooterCharacter* Victim) +{ + if (!Victim) return; + + UGameplayStatics::ApplyDamage(Victim, BaseDamage, EnemyController, this, UDamageType::StaticClass()); + if (USoundCue* MeleeImpactSound = Victim->GetMeleeImpactSound()) + { + UGameplayStatics::PlaySoundAtLocation(this, MeleeImpactSound, GetActorLocation()); + } +} + +void AEnemy::SpawnBlood(AShooterCharacter* Victim, FName WeaponSocket) +{ + if (!Victim) return; + + UParticleSystem* Particles = Victim->GetBloodParticles(); + if (!Particles) return; + + const USkeletalMeshSocket* TipSocket{ GetMesh()->GetSocketByName(WeaponSocket) }; + if (!TipSocket) return; + + const FTransform SocketTransform{ TipSocket->GetSocketTransform(GetMesh()) }; + UGameplayStatics::SpawnEmitterAtLocation(GetWorld(), Particles, SocketTransform); +} + +void AEnemy::StunCharacter(AShooterCharacter* Victim) +{ + if (!Victim) return; + + const float Stun{ FMath::RandRange(0.f,1.f) }; + + if (Stun <= Victim->GetStunChance()) + { + Victim->Stun(); + } +} + +void AEnemy::ResetCanAttack() +{ + bCanAttack = true; + + if (!EnemyController) return; + EnemyController->GetBlackboardComponent()->SetValueAsBool(TEXT("CanAttack"), true); +} + +void AEnemy::OnLeftWeaponOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, + UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult) +{ + auto const Character = Cast(OtherActor); + if (Character) + { + DoDamage(Character); + SpawnBlood(Character, LeftWeaponSocket); + StunCharacter(Character); + } +} + +void AEnemy::OnRightWeaponOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, + UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult) +{ + auto const Character = Cast(OtherActor); + if (Character) + { + DoDamage(Character); + SpawnBlood(Character, RightWeaponSocket); + StunCharacter(Character); + } +} + +void AEnemy::ActivateLeftWeapon() +{ + LeftWeaponCollision->SetCollisionEnabled(ECollisionEnabled::QueryOnly); +} + +void AEnemy::DeactivateLeftWeapon() +{ + LeftWeaponCollision->SetCollisionEnabled(ECollisionEnabled::NoCollision); +} + +void AEnemy::ActivateRightWeapon() +{ + RightWeaponCollision->SetCollisionEnabled(ECollisionEnabled::QueryOnly); +} + +void AEnemy::DeactivateRightWeapon() +{ + RightWeaponCollision->SetCollisionEnabled(ECollisionEnabled::NoCollision); +} + +// Called every frame +void AEnemy::Tick(float DeltaTime) +{ + Super::Tick(DeltaTime); + + UpdateHitNumbers(); +} + +// Called to bind functionality to input +void AEnemy::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent) +{ + Super::SetupPlayerInputComponent(PlayerInputComponent); + +} + +void AEnemy::BulletHit_Implementation(FHitResult HitResult, AActor* Shooter, AController* ShooterController) +{ + if (ImpactSound) + { + UGameplayStatics::PlaySoundAtLocation(this, ImpactSound, GetActorLocation()); + } + + if (ImpactParticles) + { + UGameplayStatics::SpawnEmitterAtLocation(GetWorld(), ImpactParticles, HitResult.Location, FRotator(0.0), true); + } +} + +float AEnemy::TakeDamage(float DamageAmount, FDamageEvent const& DamageEvent, AController* EventInstigator, + AActor* DamageCauser) +{ + // Set the Target blackboard key to aggro the character + if (EnemyController) + { + EnemyController->GetBlackboardComponent()->SetValueAsObject(FName("Target"), DamageCauser); + } + + float DamageInflicted = DamageAmount; + if (Health - DamageAmount <= 0.f) + { + DamageInflicted = Health; + Health = 0.f; + Die(); + } + else + { + Health -= DamageAmount; + } + + if (bDying) return DamageInflicted; + + ShowHealthBar(); + + // Determine whether bullet hit stuns + const float Stunned = FMath::FRandRange(0.f, 1.f); + if (Stunned <= StunChance) + { + // Stun the Enemy + PlayHitMontage(FName("HitReactFront")); + SetStunned(true); + } + + return DamageInflicted; +} + diff --git a/Source/Shooter/Enemy.h b/Source/Shooter/Enemy.h new file mode 100644 index 00000000..11bbadf0 --- /dev/null +++ b/Source/Shooter/Enemy.h @@ -0,0 +1,262 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "BulletHitInterface.h" +#include "GameFramework/Character.h" +#include "Enemy.generated.h" + +class UParticleSystem; +class USoundCue; +class UAnimMontage; +class UBehaviorTree; +class AEnemyController; +class USphereComponent; +class UBoxComponent; +class AShooterCharacter; + +UCLASS() +class SHOOTER_API AEnemy : public ACharacter, public IBulletHitInterface +{ + GENERATED_BODY() + +public: + // Sets default values for this character's properties + AEnemy(); + +protected: + // Called when the game starts or when spawned + virtual void BeginPlay() override; + + UFUNCTION(BlueprintNativeEvent) + void ShowHealthBar(); + void ShowHealthBar_Implementation(); + + UFUNCTION(BlueprintImplementableEvent) + void HideHealthBar(); + + void Die(); + + void PlayHitMontage(FName Section, float PlayRate = 1.0f); + + void ResetHitReactTimer(); + + UFUNCTION(BlueprintCallable) + void StoreHitNumber(UUserWidget* HitNumber, FVector Location); + + UFUNCTION() + void DestroyHitNumber(UUserWidget* HitNumber); + + void UpdateHitNumbers(); + + UFUNCTION(BlueprintCallable) + float GetHealth() const { return Health; } + + UFUNCTION(BlueprintCallable) + float GetMaxHealth() const { return MaxHealth; } + + /** Called when something overlaps with the agro sphere */ + UFUNCTION() + void AgroSphereOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, + UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, + const FHitResult& SweepResult); + + UFUNCTION(BlueprintCallable) + void SetStunned(bool Stunned); + + UFUNCTION() + void CombatRangeOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, + UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, + const FHitResult& SweepResult); + + UFUNCTION() + void CombatRangeEndOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, + UPrimitiveComponent* OtherComp, int32 OtherBodyIndex); + + UFUNCTION(BlueprintCallable) + void PlayAttackMontage(FName Section, float PlayRate = 1.0f); + + UFUNCTION(BlueprintPure) + FName GetAttackSectionName() const; + + UFUNCTION() + void OnLeftWeaponOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, + UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, + const FHitResult& SweepResult); + UFUNCTION() + void OnRightWeaponOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, + UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, + const FHitResult& SweepResult); + + // Activate/Deactivate collision for weapon boxes + UFUNCTION(BlueprintCallable) + void ActivateLeftWeapon(); + UFUNCTION(BlueprintCallable) + void DeactivateLeftWeapon(); + + UFUNCTION(BlueprintCallable) + void ActivateRightWeapon(); + UFUNCTION(BlueprintCallable) + void DeactivateRightWeapon(); + + void DoDamage(AShooterCharacter* Victim); + void SpawnBlood(AShooterCharacter* Victim, FName WeaponSocket); + + // Attemp to stun character + void StunCharacter(AShooterCharacter* Victim); + + void ResetCanAttack(); + + UFUNCTION(BlueprintCallable) + void FinishDeath(); + + void DestroyEnemy(); +private: + /** Particles to spawn when hit by bullets */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Combat, meta = (AllowPrivateAccess = true)) + UParticleSystem* ImpactParticles; + + /** Sound to play when hit by bullets */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Combat, meta = (AllowPrivateAccess = true)) + USoundCue* ImpactSound; + + /** Current health */ + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Combat, meta = (AllowPrivateAccess = true)) + float Health; + + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Combat, meta = (AllowPrivateAccess = true)) + float MaxHealth; + + /** Name of the head bone */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Combat, meta = (AllowPrivateAccess = true)) + FString HeadBone; + + /** Time to display health bar once shot */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Combat, meta = (AllowPrivateAccess = true)) + float HealthBarDisplayTime; + + FTimerHandle HealthBarTimer; + + /** Montage containing Hit and Death animations */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Combat, meta = (AllowPrivateAccess = true)) + UAnimMontage* HitMontage; + + FTimerHandle HitReactTimer; + + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Combat, meta = (AllowPrivateAccess = true)) + float HitReactTimeMin; + + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Combat, meta = (AllowPrivateAccess = true)) + float HitReactTimeMax; + + bool bCanHitReact; + + /** Map to store HitNumber widgets and their hit locations */ + UPROPERTY(VisibleAnywhere, Category = Combat, meta = (AllowPrivateAccess = true)) + TMap HitNumbers; + + /** Time before a hit number is removed from the screen */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Combat, meta = (AllowPrivateAccess = true)) + float HitNumberDestroyTime; + + /** Behavior tree for the AI Character */ + UPROPERTY(EditAnywhere, Category = "Behavior Tree", meta = (AllowPrivateAccess = true)) + UBehaviorTree* BehaviorTree; + + /** Point for the enemy to move to */ + UPROPERTY(EditAnywhere, Category = "Behavior Tree", meta = (AllowPrivateAccess = true, MakeEditWidget = true)) + FVector PatrolPoint; + + /** 2nd Point for the enemy to move to */ + UPROPERTY(EditAnywhere, Category = "Behavior Tree", meta = (AllowPrivateAccess = true, MakeEditWidget = true)) + FVector PatrolPoint2; + + AEnemyController* EnemyController; + + /** Overlap sphere for when the enemy becomes hostile */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Combat, meta = (AllowPrivateAccess = true)) + USphereComponent* AgroSphere; + + /** True when playing the get hit animation */ + UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = Combat, meta = (AllowPrivateAccess = true)) + bool bStunned; + + /** Chance of being stunned. 0: no stun chance, 1: 100% stun chance */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Combat, meta = (AllowPrivateAccess = true)) + float StunChance; + + /** True when in attack rangel; time to attack */ + UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = Combat, meta = (AllowPrivateAccess = true)) + bool bInAttackRange; + + /** Overlap sphere for attack range */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Combat, meta = (AllowPrivateAccess = true)) + USphereComponent* CombatRangeSphere; + + /** Montage containing different attacks */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Combat, meta = (AllowPrivateAccess = true)) + UAnimMontage* AttackMontage; + + /** The 4 attack montage section names */ + FName AttackLFast; + FName AttackRFast; + FName AttackL; + FName AttackR; + + /** Collision volume for the left weapon */ + UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = Combat, meta = (AllowPrivateAccess = true)) + UBoxComponent* LeftWeaponCollision; + + /** Collision volume for the right weapon */ + UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = Combat, meta = (AllowPrivateAccess = true)) + UBoxComponent* RightWeaponCollision; + + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Combat, meta = (AllowPrivateAccess = true)) + float BaseDamage; + + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Combat, meta = (AllowPrivateAccess = true)) + FName LeftWeaponSocket; + + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Combat, meta = (AllowPrivateAccess = true)) + FName RightWeaponSocket; + + /** True when Enemy can attack */ + UPROPERTY(VisibleAnywhere, Category = Combat, meta = (AllowPrivateAccess = true)) + bool bCanAttack; + + FTimerHandle AttackWaitTimer; + + /** Min wait time between attacks */ + UPROPERTY(EditAnywhere, Category = Combat, meta = (AllowPrivateAccess = true)) + float AttackWaitTime; + + /** Death anim montage */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Combat, meta = (AllowPrivateAccess = true)) + UAnimMontage* DeathMontage; + + bool bDying; + + FTimerHandle DeathTimer; + + /** Time after death until Destroy */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Combat, meta = (AllowPrivateAccess = true)) + float DeathTime; +public: + // Called every frame + virtual void Tick(float DeltaTime) override; + + // Called to bind functionality to input + virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override; + + virtual void BulletHit_Implementation(FHitResult HitResult, AActor* Shooter, AController* ShooterController) override; + + virtual float TakeDamage(float DamageAmount, FDamageEvent const& DamageEvent, AController* EventInstigator, AActor* DamageCauser) override; + + FORCEINLINE FString GetHeadBone() const { return HeadBone; } + + UFUNCTION(BlueprintImplementableEvent) + void ShowHitNumber(int32 Damage, FVector HitLocation, bool bHeadshot); + + FORCEINLINE UBehaviorTree* GetBehaviorTree() const { return BehaviorTree; } +}; diff --git a/Source/Shooter/EnemyController.cpp b/Source/Shooter/EnemyController.cpp new file mode 100644 index 00000000..e8eeaa43 --- /dev/null +++ b/Source/Shooter/EnemyController.cpp @@ -0,0 +1,33 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "EnemyController.h" + +#include "Enemy.h" +#include "BehaviorTree/BehaviorTree.h" +#include "BehaviorTree/BehaviorTreeComponent.h" +#include "BehaviorTree/BlackboardComponent.h" + +AEnemyController::AEnemyController() +{ + BlackboardComponent = CreateDefaultSubobject(TEXT("BlackboardComponent")); + check(BlackboardComponent); + + BehaviorTreeComponent = CreateDefaultSubobject(TEXT("BehaviorTreeComponent")); + check(BehaviorTreeComponent); +} + +void AEnemyController::OnPossess(APawn* InPawn) +{ + Super::OnPossess(InPawn); + + if (!InPawn) return; + + if (AEnemy* Enemy = Cast(InPawn)) + { + if (Enemy->GetBehaviorTree()) + { + BlackboardComponent->InitializeBlackboard(*(Enemy->GetBehaviorTree()->BlackboardAsset)); + } + } +} diff --git a/Source/Shooter/EnemyController.h b/Source/Shooter/EnemyController.h new file mode 100644 index 00000000..b11ac5fd --- /dev/null +++ b/Source/Shooter/EnemyController.h @@ -0,0 +1,34 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "AIController.h" +#include "EnemyController.generated.h" + +class UBlackboardComponent; +class UBehaviorTreeComponent; + +/** + * + */ +UCLASS() +class SHOOTER_API AEnemyController : public AAIController +{ + GENERATED_BODY() +public: + AEnemyController(); + virtual void OnPossess(APawn* InPawn) override; + +private: + /** Blackboard component for this enemy */ + UPROPERTY(BlueprintReadWrite, Category = "AI Behavior", meta = (AllowPrivateAccess = true)) + UBlackboardComponent* BlackboardComponent; + + /** BehaviorTree component for this enemy */ + UPROPERTY(BlueprintReadWrite, Category = "AI Behavior", meta = (AllowPrivateAccess = true)) + UBehaviorTreeComponent* BehaviorTreeComponent; + +public: + FORCEINLINE UBlackboardComponent* GetBlackboardComponent() const { return BlackboardComponent; } +}; diff --git a/Source/Shooter/Explosive.cpp b/Source/Shooter/Explosive.cpp new file mode 100644 index 00000000..53983f19 --- /dev/null +++ b/Source/Shooter/Explosive.cpp @@ -0,0 +1,67 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "Explosive.h" + +#include "Components/StaticMeshComponent.h" +#include "Components/SphereComponent.h" +#include "GameFramework/Character.h" +#include "Kismet/GameplayStatics.h" +#include "Sound/SoundCue.h" +#include "Particles/ParticleSystemComponent.h" +#include "Engine/World.h" +#include "Engine/HitResult.h" +#include "GameFramework/DamageType.h" + +// Sets default values +AExplosive::AExplosive() : + Damage(40.f) +{ + // Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it. + PrimaryActorTick.bCanEverTick = true; + + ExplosiveMesh = CreateDefaultSubobject(TEXT("ExplosiveMesh")); + SetRootComponent(ExplosiveMesh); + + OverlapSphere = CreateDefaultSubobject(TEXT("OverlapSphere")); + OverlapSphere->SetupAttachment(GetRootComponent()); +} + +// Called when the game starts or when spawned +void AExplosive::BeginPlay() +{ + Super::BeginPlay(); + +} + +// Called every frame +void AExplosive::Tick(float DeltaTime) +{ + Super::Tick(DeltaTime); + +} + +void AExplosive::BulletHit_Implementation(FHitResult HitResult, AActor* Shooter, AController* ShooterController) +{ + if (ExplosionSound) + { + UGameplayStatics::PlaySoundAtLocation(this, ExplosionSound, GetActorLocation()); + } + + if (ExplosionParticles) + { + UGameplayStatics::SpawnEmitterAtLocation(GetWorld(), ExplosionParticles, HitResult.Location, FRotator(0.0), true); + } + + // Apply explosive damage + TArray OverlappingActors; + GetOverlappingActors(OverlappingActors, ACharacter::StaticClass()); + + for (auto Actor : OverlappingActors) + { + UGameplayStatics::ApplyDamage(Actor, Damage, ShooterController, Shooter, UDamageType::StaticClass()); + } + + Destroy(); +} + diff --git a/Source/Shooter/Explosive.h b/Source/Shooter/Explosive.h new file mode 100644 index 00000000..3faf6f93 --- /dev/null +++ b/Source/Shooter/Explosive.h @@ -0,0 +1,54 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "BulletHitInterface.h" +#include "GameFramework/Actor.h" +#include "Explosive.generated.h" + +class UParticleSystem; +class USoundCue; +class USphereComponent; +class UStaticMeshComponent; + +UCLASS() +class SHOOTER_API AExplosive : public AActor, public IBulletHitInterface +{ + GENERATED_BODY() + +public: + // Sets default values for this actor's properties + AExplosive(); + +protected: + // Called when the game starts or when spawned + virtual void BeginPlay() override; + +private: + + /** Particles to spawn when hit by bullets */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Combat, meta = (AllowPrivateAccess = true)) + UParticleSystem* ExplosionParticles; + + /** Sound to play when hit by bullets */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Combat, meta = (AllowPrivateAccess = true)) + USoundCue* ExplosionSound; + + /** Mesh for the explosive */ + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Combat, meta = (AllowPrivateAccess = true)) + UStaticMeshComponent* ExplosiveMesh; + + /** Used to determine what actors overlap during explosion */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Combat, meta = (AllowPrivateAccess = true)) + USphereComponent* OverlapSphere; + + /** Damage amount for explosive */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Combat, meta = (AllowPrivateAccess = true)) + float Damage; +public: + // Called every frame + virtual void Tick(float DeltaTime) override; + + virtual void BulletHit_Implementation(FHitResult HitResult, AActor* Shooter, AController* ShooterController) override; +}; diff --git a/Source/Shooter/GruxAnimInstance.cpp b/Source/Shooter/GruxAnimInstance.cpp new file mode 100644 index 00000000..fc711730 --- /dev/null +++ b/Source/Shooter/GruxAnimInstance.cpp @@ -0,0 +1,19 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "GruxAnimInstance.h" + +#include "Enemy.h" + +void UGruxAnimInstance::UpdateAnimationProperties(float DeltaTime) +{ + if (!Enemy) + { + Enemy = Cast(TryGetPawnOwner()); + if (!Enemy) return; + } + + FVector Velocity { Enemy->GetVelocity() }; + Velocity.Z = 0.f; + Speed = Velocity.Size(); +} diff --git a/Source/Shooter/GruxAnimInstance.h b/Source/Shooter/GruxAnimInstance.h new file mode 100644 index 00000000..53e269da --- /dev/null +++ b/Source/Shooter/GruxAnimInstance.h @@ -0,0 +1,30 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "Animation/AnimInstance.h" +#include "GruxAnimInstance.generated.h" + +class AEnemy; + +/** + * + */ +UCLASS() +class SHOOTER_API UGruxAnimInstance : public UAnimInstance +{ + GENERATED_BODY() + +public: + + UFUNCTION(BlueprintCallable) + void UpdateAnimationProperties(float DeltaTime); +private: + /** Lateral Movement Speed */ + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Movement, meta = (AllowPrivateAccess = true)) + float Speed; + + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (AllowPrivateAccess = true)) + AEnemy* Enemy; +}; diff --git a/Source/Shooter/Item.cpp b/Source/Shooter/Item.cpp new file mode 100644 index 00000000..d7404ae7 --- /dev/null +++ b/Source/Shooter/Item.cpp @@ -0,0 +1,574 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "Item.h" + +#include "ShooterCharacter.h" +#include "Components/SkeletalMeshComponent.h" +#include "Components/BoxComponent.h" +#include "Components/SphereComponent.h" +#include "Components/WidgetComponent.h" +#include "Camera/CameraComponent.h" +#include "Kismet/GameplayStatics.h" +#include "Sound/SoundCue.h" +#include "Curves/CurveVector.h" + +// Sets default values +AItem::AItem() : + ItemName(FString("Default")), + ItemCount(0), + ItemRarity(EItemRarity::EIR_Common), + ItemState(EItemState::EIS_Pickup), + // Item interp variables + ItemInterpStartLocation(FVector(0.f)), + CameraTargetLocation(FVector(0.f)), + bInterping(false), + ZCurveTime(0.7f), + ItemIntepX(0.f), + ItemIntepY(0.f), + InterpInitialYawOffset(0.f), + ItemType(EItemType::EIT_MAX), + InterpLocIndex(0), + MaterialIndex(0), + bCanChangeCustomDepth(true), + // Dynamic Material Parameters + PulseCurveTime(5.f), + GlowAmount(150.f), + FresnelExponent(3.f), + FresnelReflectFraction(4.f), + SlotIndex(0), + bCharacterInventoryFull(false) +{ + // Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it. + PrimaryActorTick.bCanEverTick = true; + + ItemMesh = CreateDefaultSubobject(TEXT("ItemMesh")); + SetRootComponent(ItemMesh); + + CollisionBox = CreateDefaultSubobject(TEXT("CollisionBox")); + CollisionBox->SetupAttachment(ItemMesh); + CollisionBox->SetCollisionResponseToAllChannels(ECollisionResponse::ECR_Ignore); + CollisionBox->SetCollisionResponseToChannel(ECollisionChannel::ECC_Visibility, ECollisionResponse::ECR_Block); + + PickupWidget = CreateDefaultSubobject(TEXT("PickupWidget")); + PickupWidget->SetupAttachment(GetRootComponent()); + + AreaSphere = CreateDefaultSubobject(TEXT("AreaSphere")); + AreaSphere->SetupAttachment(GetRootComponent()); +} + +// Called when the game starts or when spawned +void AItem::BeginPlay() +{ + Super::BeginPlay(); + + // Hide Pickup Widget + if (PickupWidget) + PickupWidget->SetVisibility(false); + + // Set ActiveStars array based on item rarity + setActiveStars(); + + // Setup overlap for AreaSphere + AreaSphere->OnComponentBeginOverlap.AddDynamic(this, &AItem::OnSphereOverlap); + AreaSphere->OnComponentEndOverlap.AddDynamic(this, &AItem::OnSphereEndOverlap); + + //Set Item properties based on ItemState + SetItemProperties(ItemState); + + // Set custom depth to disabled + InitializeCustomDepth(); + + StartPulseTimer(); + + // We wait a small delay to make sure all actors are spawned, + // then we set a small sphere radius and reset it again, + // this generates any overlap events that weren't accounted for on spawn + FTimerHandle TimerHandle; + GetWorldTimerManager().SetTimer(TimerHandle, [&]() + { + AreaSphereRadius = AreaSphere->GetUnscaledSphereRadius(); + AreaSphere->SetSphereRadius(1.f); + AreaSphere->SetSphereRadius(AreaSphereRadius); + }, 0.5, false); +} + +void AItem::setActiveStars() +{ + // The 0 element isn't used + for (int32 i = 0; i <= 5; ++i) + { + ActiveStars.Add(false); + } + + switch (ItemRarity) + { + case EItemRarity::EIR_Damaged: + ActiveStars[1] = true; + break; + case EItemRarity::EIR_Common: + ActiveStars[1] = true; + ActiveStars[2] = true; + break; + case EItemRarity::EIR_Uncommon: + ActiveStars[1] = true; + ActiveStars[2] = true; + ActiveStars[3] = true; + break; + case EItemRarity::EIR_Rare: + ActiveStars[1] = true; + ActiveStars[2] = true; + ActiveStars[3] = true; + ActiveStars[4] = true; + break; + case EItemRarity::EIR_Legendary: + ActiveStars[1] = true; + ActiveStars[2] = true; + ActiveStars[3] = true; + ActiveStars[4] = true; + ActiveStars[5] = true; + break; + } +} + +void AItem::PlayPickupSound(bool bForcePlaySound) +{ + if (Character) + { + if (bForcePlaySound) + { + if (PickupSound) + { + UGameplayStatics::PlaySound2D(this, PickupSound); + } + } + else if (Character->ShouldPlayPickupSound()) + { + Character->StartPickupSoundTimer(); + if (PickupSound) + { + UGameplayStatics::PlaySound2D(this, PickupSound); + } + } + } +} + +void AItem::EnableCustomDepth() +{ + if (bCanChangeCustomDepth) + ItemMesh->SetRenderCustomDepth(true); +} + +void AItem::DisableCustomDepth() +{ + if (bCanChangeCustomDepth) + ItemMesh->SetRenderCustomDepth(false); +} + +void AItem::InitializeCustomDepth() +{ + DisableCustomDepth(); +} + +void AItem::OnConstruction(const FTransform& Transform) +{ + // Path to the Item Rarity Data Table + FString RarityTablePath(TEXT("/Script/Engine.DataTable'/Game/_Game/DataTable/ItemRarityDataTable.ItemRarityDataTable'")); + + // Load the data in the table + UDataTable* RarityTableObject = Cast(StaticLoadObject(UDataTable::StaticClass(), nullptr, *RarityTablePath)); + if (RarityTableObject) + { + FItemRarityTable* RarityRow = nullptr; + switch (ItemRarity) + { + case EItemRarity::EIR_Common: + RarityRow = RarityTableObject->FindRow(FName("Common"), TEXT("")); + break; + case EItemRarity::EIR_Uncommon: + RarityRow = RarityTableObject->FindRow(FName("Uncommon"), TEXT("")); + break; + case EItemRarity::EIR_Rare: + RarityRow = RarityTableObject->FindRow(FName("Rare"), TEXT("")); + break; + case EItemRarity::EIR_Legendary: + RarityRow = RarityTableObject->FindRow(FName("Legendary"), TEXT("")); + break; + case EItemRarity::EIR_Damaged: + default: + RarityRow = RarityTableObject->FindRow(FName("Damaged"), TEXT("")); + } + + if (RarityRow) + { + GlowColor = RarityRow->GlowColor; + LightColor = RarityRow->LightColor; + DarkColor = RarityRow->DarkColor; + NumberOfStars = RarityRow->NumberOfStars; + IconBackground = RarityRow->IconBackground; + if (GetItemMesh()) + { + GetItemMesh()->SetCustomDepthStencilValue(RarityRow->CustomDepthStencil); + } + + if (MaterialInstance) + { + DynamicMaterialInstance = UMaterialInstanceDynamic::Create(MaterialInstance, this); + DynamicMaterialInstance->SetVectorParameterValue(TEXT("FresnelColor"), GlowColor); + ItemMesh->SetMaterial(MaterialIndex, DynamicMaterialInstance); + + EnableGlowMaterial(); + } + } + } +} + +void AItem::UpdatePulse() +{ + float ElapsedTime{}; + FVector CurveValue{}; + + switch (ItemState) + { + case EItemState::EIS_Pickup: + if (PulseCurve) + { + ElapsedTime = GetWorldTimerManager().GetTimerElapsed(PulseTimer); + CurveValue = PulseCurve->GetVectorValue(ElapsedTime); + } + break; + case EItemState::EIS_EquipInterping: + if (InterpPulseCurve) + { + ElapsedTime = GetWorldTimerManager().GetTimerElapsed(ItemInterpTimer); + CurveValue = InterpPulseCurve->GetVectorValue(ElapsedTime); + } + break; + } + + if (DynamicMaterialInstance) + { + DynamicMaterialInstance->SetScalarParameterValue(TEXT("GlowAmount"), CurveValue.X * GlowAmount); + DynamicMaterialInstance->SetScalarParameterValue(TEXT("FresnelExponent"), CurveValue.Y * FresnelExponent); + DynamicMaterialInstance->SetScalarParameterValue(TEXT("FresnelReflectFraction"), CurveValue.Z * FresnelReflectFraction); + } +} + +void AItem::EnableGlowMaterial() +{ + if (DynamicMaterialInstance) + { + DynamicMaterialInstance->SetScalarParameterValue(TEXT("GlowBlendAlpha"), 0); + } +} + +void AItem::DisableGlowMaterial() +{ + if (DynamicMaterialInstance) + { + DynamicMaterialInstance->SetScalarParameterValue(TEXT("GlowBlendAlpha"), 1); + } +} + +void AItem::PlayEquipSound(bool bForcePlaySound) +{ + if (Character) + { + if (bForcePlaySound) + { + UGameplayStatics::PlaySound2D(this, EquipSound); + } + else if (Character->ShouldPlayEquipSound()) + { + Character->StartEquipSoundTimer(); + if (EquipSound) + { + UGameplayStatics::PlaySound2D(this, EquipSound); + } + } + } +} + +// Called every frame +void AItem::Tick(float DeltaTime) +{ + Super::Tick(DeltaTime); + + // Handle Item interping when in the EquipInterping state + ItemInterp(DeltaTime); + + // Get curve values from PulseCurve and set dynamic material parameters + UpdatePulse(); +} + +void AItem::OnSphereOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, + int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult) +{ + if (OtherActor) + { + AShooterCharacter* ShooterCharacter = Cast(OtherActor); + + if (ShooterCharacter) + { + ShooterCharacter->IncrementOverlappedItemCount(1); + } + } +} + +void AItem::OnSphereEndOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, + UPrimitiveComponent* OtherComp, int32 OtherBodyIndex) +{ + if (OtherActor) + { + AShooterCharacter* ShooterCharacter = Cast(OtherActor); + + if (ShooterCharacter) + { + ShooterCharacter->IncrementOverlappedItemCount(-1); + } + } +} + +void AItem::ItemInterp(float DeltaTime) +{ + if (!bInterping) return; + + if (Character && ItemZCurve) + { + // Elapsed time since we started ItemInterpTimer + const float ElapsedTime = GetWorldTimerManager().GetTimerElapsed(ItemInterpTimer); + + // Get curve value corresponding to ElapsedTime + const float CurveValue = ItemZCurve->GetFloatValue(ElapsedTime); + + // Get the item's initial location when the curve started + FVector ItemLocation = ItemInterpStartLocation; + + // Get location in front of the camera + const FVector CameraInterpLocation{ GetInterpLocation() }; + + // Vector from Item to Camera Interp Location, X and Y are zeroed out + const FVector ItemToCamera{ FVector(0.f, 0.f, (CameraInterpLocation - ItemLocation).Z) }; + + // SCale factor to multiply with CurveValue + const float DeltaZ = ItemToCamera.Size(); + + const FVector CurrentLocation{ GetActorLocation() }; + + // Interpolated X Value + const float InterpXValue = FMath::FInterpTo(CurrentLocation.X, + CameraInterpLocation.X, + DeltaTime, 30.f); + + // Interpolated Y Value + const float InterpYValue = FMath::FInterpTo(CurrentLocation.Y, + CameraInterpLocation.Y, + DeltaTime, 30.f); + + // Set X and Y of ItemLocation to Interped values + ItemLocation.X = InterpXValue; + ItemLocation.Y = InterpYValue; + + // Adding curve value to the Z component of the Initial Location (Scaled by DeltaZ) + ItemLocation.Z += CurveValue * DeltaZ; + SetActorLocation(ItemLocation, true, + nullptr, ETeleportType::TeleportPhysics); + + // Camera rotation this frame + const FRotator CameraRotation{Character->GetFollowCamera()->GetComponentRotation()}; + // Camera rotation plus initial Yaw Offset + const FRotator ItemRotation{0.0, CameraRotation.Yaw + InterpInitialYawOffset, 0.0}; + SetActorRotation(ItemRotation, ETeleportType::TeleportPhysics); + + if (ItemScaleCurve) + { + const float ScaleCurveValue = ItemScaleCurve->GetFloatValue(ElapsedTime); + SetActorScale3D(FVector(ScaleCurveValue, ScaleCurveValue, ScaleCurveValue)); + } + } +} + +FVector AItem::GetInterpLocation() +{ + if (!Character) return FVector(0.f); + + switch (ItemType) + { + case EItemType::EIT_Ammo: + return Character->GetInterpLocation(InterpLocIndex).SceneComponent->GetComponentLocation(); + break; + case EItemType::EIT_Weapon: + return Character->GetInterpLocation(0).SceneComponent->GetComponentLocation(); + break; + } + + return FVector(0.f); +} + +void AItem::ResetPulseTimer() +{ + StartPulseTimer(); +} + +void AItem::StartPulseTimer() +{ + if (ItemState == EItemState::EIS_Pickup) + { + GetWorldTimerManager().SetTimer(PulseTimer, this, &AItem::ResetPulseTimer, PulseCurveTime); + } +} + +void AItem::SetItemState(EItemState State) +{ + ItemState = State; + SetItemProperties(State); +} + +void AItem::SetItemProperties(EItemState State) +{ + switch (State) + { + case EItemState::EIS_Pickup: + // Set Mesh properties + ItemMesh->SetSimulatePhysics(false); + ItemMesh->SetEnableGravity(false); + ItemMesh->SetVisibility(true); + ItemMesh->SetCollisionResponseToAllChannels(ECollisionResponse::ECR_Ignore); + ItemMesh->SetCollisionEnabled(ECollisionEnabled::NoCollision); + + // Set AreaSphere properties + AreaSphere->SetCollisionResponseToAllChannels(ECollisionResponse::ECR_Overlap); + AreaSphere->SetCollisionEnabled(ECollisionEnabled::QueryOnly); + + // Set CollisionBox properties + CollisionBox->SetCollisionResponseToAllChannels(ECollisionResponse::ECR_Ignore); + CollisionBox->SetCollisionResponseToChannel(ECollisionChannel::ECC_Visibility, ECollisionResponse::ECR_Block); + CollisionBox->SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics); + break; + case EItemState::EIS_Equipped: + // Set Mesh properties + ItemMesh->SetSimulatePhysics(false); + ItemMesh->SetEnableGravity(false); + ItemMesh->SetVisibility(true); + ItemMesh->SetCollisionResponseToAllChannels(ECollisionResponse::ECR_Ignore); + ItemMesh->SetCollisionEnabled(ECollisionEnabled::NoCollision); + + // Set AreaSphere properties + AreaSphere->SetCollisionResponseToAllChannels(ECollisionResponse::ECR_Ignore); + AreaSphere->SetCollisionEnabled(ECollisionEnabled::NoCollision); + + // Set CollisionBox properties + CollisionBox->SetCollisionResponseToAllChannels(ECollisionResponse::ECR_Ignore); + CollisionBox->SetCollisionEnabled(ECollisionEnabled::NoCollision); + break; + case EItemState::EIS_Falling: + // Set Mesh properties + ItemMesh->SetSimulatePhysics(true); + ItemMesh->SetEnableGravity(true); + ItemMesh->SetVisibility(true); + ItemMesh->SetCollisionResponseToAllChannels(ECollisionResponse::ECR_Ignore); + ItemMesh->SetCollisionResponseToChannel(ECollisionChannel::ECC_WorldStatic, ECollisionResponse::ECR_Block); + ItemMesh->SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics); + + // Set AreaSphere properties + AreaSphere->SetCollisionResponseToAllChannels(ECollisionResponse::ECR_Ignore); + AreaSphere->SetCollisionEnabled(ECollisionEnabled::NoCollision); + + // Set CollisionBox properties + CollisionBox->SetCollisionResponseToAllChannels(ECollisionResponse::ECR_Ignore); + CollisionBox->SetCollisionEnabled(ECollisionEnabled::NoCollision); + break; + case EItemState::EIS_EquipInterping: + PickupWidget->SetVisibility(false); + + // Set Mesh properties + ItemMesh->SetSimulatePhysics(false); + ItemMesh->SetEnableGravity(false); + ItemMesh->SetVisibility(true); + ItemMesh->SetCollisionResponseToAllChannels(ECollisionResponse::ECR_Ignore); + ItemMesh->SetCollisionEnabled(ECollisionEnabled::NoCollision); + + // Set AreaSphere properties + AreaSphere->SetCollisionResponseToAllChannels(ECollisionResponse::ECR_Ignore); + AreaSphere->SetCollisionEnabled(ECollisionEnabled::NoCollision); + + // Set CollisionBox properties + CollisionBox->SetCollisionResponseToAllChannels(ECollisionResponse::ECR_Ignore); + CollisionBox->SetCollisionEnabled(ECollisionEnabled::NoCollision); + break; + case EItemState::EIS_PickedUp: + PickupWidget->SetVisibility(false); + + // Set Mesh properties + ItemMesh->SetSimulatePhysics(false); + ItemMesh->SetEnableGravity(false); + ItemMesh->SetVisibility(false); + ItemMesh->SetCollisionResponseToAllChannels(ECollisionResponse::ECR_Ignore); + ItemMesh->SetCollisionEnabled(ECollisionEnabled::NoCollision); + + // Set AreaSphere properties + AreaSphere->SetCollisionResponseToAllChannels(ECollisionResponse::ECR_Ignore); + AreaSphere->SetCollisionEnabled(ECollisionEnabled::NoCollision); + + // Set CollisionBox properties + CollisionBox->SetCollisionResponseToAllChannels(ECollisionResponse::ECR_Ignore); + CollisionBox->SetCollisionEnabled(ECollisionEnabled::NoCollision); + break; + } +} + +void AItem::StartItemCurve(AShooterCharacter* Char, bool bForcePlaySound) +{ + // Store a handle to the Character + Character = Char; + + // Get array index in InterpLocations with the lowest ItemCount + InterpLocIndex = Character->GetInterpLocationIndex(); + + // Add 1 to the Item Count for this interp location struct + Character->IncrementInterpLocItemCount(InterpLocIndex, 1); + + PlayPickupSound(bForcePlaySound); + + // Store the initial locatino of the Item + ItemInterpStartLocation = GetActorLocation(); + + bInterping = true; + SetItemState(EItemState::EIS_EquipInterping); + GetWorldTimerManager().ClearTimer(PulseTimer); + + GetWorldTimerManager().SetTimer(ItemInterpTimer, this, + &AItem::FinishInterping, ZCurveTime); + + // Get initial Yaw of the Camera + const float CameraRotationYaw{ + static_cast(Character->GetFollowCamera()->GetComponentRotation().Yaw) + }; + + // Get initial Yaw of the Item + const float ItemRotationYaw{ static_cast(GetActorRotation().Yaw) }; + + // Initial Yaw Offset between Camera and Item + InterpInitialYawOffset = ItemRotationYaw - CameraRotationYaw; + + bCanChangeCustomDepth = false; +} + +void AItem::FinishInterping() +{ + bInterping = false; + if (Character) + { + // Subtract 1 from the Item Count of the interp location struct + Character->IncrementInterpLocItemCount(InterpLocIndex, -1); + Character->GetPickupItem(this); + + Character->UnhighlightInventorySlot(); + } + // Set scale back to normal + SetActorScale3D(FVector(1.f)); + + bCanChangeCustomDepth = true; + DisableCustomDepth(); +} + diff --git a/Source/Shooter/Item.h b/Source/Shooter/Item.h new file mode 100644 index 00000000..d1fef3c8 --- /dev/null +++ b/Source/Shooter/Item.h @@ -0,0 +1,360 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "GameFramework/Actor.h" +#include "Engine/DataTable.h" +#include "Materials/MaterialInstance.h" +#include "Materials/MaterialInstanceDynamic.h" +#include "Engine/HitResult.h" + +#include "Item.generated.h" + +class UBoxComponent; +class UWidgetComponent; +class USphereComponent; +class UCurveFloat; +class AShooterCharacter; +class USoundCue; +class UCurveVector; +class UDataTable; + +UENUM(BlueprintType) +enum class EItemRarity : uint8 +{ + EIR_Damaged UMETA(DisplayName = "Damaged"), + EIR_Common UMETA(DisplayName = "Common"), + EIR_Uncommon UMETA(DisplayName = "Uncommon"), + EIR_Rare UMETA(DisplayName = "Rare"), + EIR_Legendary UMETA(DisplayName = "Legendary"), + + EIR_MAX UMETA(DisplayName = "DefaultMAX") +}; + +UENUM(BlueprintType) +enum class EItemState : uint8 +{ + EIS_Pickup UMETA(DisplayName = "Damaged"), + EIS_EquipInterping UMETA(DisplayName = "EquipInterping"), + EIS_PickedUp UMETA(DisplayName = "PickedUp"), + EIS_Equipped UMETA(DisplayName = "Equipped"), + EIS_Falling UMETA(DisplayName = "Falling"), + + EIS_MAX UMETA(DisplayName = "DefaultMAX") +}; + +UENUM(BlueprintType) +enum class EItemType : uint8 +{ + EIT_Ammo UMETA(DisplayName = "Ammo"), + EIT_Weapon UMETA(DisplayName = "Weapon"), + + EIT_MAX UMETA(DisplayName = "DefaultMAX") +}; + +USTRUCT(BlueprintType) +struct FItemRarityTable : public FTableRowBase +{ + GENERATED_BODY() + + UPROPERTY(EditAnywhere, BlueprintReadWrite) + FLinearColor GlowColor; + + UPROPERTY(EditAnywhere, BlueprintReadWrite) + FLinearColor LightColor; + + UPROPERTY(EditAnywhere, BlueprintReadWrite) + FLinearColor DarkColor; + + UPROPERTY(EditAnywhere, BlueprintReadWrite) + int32 NumberOfStars; + + UPROPERTY(EditAnywhere, BlueprintReadWrite) + UTexture2D* IconBackground; + + UPROPERTY(EditAnywhere, BlueprintReadWrite) + int32 CustomDepthStencil; +}; + +UCLASS() +class SHOOTER_API AItem : public AActor +{ + GENERATED_BODY() + +public: + // Sets default values for this actor's properties + AItem(); + +protected: + // Called when the game starts or when spawned + virtual void BeginPlay() override; + + // Sets the ActiveStars array of bools based on rarity + void setActiveStars(); + + /** Sets properties of the Item's components based on State */ + virtual void SetItemProperties(EItemState State); + + /** Called when ItemInterpTimer is finished*/ + void FinishInterping(); + + /* Line trace collides with box to show HUD widgets */ + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Item Properties", meta = (AllowPrivateAccess = true)) + UBoxComponent* CollisionBox; + + /* Popup widget for when the player looks at the item */ + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Item Properties", meta = (AllowPrivateAccess = true)) + UWidgetComponent* PickupWidget; + + /* Enables item tracing when overlapped */ + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Item Properties", meta = (AllowPrivateAccess = true)) + USphereComponent* AreaSphere; + + void PlayPickupSound(bool bForcePlaySound = false); + + virtual void InitializeCustomDepth(); + + virtual void OnConstruction(const FTransform& Transform) override; + + void ResetPulseTimer(); + void StartPulseTimer(); + void UpdatePulse(); + +public: + // Called every frame + virtual void Tick(float DeltaTime) override; + + /* Called when overlapping AreaSphere */ + UFUNCTION() + void OnSphereOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, + UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, + const FHitResult& SweepResult); + + /* Called when end overlapping AreaSphere */ + UFUNCTION() + void OnSphereEndOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, + UPrimitiveComponent* OtherComp, int32 OtherBodyIndex); + + /** Handles item interpolation when in the EquipInterping state */ + void ItemInterp(float DeltaTime); + + /** Get interp location based on the item type */ + FVector GetInterpLocation(); + + // Called in AShooterCharacter::GetPickupItem + void PlayEquipSound(bool bForcePlaySound = false); +private: + + /* Skeletal mesh for the item */ + UPROPERTY(VisibleAnywhere, BlueprintReadonly, Category = "Item Properties", meta = (AllowPrivateAccess = true)) + USkeletalMeshComponent* ItemMesh; + + UPROPERTY(VisibleAnywhere, BlueprintReadonly, Category = "Item Properties", meta = (AllowPrivateAccess = true)) + float AreaSphereRadius; + + /* The name which appears on the Pickup Widget */ + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Item Properties", meta = (AllowPrivateAccess = true)) + FString ItemName; + + /* Item count (Ammo, etc...) */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Item Properties", meta = (AllowPrivateAccess = true)) + int32 ItemCount; + + /* Item rarity - determines number of stars in Pickup Widget */ + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Rarity, meta = (AllowPrivateAccess = true)) + EItemRarity ItemRarity; + + /** State of the Item */ + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Item Properties", meta = (AllowPrivateAccess = true)) + EItemState ItemState; + + /** The curve asset to use for the item's Z location when interping */ + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Item Properties", meta = (AllowPrivateAccess = true)) + UCurveFloat* ItemZCurve; + + /** Starting location when interping begins */ + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Item Properties", meta = (AllowPrivateAccess = true)) + FVector ItemInterpStartLocation; + + /** Target interp location in front of the camera */ + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Item Properties", meta = (AllowPrivateAccess = true)) + FVector CameraTargetLocation; + + /** true when interping */ + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Item Properties", meta = (AllowPrivateAccess = true)) + bool bInterping; + + + /** Plays when we start interping */ + FTimerHandle ItemInterpTimer; + + /** Duration of the curve and timer */ + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Item Properties", meta = (AllowPrivateAccess = true)) + float ZCurveTime; + + + /** Pointer to the character */ + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Item Properties", meta = (AllowPrivateAccess = true)) + AShooterCharacter* Character; + + /** X and Y for the item while interping in the EquipInterping state */ + float ItemIntepX; + float ItemIntepY; + + /** Initial Yaw offset between the camera and the interping item */ + float InterpInitialYawOffset; + + /** Curve used to scale the item when interping */ + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Item Properties", meta = (AllowPrivateAccess = true)) + UCurveFloat* ItemScaleCurve; + + /** Sound played when item is picked up */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Item Properties", meta = (AllowPrivateAccess = true)) + USoundCue* PickupSound; + + /** Sound played when item is equipped */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Item Properties", meta = (AllowPrivateAccess = true)) + USoundCue* EquipSound; + + /** Enum for the type of item this Item is */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Item Properties", meta = (AllowPrivateAccess = true)) + EItemType ItemType; + + /** Index of the interp location this item is interping to */ + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Item Properties", meta = (AllowPrivateAccess = true)) + int32 InterpLocIndex; + + /** Index for the material we'd like to change at runtime */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Item Properties", meta = (AllowPrivateAccess = true)) + int32 MaterialIndex; + + /** Dynamic instance that we can change at runtime */ + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Item Properties", meta = (AllowPrivateAccess = true)) + UMaterialInstanceDynamic* DynamicMaterialInstance; + + /** Material instance used with the dynamic material instance */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Item Properties", meta = (AllowPrivateAccess = true)) + UMaterialInstance* MaterialInstance; + + bool bCanChangeCustomDepth; + + /** Curve to drive the dynamic material parameters */ + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Item Properties", meta = (AllowPrivateAccess = true)) + UCurveVector* PulseCurve; + + /** Curve to drive the dynamic material parameters */ + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Item Properties", meta = (AllowPrivateAccess = true)) + UCurveVector* InterpPulseCurve; + + FTimerHandle PulseTimer; + + /** Time for the pulse timer */ + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Item Properties", meta = (AllowPrivateAccess = true)) + float PulseCurveTime; + + UPROPERTY(VisibleAnywhere, Category = "Item Properties", meta = (AllowPrivateAccess = true)) + float GlowAmount; + + UPROPERTY(VisibleAnywhere, Category = "Item Properties", meta = (AllowPrivateAccess = true)) + float FresnelExponent; + + UPROPERTY(VisibleAnywhere, Category = "Item Properties", meta = (AllowPrivateAccess = true)) + float FresnelReflectFraction; + + /** Icon for this item in the inventory */ + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Inventory, meta = (AllowPrivateAccess = true)) + UTexture2D* IconItem; + + /** Icon for this item's ammo in the inventory */ + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Inventory, meta = (AllowPrivateAccess = true)) + UTexture2D* IconAmmo; + + /** Slot in the inventory array */ + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Inventory, meta = (AllowPrivateAccess = true)) + int32 SlotIndex; + + /** True when the character's inventory is full */ + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Inventory, meta = (AllowPrivateAccess = true)) + bool bCharacterInventoryFull; + + /* Item rarity - determines number of stars in Pickup Widget */ + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Rarity, meta = (AllowPrivateAccess = true)) + TArray ActiveStars; + + /** Item Rarity data table */ + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = Rarity, meta = (AllowPrivateAccess = true)) + UDataTable* ItemRarityDataTable; + + /** Color in the glow material */ + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Rarity, meta = (AllowPrivateAccess = true)) + FLinearColor GlowColor; + + /** Light color in the pickup widget */ + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Rarity, meta = (AllowPrivateAccess = true)) + FLinearColor LightColor; + + /** Dark color in the pickup widget */ + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Rarity, meta = (AllowPrivateAccess = true)) + FLinearColor DarkColor; + + /** Number of stars in the pickup widget */ + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Rarity, meta = (AllowPrivateAccess = true)) + int32 NumberOfStars; + + /** Background icon for the inventory */ + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Rarity, meta = (AllowPrivateAccess = true)) + UTexture2D* IconBackground; +public: + FORCEINLINE UWidgetComponent* GetPickupWidget() const { return PickupWidget; } + + FORCEINLINE USphereComponent* GetAreaSphere() const { return AreaSphere; } + + FORCEINLINE UBoxComponent* GetCollisionBox() const { return CollisionBox; } + + FORCEINLINE EItemState GetItemState() const { return ItemState; } + + void SetItemState(EItemState State); + + FORCEINLINE USkeletalMeshComponent* GetItemMesh() const { return ItemMesh; } + + FORCEINLINE USoundCue* GetPickupSound() const { return PickupSound; } + FORCEINLINE void SetPickupSound(USoundCue* Sound) { PickupSound = Sound; } + + FORCEINLINE USoundCue* GetEquipSound() const { return EquipSound; } + FORCEINLINE void SetEquipSound(USoundCue* Sound) { EquipSound = Sound; } + + FORCEINLINE int32 GetItemCount() const { return ItemCount; } + + FORCEINLINE int32 GetSlotIndex() const { return SlotIndex; } + FORCEINLINE void SetSlotIndex(int32 Index) { SlotIndex = Index; } + + FORCEINLINE void SetCharacter(AShooterCharacter* Char) { Character = Char; } + + FORCEINLINE void SetCharacterInventoryFull(bool bFull) { bCharacterInventoryFull = bFull; } + + FORCEINLINE void SetItemName(FString Name) { ItemName = Name; } + + FORCEINLINE void SetIconItem(UTexture2D* Icon) { IconItem = Icon; } + FORCEINLINE void SetIconAmmo(UTexture2D* Icon) { IconAmmo = Icon; } + + FORCEINLINE UMaterialInstance* GetMaterialInstance() const { return MaterialInstance; } + FORCEINLINE void SetMaterialInstance(UMaterialInstance* Instance) { MaterialInstance = Instance; } + + FORCEINLINE UMaterialInstanceDynamic* GetDynamicMaterialInstance() const { return DynamicMaterialInstance; } + FORCEINLINE void SetDynamicMaterialInstance(UMaterialInstanceDynamic* Instance) { DynamicMaterialInstance = Instance; } + + FORCEINLINE FLinearColor GetGlowColor() const { return GlowColor; } + + FORCEINLINE void SetMaterialIndex(int32 Index) { MaterialIndex = Index; } + FORCEINLINE int32 GetMaterialIndex() const { return MaterialIndex; } + + /** Called from the AShooterCharacter class */ + void StartItemCurve(AShooterCharacter* Char, bool bForcePlaySound = false); + + virtual void EnableCustomDepth(); + virtual void DisableCustomDepth(); + + void EnableGlowMaterial(); + void DisableGlowMaterial(); +}; diff --git a/Source/Shooter/Shooter.Build.cs b/Source/Shooter/Shooter.Build.cs new file mode 100644 index 00000000..6adb35d1 --- /dev/null +++ b/Source/Shooter/Shooter.Build.cs @@ -0,0 +1,23 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +using UnrealBuildTool; + +public class Shooter : ModuleRules +{ + public Shooter(ReadOnlyTargetRules Target) : base(Target) + { + PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs; + + PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "UMG", "PhysicsCore", "NavigationSystem", "AIModule" }); + + PrivateDependencyModuleNames.AddRange(new string[] { }); + + // Uncomment if you are using Slate UI + // PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" }); + + // Uncomment if you are using online features + // PrivateDependencyModuleNames.Add("OnlineSubsystem"); + + // To include OnlineSubsystemSteam, add it to the plugins section in your uproject file with the Enabled attribute set to true + } +} diff --git a/Source/Shooter/Shooter.cpp b/Source/Shooter/Shooter.cpp new file mode 100644 index 00000000..4ce1d7bd --- /dev/null +++ b/Source/Shooter/Shooter.cpp @@ -0,0 +1,6 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "Shooter.h" +#include "Modules/ModuleManager.h" + +IMPLEMENT_PRIMARY_GAME_MODULE( FDefaultGameModuleImpl, Shooter, "Shooter" ); diff --git a/Source/Shooter/Shooter.h b/Source/Shooter/Shooter.h new file mode 100644 index 00000000..b84e09a4 --- /dev/null +++ b/Source/Shooter/Shooter.h @@ -0,0 +1,11 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" + +#define EPS_Metal EPhysicalSurface::SurfaceType1 +#define EPS_Stone EPhysicalSurface::SurfaceType2 +#define EPS_Tile EPhysicalSurface::SurfaceType3 +#define EPS_Grass EPhysicalSurface::SurfaceType4 +#define EPS_Water EPhysicalSurface::SurfaceType5 \ No newline at end of file diff --git a/Source/Shooter/ShooterAnimInstance.cpp b/Source/Shooter/ShooterAnimInstance.cpp new file mode 100644 index 00000000..3d0334b8 --- /dev/null +++ b/Source/Shooter/ShooterAnimInstance.cpp @@ -0,0 +1,230 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "ShooterAnimInstance.h" + +#include "ShooterCharacter.h" +#include "GameFramework/CharacterMovementComponent.h" +#include "Kismet/KismetMathLibrary.h" +#include "Weapon.h" +#include "WeaponType.h" + +UShooterAnimInstance::UShooterAnimInstance() : + Speed(0.f), + bIsInAir(false), + bIsAccelerating(false), + MovementOffsetYaw(0.f), + LastMovementOffsetYaw(0.f), + bAiming(false), + TIPCharacterYaw(0.f), + TIPCharacterYawLastFrame(0.f), + RootYawOffset(0.f), + RotationCurve(0.f), + RotationCurveLastFrame(0.f), + Pitch(0.f), + bReloading(false), + OffsetState(EOffsetState::EOS_Hip), + CharacterRotation(FRotator(0)), + CharacterRotationLastFrame(FRotator(0)), + YawDelta(0.f), + RecoilWeight(1.f), + bTurningInPlace(false), + EquippedWeaponType(EWeaponType::EWT_MAX), + bShouldUseFABRIK(false) +{ +} + +void UShooterAnimInstance::UpdateAnimationProperties(float DeltaTime) +{ + if (!ShooterCharacter) + ShooterCharacter = Cast(TryGetPawnOwner()); + + if (!ShooterCharacter) return; + + + // Get the lateral speed of the character from velocity + FVector Velocity{ ShooterCharacter->GetVelocity() }; + Velocity.Z = 0; + Speed = Velocity.Size(); + + // Is the character in the air + bIsInAir = ShooterCharacter->GetCharacterMovement()->IsFalling(); + + // Is the character accelerating + bIsAccelerating = ShooterCharacter->GetCharacterMovement()->GetCurrentAcceleration().Size() > 0; + + FRotator AimRotation = ShooterCharacter->GetBaseAimRotation(); + FRotator MovementRotation = UKismetMathLibrary::MakeRotFromX(ShooterCharacter->GetVelocity()); + + MovementOffsetYaw = UKismetMathLibrary::NormalizedDeltaRotator(MovementRotation, AimRotation).Yaw; + + // if (GEngine) + // { + // GEngine->AddOnScreenDebugMessage(0, -1, FColor::Red, FString::Printf(TEXT("MovementYaw: %f"), MovementYaw)); + // GEngine->AddOnScreenDebugMessage(1, -1, FColor::Red, FString::Printf(TEXT("MovementInputYaw: %f"), MovementInputRotation.Yaw)); + // GEngine->AddOnScreenDebugMessage(2, -1, FColor::Yellow, FString::Printf(TEXT("AimYaw: %f"), AimRotation.Yaw)); + // GEngine->AddOnScreenDebugMessage(3, -1, FColor::Cyan, FString::Printf(TEXT("MovementOffsetYaw: %f"), MovementOffsetYaw)); + // GEngine->AddOnScreenDebugMessage(4, -1, FColor::Cyan, FString::Printf(TEXT("HipRotationOffsetYaw: %f"), HipRotationOffsetYaw)); + // } + + if (ShooterCharacter->GetVelocity().Size() > 0) + { + LastMovementOffsetYaw = MovementOffsetYaw; + } + + bAiming = ShooterCharacter->GetAiming(); + bReloading = ShooterCharacter->GetCombatState() == ECombatState::ECS_Reloading; + bCrouching = ShooterCharacter->IsCrouching(); + bEquipping = ShooterCharacter->GetCombatState() == ECombatState::ECS_Equipping; + bShouldUseFABRIK = ShooterCharacter->GetCombatState() == ECombatState::ECS_Unoccupied + || ShooterCharacter->GetCombatState() == ECombatState::ECS_FireTimerInProgress; + + if (bReloading) + { + OffsetState = EOffsetState::EOS_Reloading; + } + else if (bIsInAir) + { + OffsetState = EOffsetState::EOS_InAir; + } + else if (bAiming) + { + OffsetState = EOffsetState::EOS_Aiming; + } + else + { + OffsetState = EOffsetState::EOS_Hip; + } + + // Check if ShooterCharacter has a valid EquippedWeapon + if (ShooterCharacter->GetEquippedWeapon()) + { + EquippedWeaponType = ShooterCharacter->GetEquippedWeapon()->GetWeaponType(); + } + + TurnInPlace(); + Lean(DeltaTime); +} + +void UShooterAnimInstance::NativeInitializeAnimation() +{ + Super::NativeInitializeAnimation(); + + ShooterCharacter = Cast(TryGetPawnOwner()); + + if (!ShooterCharacter) return; + + TIPCharacterYaw = ShooterCharacter->GetActorRotation().Yaw; + TIPCharacterYawLastFrame = TIPCharacterYaw; +} + +void UShooterAnimInstance::TurnInPlace() +{ + if (!ShooterCharacter) return; + + Pitch = ShooterCharacter->GetBaseAimRotation().Pitch; + + if (Speed > 0 || bIsInAir) + { + // Don't want to turn in place; Character is moving + RootYawOffset = 0.f; + TIPCharacterYaw = ShooterCharacter->GetActorRotation().Yaw; + TIPCharacterYawLastFrame = TIPCharacterYaw; + RotationCurve = 0.f; + RotationCurveLastFrame = 0.f; + } + else + { + TIPCharacterYawLastFrame = TIPCharacterYaw; + TIPCharacterYaw = ShooterCharacter->GetActorRotation().Yaw; + const float TIPYawDelta { TIPCharacterYaw - TIPCharacterYawLastFrame }; + + // Root Yaw Offset, updated and clamped to [-180, 180] + RootYawOffset = UKismetMathLibrary::NormalizeAxis(RootYawOffset - TIPYawDelta); + + // 1.0 if turning, 0.0 if not + const float Turning { GetCurveValue(TEXT("Turning")) }; + if (Turning) + { + bTurningInPlace = true; + RotationCurveLastFrame = RotationCurve; + RotationCurve = GetCurveValue(TEXT("Rotation")); + const float DeltaRotation { RotationCurve = RotationCurveLastFrame }; + + // If RootYawOffset > 0, -> Turning Left, If RootYawOffset < 0, -> Turning Right + RootYawOffset > 0 ? RootYawOffset -= DeltaRotation : RootYawOffset += DeltaRotation; + + const float ABSRootYawOffset { FMath::Abs(RootYawOffset) }; + if (ABSRootYawOffset) + { + const float YawExcess { ABSRootYawOffset - 90.f }; + RootYawOffset > 0 ? RootYawOffset -= YawExcess : RootYawOffset += YawExcess; + } + } + else + { + bTurningInPlace = false; + } + } + + // Set the recoil weight + if (bTurningInPlace) + { + if (bReloading || bEquipping) + { + RecoilWeight = 1.f; + } + else + { + RecoilWeight = 0.f; + } + } + else + { + if (bCrouching) + { + if (bReloading || bEquipping) + { + RecoilWeight = 1.f; + } + else + { + RecoilWeight = 0.1f; + } + } + else + { + if (bAiming || bReloading || bEquipping) + { + RecoilWeight = 1.f; + } + else + { + RecoilWeight = 0.5f; + } + } + } +} + +void UShooterAnimInstance::Lean(float DeltaTime) +{ + if (!ShooterCharacter) return; + + CharacterRotationLastFrame = CharacterRotation; + CharacterRotation = ShooterCharacter->GetActorRotation(); + + const FRotator Delta { UKismetMathLibrary::NormalizedDeltaRotator(CharacterRotation, CharacterRotationLastFrame) }; + const double Target { Delta.Yaw / DeltaTime }; + const double Interp { FMath::FInterpTo(YawDelta, Target, DeltaTime, 6.f) }; + YawDelta = FMath::Clamp(Interp, -90.f, 90.f); + + // if (GEngine) + // { + // GEngine->AddOnScreenDebugMessage( + // 3, + // -1, + // FColor::Cyan, + // FString::Printf(TEXT("YawDelta: %f"), YawDelta) + // ); + // } +} diff --git a/Source/Shooter/ShooterAnimInstance.h b/Source/Shooter/ShooterAnimInstance.h new file mode 100644 index 00000000..51077c1b --- /dev/null +++ b/Source/Shooter/ShooterAnimInstance.h @@ -0,0 +1,145 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "Animation/AnimInstance.h" +#include "WeaponType.h" + +#include "ShooterAnimInstance.generated.h" + +class AShooterCharacter; + +UENUM(BlueprintType) +enum class EHipRotationState : uint8 +{ + EHRS_None UMETA(DisplayName = "None"), + EHRS_Forward UMETA(DisplayName = "Forward"), + EHRS_Backward UMETA(DisplayName = "Backward"), + + EHRS_MAX UMETA(DisplayName = "DefaultMax") +}; + +UENUM(BlueprintType) +enum class EOffsetState : uint8 +{ + EOS_Aiming UMETA(DisplayName = "Aiming"), + EOS_Hip UMETA(DisplayName = "Hip"), + EOS_Reloading UMETA(DisplayName = "Reloading"), + EOS_InAir UMETA(DisplayName = "InAir"), + + EOS_MAX UMETA(DisplayName = "DefaultMax") +}; + +/** + * + */ +UCLASS() +class SHOOTER_API UShooterAnimInstance : public UAnimInstance +{ + GENERATED_BODY() + +public: + + UShooterAnimInstance(); + + UFUNCTION(BlueprintCallable) + void UpdateAnimationProperties(float DeltaTime); + + virtual void NativeInitializeAnimation() override; + +protected: + /** Handle turning in place variables */ + void TurnInPlace(); + + /** Handle calculations for leaning while running */ + void Lean(float DeltaTime); +private: + + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Movement, meta = (AllowPrivateAccess = true)) + AShooterCharacter* ShooterCharacter; + + /* The speed of the character */ + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Movement, meta = (AllowPrivateAccess = true)) + float Speed; + + /* Whether or not the character is in the air */ + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Movement, meta = (AllowPrivateAccess = true)) + bool bIsInAir; + + /* Whether or not the character is moving */ + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Movement, meta = (AllowPrivateAccess = true)) + bool bIsAccelerating; + + /* Offset YAW used for strafing */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Movement, meta = (AllowPrivateAccess = true)) + float MovementOffsetYaw; + + /* Offset YAW the frame before we stopped moving */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Movement, meta = (AllowPrivateAccess = true)) + float LastMovementOffsetYaw; + + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Movement, meta = (AllowPrivateAccess = true)) + bool bAiming; + + /** Turn In Place: Yaw of the character this frame; Only updated when standing still and not in the air */ + float TIPCharacterYaw; + + /** Turn In Place: Yaw of the character the previous frame; Only updated when standing still and not in the air */ + float TIPCharacterYawLastFrame; + + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Turn In Place", meta = (AllowPrivateAccess = true)) + float RootYawOffset; + + /** Rotation curve value this frame */ + float RotationCurve; + + /** Rotation curve value last frame */ + float RotationCurveLastFrame; + + /** The pitch of the aim rotation used for aim offset */ + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Turn In Place", meta = (AllowPrivateAccess = true)) + float Pitch; + + /** True when reloading, used to prevent aim offset when reloading */ + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Turn In Place", meta = (AllowPrivateAccess = true)) + bool bReloading; + + /** Offset state; used to determine which Aim Offset to use */ + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Turn In Place", meta = (AllowPrivateAccess = true)) + EOffsetState OffsetState; + + /** Yaw of the character this frame */ + FRotator CharacterRotation; + + /** Yaw of the character the previous frame */ + FRotator CharacterRotationLastFrame; + + /** Yaw delta used for leaning while running in the blendspace */ + UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = "Lean", meta = (AllowPrivateAccess = true)) + double YawDelta; + + /** True when crouching */ + UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = "Crouching", meta = (AllowPrivateAccess = true)) + bool bCrouching; + + /** True when equipping */ + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Combat", meta = (AllowPrivateAccess = true)) + bool bEquipping; + + /** Change the recoil weight based on turning in place and aiming */ + UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = "Combat", meta = (AllowPrivateAccess = true)) + float RecoilWeight; + + /** True when turning in place */ + UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = "Turn In Place", meta = (AllowPrivateAccess = true)) + bool bTurningInPlace; + + /** Weapon type for the currently equipped weapon */ + UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = Combat, meta = (AllowPrivateAccess = true)) + EWeaponType EquippedWeaponType; + + /** True when not reloading or equipping */ + UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = Combat, meta = (AllowPrivateAccess = true)) + bool bShouldUseFABRIK; +}; diff --git a/Source/Shooter/ShooterCharacter.cpp b/Source/Shooter/ShooterCharacter.cpp new file mode 100644 index 00000000..dca20792 --- /dev/null +++ b/Source/Shooter/ShooterCharacter.cpp @@ -0,0 +1,1404 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "ShooterCharacter.h" +#include "Weapon.h" + +#include "Item.h" +#include "Camera/CameraComponent.h" +#include "Components/CapsuleComponent.h" +#include "Components/WidgetComponent.h" +#include "Engine/SkeletalMeshSocket.h" +#include "GameFramework/SpringArmComponent.h" +#include "GameFramework/CharacterMovementComponent.h" +#include "Kismet/GameplayStatics.h" +#include "Particles/ParticleSystemComponent.h" +#include "Sound/SoundCue.h" +#include "Ammo.h" +#include "BulletHitInterface.h" +#include "Enemy.h" +#include "PhysicalMaterials/PhysicalMaterial.h" +#include "EnemyController.h" +#include "BehaviorTree/BlackboardComponent.h" + +// Sets default values +AShooterCharacter::AShooterCharacter() : + // Base rates for turning/looking up + BaseTurnRate(45.f), + BaseLookUpRate(45.f), + // Turn rates for aiming/not aiming + HipTurnRate(90.f), + HipLookUpRate(90.f), + AimingTurnRate(20.f), + AimingLookUpRate(20.f), + // Mouse look sensitivity scale factors + MouseHipTurnRate(1.0f), + MouseHipLookUpRate(1.0f), + MouseAimingTurnRate(0.6f), + MouseAimingLookUpRate(0.6f), + // True when aiming the weapon + bAiming(false), + // Camera field of view values + CameraDefaultFOV(0.f), // Set in BeginPlay + CameraZoomedFOV(20.f), + CameraCurrentFOV(0.f), + ZoomInterpSpeed(20.f), + // Crosshair spread factors + CrosshairSpreadMultiplier(0.f), + CrosshairVelocityFactor(0.f), + CrosshairInAirFactor(0.f), + CrosshairAimFactor(0.f), + CrosshairShootingFactor(0.f), + // Bullet fire timer variables + ShootTimeDuration(0.05f), + bFiringBullet(false), + // Automatic fire + bFireButtonPressed(false), + bShouldFire(true), + // Item trace variables + bShouldTraceForItems(false), + // Camera interp location variables + CameraInterpDistance(150.f), + CameraInterpElevation(55.f), + // Starting ammo amounts + Starting9mmAmmo(85), + StartingARAmmo(120), + // Combat variables + CombatState(ECombatState::ECS_Unoccupied), + bCrouching(false), + BaseMovementSpeed(650.f), + CrouchMovementSpeed(300.f), + StandingCapsuleHalfHeight(88.f), + CrouchingCapsuleHalfHeight(54.f), + CrouchingMeshZOffset(0.f), + BaseGroundFriction(2.f), + CrouchingGroundFriction(100.f), + bAimingButtonPressed(false), + bShouldPlayPickupSound(true), + bShouldPlayEquipSound(true), + PickupSoundResetTime(0.2f), + EquipSoundResetTime(0.2f), + // Icon animation property + HighlightedSlot(-1), + Health(80.f), + MaxHealth(80.f), + StunChance(.25f), + bDying(false) +{ + // Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it. + PrimaryActorTick.bCanEverTick = true; + + // Create a camera boom (pulls in towards the character if there is a collision) + CameraBoom = CreateDefaultSubobject(TEXT("CameraBoom")); + CameraBoom->SetupAttachment(RootComponent); + + // The camera follows at this distance behind the character + CameraBoom->TargetArmLength = 240.f; + + // Rotate the arm based on the controller + CameraBoom->bUsePawnControlRotation = true; + + CameraBoom->SocketOffset = FVector(0.f, 35.f, 70.f); + + + // Create a follow camera + FollowCamera = CreateDefaultSubobject(TEXT("FollowCamera")); + FollowCamera->SetupAttachment(CameraBoom, USpringArmComponent::SocketName); + + // Camera does not rotate relative to arm + FollowCamera->bUsePawnControlRotation = false; + + // Don't rotate when the controller does. Let the controller only affect the camera. + bUseControllerRotationPitch = false; + bUseControllerRotationYaw = true; + bUseControllerRotationRoll = false; + + GetCharacterMovement()->bOrientRotationToMovement = false; // Character moves in the direction of input.... + GetCharacterMovement()->RotationRate = FRotator(0.0, 540.0, 0.0); // ... at this rotation rate + GetCharacterMovement()->JumpZVelocity = 600.f; + GetCharacterMovement()->AirControl = 0.2f; + + // Create Hand Scene Component + HandSceneComponent = CreateDefaultSubobject(TEXT("HandSceneComp")); + + // Create interpolation components + WeaponInterpComp = CreateDefaultSubobject(TEXT("Weapon Interpolation Component")); + WeaponInterpComp->SetupAttachment(GetFollowCamera()); + + InterpComp1 = CreateDefaultSubobject(TEXT("Interpolation Component 1")); + InterpComp1->SetupAttachment(GetFollowCamera()); + + InterpComp2 = CreateDefaultSubobject(TEXT("Interpolation Component 2")); + InterpComp2->SetupAttachment(GetFollowCamera()); + + InterpComp3 = CreateDefaultSubobject(TEXT("Interpolation Component 3")); + InterpComp3->SetupAttachment(GetFollowCamera()); + + InterpComp4 = CreateDefaultSubobject(TEXT("Interpolation Component 4")); + InterpComp4->SetupAttachment(GetFollowCamera()); + + InterpComp5 = CreateDefaultSubobject(TEXT("Interpolation Component 5")); + InterpComp5->SetupAttachment(GetFollowCamera()); + + InterpComp6 = CreateDefaultSubobject(TEXT("Interpolation Component 6")); + InterpComp6->SetupAttachment(GetFollowCamera()); + + +} + +// Called when the game starts or when spawned +void AShooterCharacter::BeginPlay() +{ + Super::BeginPlay(); + + if (FollowCamera) + { + CameraDefaultFOV = FollowCamera->FieldOfView; + CameraCurrentFOV = CameraDefaultFOV; + } + + // Spawn the default weapon and equip it + EquipWeapon(SpawnDefaultWeapon()); + Inventory.Add(EquippedWeapon); + EquippedWeapon->SetSlotIndex(0); + EquippedWeapon->SetCharacter(this); + + InitializeAmmoMap(); + + GetCharacterMovement()->MaxWalkSpeed = BaseMovementSpeed; + + // Create FInterpLocation structs for each interp location. Add to array + InitializeInterpLocations(); +} + +// Called to bind functionality to input +void AShooterCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent) +{ + Super::SetupPlayerInputComponent(PlayerInputComponent); + check(PlayerInputComponent); + + PlayerInputComponent->BindAxis("MoveForward", this, &AShooterCharacter::MoveForward); + PlayerInputComponent->BindAxis("MoveRight", this, &AShooterCharacter::MoveRight); + PlayerInputComponent->BindAxis("TurnRate", this, &AShooterCharacter::TurnAtRate); + PlayerInputComponent->BindAxis("LookUpRate", this, &AShooterCharacter::LookUpAtRate); + PlayerInputComponent->BindAxis("Turn", this, &AShooterCharacter::Turn); + PlayerInputComponent->BindAxis("LookUp", this, &AShooterCharacter::LookUp); + + PlayerInputComponent->BindAction("Jump", IE_Pressed, this, &AShooterCharacter::Jump); + PlayerInputComponent->BindAction("Jump", IE_Released, this, &ACharacter::StopJumping); + + PlayerInputComponent->BindAction("FireButton", IE_Pressed, this, &AShooterCharacter::FireButtonPressed); + PlayerInputComponent->BindAction("FireButton", IE_Released, this, &AShooterCharacter::FireButtonReleased); + + PlayerInputComponent->BindAction("Aiming", IE_Pressed, this, &AShooterCharacter::AimingButtonPressed); + PlayerInputComponent->BindAction("Aiming", IE_Released, this, &AShooterCharacter::AimingButtonReleased); + + PlayerInputComponent->BindAction("Select", IE_Pressed, this, &AShooterCharacter::SelectButtonPressed); + PlayerInputComponent->BindAction("Select", IE_Released, this, &AShooterCharacter::SelectButtonReleased); + + PlayerInputComponent->BindAction("Reload", IE_Pressed, this, &AShooterCharacter::ReloadButtonPressed); + + PlayerInputComponent->BindAction("Crouch", IE_Pressed, this, &AShooterCharacter::CrouchButtonPressed); + + PlayerInputComponent->BindAction("FKey", IE_Pressed, this, &AShooterCharacter::KeyFPressed); + PlayerInputComponent->BindAction("1Key", IE_Pressed, this, &AShooterCharacter::Key1Pressed); + PlayerInputComponent->BindAction("2Key", IE_Pressed, this, &AShooterCharacter::Key2Pressed); + 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("Quit", IE_Pressed, this, &AShooterCharacter::QuitPressed); +} + +float AShooterCharacter::TakeDamage(float DamageAmount, FDamageEvent const& DamageEvent, AController* EventInstigator, + AActor* DamageCauser) +{ + float DamageInflicted = DamageAmount; + if (Health - DamageAmount <= 0.f || FMath::IsNearlyZero(Health, 0.1f)) + { + DamageInflicted = Health; + Health = 0.f; + Die(); + + auto EnemyController = Cast(EventInstigator); + if (EnemyController) + { + EnemyController->GetBlackboardComponent()->SetValueAsBool(FName("CharacterDead"), true); + } + } + else + { + Health -= DamageAmount; + } + return DamageInflicted; +} + +void AShooterCharacter::Die() +{ + if (bDying) return; + bDying = true; + + if (!DeathMontage) return; + + UAnimInstance* AnimInstance = GetMesh()->GetAnimInstance(); + if (!AnimInstance) return; + + AnimInstance->Montage_Play(DeathMontage); +} + +void AShooterCharacter::FinishDeath() +{ + GetMesh()->bPauseAnims = true; + APlayerController* PC = UGameplayStatics::GetPlayerController(this, 0); + if (PC) + { + DisableInput(PC); + } +} + +// Called every frame +void AShooterCharacter::Tick(float DeltaTime) +{ + Super::Tick(DeltaTime); + + // Handle interpolation for zoom when aiming + CameraInterpZoom(DeltaTime); + + // Change look sensitivity based on aiming + SetLookRates(); + + // Calculate crosshair spread multiplier + CalculateCrosshairSpread(DeltaTime); + + TraceForItems(); + + // Interpolate capsule half height based on crouching/standing + InterpCapsuleHalfHeight(DeltaTime); +} + +void AShooterCharacter::MoveForward(float Value) +{ + if (Controller && (Value != 0)) + { + // Find out which way is forward + const FRotator Rotation{ Controller->GetControlRotation() }; + const FRotator YawRotation{ 0.0, Rotation.Yaw, 0.0 }; + + const FVector Direction{ FRotationMatrix{YawRotation}.GetUnitAxis(EAxis::X) }; + AddMovementInput(Direction, Value); + } +} + +void AShooterCharacter::MoveRight(float Value) +{ + if (Controller && (Value != 0)) + { + // Find out which way is forward + const FRotator Rotation{ Controller->GetControlRotation() }; + const FRotator YawRotation{ 0.0, Rotation.Yaw, 0.0 }; + + const FVector Direction{ FRotationMatrix{YawRotation}.GetUnitAxis(EAxis::Y) }; + AddMovementInput(Direction, Value); + } +} + +void AShooterCharacter::TurnAtRate(float Rate) +{ + // Calculate delta for this frame from the rate information + AddControllerYawInput(Rate * BaseTurnRate * GetWorld()->GetDeltaSeconds()); // def/sec * sec/frame +} + +void AShooterCharacter::LookUpAtRate(float Rate) +{ + AddControllerPitchInput(Rate * BaseLookUpRate * GetWorld()->GetDeltaSeconds()); // def/sec * sec/frame +} + +void AShooterCharacter::Turn(float Value) +{ + float TurnScaleFactor; + if (bAiming) + { + TurnScaleFactor = MouseAimingTurnRate; + } + else + { + TurnScaleFactor = MouseHipTurnRate; + } + AddControllerYawInput(Value * TurnScaleFactor); +} + +void AShooterCharacter::LookUp(float Value) +{ + float LookUpScaleFactor; + if (bAiming) + { + LookUpScaleFactor = MouseAimingLookUpRate; + } + else + { + LookUpScaleFactor = MouseHipLookUpRate; + } + AddControllerPitchInput(Value * LookUpScaleFactor); +} + +void AShooterCharacter::AimingButtonPressed() +{ + bAimingButtonPressed = true; + if (bDying) return; + if (CombatState != ECombatState::ECS_Reloading && + CombatState != ECombatState::ECS_Equipping && + CombatState != ECombatState::ECS_Stunned) + { + Aim(); + } +} + +void AShooterCharacter::AimingButtonReleased() +{ + bAimingButtonPressed = false; + StopAiming(); +} + + +void AShooterCharacter::Aim() +{ + bAiming = true; + GetCharacterMovement()->MaxWalkSpeed = CrouchMovementSpeed; +} + +void AShooterCharacter::StopAiming() +{ + bAiming = false; + if (!bCrouching) + { + GetCharacterMovement()->MaxWalkSpeed = BaseMovementSpeed; + } +} + +void AShooterCharacter::PickupAmmo(AAmmo* Ammo) +{ + // Check to see if AmmoMap contains Ammo's AmmoType + if (AmmoMap.Find(Ammo->GetAmmoType())) + { + // Get amount of ammo in our AmmoMap for Ammo's type + int32 AmmoCount{ AmmoMap[Ammo->GetAmmoType()] }; + + AmmoCount += Ammo->GetItemCount(); + + // Set amount of ammo in our AmmoMap for Ammo's type + AmmoMap[Ammo->GetAmmoType()] = AmmoCount; + } + + if (EquippedWeapon->GetAmmoType() == Ammo->GetAmmoType()) + { + // Check to see if the gun is empty + if (EquippedWeapon->GetAmmo() == 0) + { + ReloadWeapon(); + } + } + + Ammo->Destroy(); +} + +void AShooterCharacter::InitializeInterpLocations() +{ + struct FInterpLocation WeaponLocation{ WeaponInterpComp, 0 }; + InterpLocations.Add(WeaponLocation); + + struct FInterpLocation InerpLoc1{ InterpComp1, 0 }; + InterpLocations.Add(InerpLoc1); + + struct FInterpLocation InerpLoc2{ InterpComp2, 0 }; + InterpLocations.Add(InerpLoc2); + + struct FInterpLocation InerpLoc3{ InterpComp3, 0 }; + InterpLocations.Add(InerpLoc3); + + struct FInterpLocation InerpLoc4{ InterpComp4, 0 }; + InterpLocations.Add(InerpLoc4); + + struct FInterpLocation InerpLoc5{ InterpComp5, 0 }; + InterpLocations.Add(InerpLoc5); + + struct FInterpLocation InerpLoc6{ InterpComp6, 0 }; + InterpLocations.Add(InerpLoc6); +} + +void AShooterCharacter::ResetPickupSoundTimer() +{ + bShouldPlayPickupSound = true; +} + +void AShooterCharacter::ResetEquipSoundTimer() +{ + bShouldPlayEquipSound = true; +} + +void AShooterCharacter::KeyFPressed() +{ + if (EquippedWeapon->GetSlotIndex() == 0) return; + + ExchangeInventoryItems(EquippedWeapon->GetSlotIndex(), 0); +} + +void AShooterCharacter::Key1Pressed() +{ + if (EquippedWeapon->GetSlotIndex() == 1) return; + ExchangeInventoryItems(EquippedWeapon->GetSlotIndex(), 1); +} + +void AShooterCharacter::Key2Pressed() +{ + if (EquippedWeapon->GetSlotIndex() == 2) return; + ExchangeInventoryItems(EquippedWeapon->GetSlotIndex(), 2); +} + +void AShooterCharacter::Key3Pressed() +{ + if (EquippedWeapon->GetSlotIndex() == 3) return; + ExchangeInventoryItems(EquippedWeapon->GetSlotIndex(), 3); +} + +void AShooterCharacter::Key4Pressed() +{ + if (EquippedWeapon->GetSlotIndex() == 4) return; + ExchangeInventoryItems(EquippedWeapon->GetSlotIndex(), 4); +} + +void AShooterCharacter::Key5Pressed() +{ + if (EquippedWeapon->GetSlotIndex() == 5) return; + ExchangeInventoryItems(EquippedWeapon->GetSlotIndex(), 5); +} + +void AShooterCharacter::QuitPressed() +{ + UKismetSystemLibrary::QuitGame(GetWorld(), Cast(GetController()), EQuitPreference::Quit, false); +} + +void AShooterCharacter::ExchangeInventoryItems(int32 CurrentItemIndex, int32 NewItemIndex) +{ + if (bDying) return; + + if (CurrentItemIndex == NewItemIndex + || NewItemIndex >= Inventory.Num() + || (CombatState != ECombatState::ECS_Unoccupied && CombatState != ECombatState::ECS_Equipping)) + return; + + if (bAiming) + { + StopAiming(); + } + + auto OldEquippedWeapon = EquippedWeapon; + auto NewWeapon = Cast(Inventory[NewItemIndex]); + + EquipWeapon(NewWeapon); + + OldEquippedWeapon->SetItemState(EItemState::EIS_PickedUp); + NewWeapon->SetItemState(EItemState::EIS_Equipped); + + CombatState = ECombatState::ECS_Equipping; + UAnimInstance* AnimInstance = GetMesh()->GetAnimInstance(); + if (AnimInstance && EquipMontage) + { + AnimInstance->Montage_Play(EquipMontage, 1.0f); + AnimInstance->Montage_JumpToSection(FName("Equip")); + } + NewWeapon->PlayEquipSound(true); +} + +int32 AShooterCharacter::GetEmptyInventorySlot() +{ + for (int32 i = 0; i < Inventory.Num(); ++i) + { + if (Inventory[i] == nullptr) + return i; + } + + if (Inventory.Num() < INVENTORY_CAPACITY) + { + return Inventory.Num(); + } + + return -1; // Inventory full +} + +void AShooterCharacter::HighlightInventorySlot() +{ + const int32 EmptySlot{ GetEmptyInventorySlot() }; + if (EmptySlot != -1) + { + HighlightIconDelegate.Broadcast(EmptySlot, true); + HighlightedSlot = EmptySlot; + } +} + +EPhysicalSurface AShooterCharacter::GetSurfaceType() +{ + FHitResult HitResult; + const FVector Start{ GetActorLocation() }; + const FVector End{ Start + FVector(0.f, 0.f, -400.f) }; + + FCollisionQueryParams QueryParams; + QueryParams.bReturnPhysicalMaterial = true; + + GetWorld()->LineTraceSingleByChannel(HitResult, Start, End, ECollisionChannel::ECC_Visibility, QueryParams); + + return UPhysicalMaterial::DetermineSurfaceType(HitResult.PhysMaterial.Get()); +} + +void AShooterCharacter::EndStun() +{ + CombatState = ECombatState::ECS_Unoccupied; + + if (bAimingButtonPressed) + { + Aim(); + } + + if (bFireButtonPressed) + { + if (WeaponHasAmmo()) + { + if (EquippedWeapon->GetAutomatic()) + { + FireWeapon(); + } + } + else + { + ReloadWeapon(); + } + } +} + +void AShooterCharacter::UnhighlightInventorySlot() +{ + if (HighlightedSlot != -1) + { + HighlightIconDelegate.Broadcast(HighlightedSlot, false); + HighlightedSlot = -1; + } +} + +void AShooterCharacter::Stun() +{ + if (bDying) return; + if (!HitReactMontage) return; + + UAnimInstance* AnimInstance = GetMesh()->GetAnimInstance(); + if (!AnimInstance) return; + + CombatState = ECombatState::ECS_Stunned; + + AnimInstance->Montage_Play(HitReactMontage); +} + +int32 AShooterCharacter::GetInterpLocationIndex() +{ + int32 LowestIndex = 1; + int32 LowestCount = INT_MAX; + + for (int32 i = 1; i < InterpLocations.Num(); ++i) + { + if (InterpLocations[i].ItemCount < LowestCount) + { + LowestIndex = i; + LowestCount = InterpLocations[i].ItemCount; + } + } + + return LowestIndex; +} + +void AShooterCharacter::IncrementInterpLocItemCount(int32 Index, int32 Amount) +{ + if (Amount < -1 || Amount > 1) return; + + if (Index < InterpLocations.Num()) + { + InterpLocations[Index].ItemCount += Amount; + } +} + +void AShooterCharacter::StartPickupSoundTimer() +{ + bShouldPlayPickupSound = false; + GetWorldTimerManager().SetTimer(PickupSoundTimer, this, &AShooterCharacter::ResetPickupSoundTimer, PickupSoundResetTime); +} + +void AShooterCharacter::StartEquipSoundTimer() +{ + bShouldPlayEquipSound = false; + GetWorldTimerManager().SetTimer(EquipSoundTimer, this, &AShooterCharacter::ResetEquipSoundTimer, EquipSoundResetTime); +} + + +void AShooterCharacter::CameraInterpZoom(float DeltaTime) +{ + // Set current camera field of view + if (bAiming) + { + // Interpolate to zoomed FOV + CameraCurrentFOV = FMath::FInterpTo(CameraCurrentFOV, CameraZoomedFOV, + DeltaTime, ZoomInterpSpeed); + } + else + { + // Interpolate to default FOV + CameraCurrentFOV = FMath::FInterpTo(CameraCurrentFOV, CameraDefaultFOV, + DeltaTime, ZoomInterpSpeed); + } + + if (FollowCamera) + { + FollowCamera->SetFieldOfView(CameraCurrentFOV); + } +} + +void AShooterCharacter::SetLookRates() +{ + if (bAiming) + { + BaseTurnRate = AimingTurnRate; + BaseLookUpRate = AimingLookUpRate; + } + else + { + BaseTurnRate = HipTurnRate; + BaseLookUpRate = HipLookUpRate; + } +} + +void AShooterCharacter::FireButtonPressed() +{ + bFireButtonPressed = true; + FireWeapon(); +} + +void AShooterCharacter::FireButtonReleased() +{ + bFireButtonPressed = false; +} + +void AShooterCharacter::FireWeapon() +{ + if (bDying) return; + if (!EquippedWeapon) return; + if (CombatState != ECombatState::ECS_Unoccupied) return; + if (!WeaponHasAmmo()) + { + ReloadWeapon(); + } + + PlayFireSound(); + SendBullet(); + PlayGunFireMontage(); + EquippedWeapon->DecrementAmmo(); + StartCrosshairBulletFire(); + StartFireTimer(); + + if (EquippedWeapon->GetWeaponType() == EWeaponType::EWT_Pistol) + { + // Start moving slide timer + EquippedWeapon->StartSlideTimer(); + } +} + +void AShooterCharacter::StartFireTimer() +{ + if (!EquippedWeapon) return; + + CombatState = ECombatState::ECS_FireTimerInProgress; + GetWorldTimerManager().SetTimer(AutoFireTimer, this, &AShooterCharacter::AutoFireReset, + EquippedWeapon->GetAutoFireRate()); +} + +void AShooterCharacter::AutoFireReset() +{ + if (bDying) return; + if (!EquippedWeapon) return; + if (CombatState == ECombatState::ECS_Stunned) return; + + CombatState = ECombatState::ECS_Unoccupied; + + if (bFireButtonPressed) + { + if (WeaponHasAmmo()) + { + if (EquippedWeapon->GetAutomatic()) + { + FireWeapon(); + } + } + else + { + ReloadWeapon(); + } + } +} + +void AShooterCharacter::PlayFireSound() +{ + // Play fire sound + if (!EquippedWeapon) return; + if (EquippedWeapon->GetFireSound()) + { + UGameplayStatics::PlaySound2D(this, EquippedWeapon->GetFireSound()); + } +} + +void AShooterCharacter::SendBullet() +{ + // Send bullet + const USkeletalMeshSocket* BarrelSocket = EquippedWeapon->GetItemMesh()->GetSocketByName("BarrelSocket"); + if (!BarrelSocket) return; + + const FTransform SocketTransform = BarrelSocket->GetSocketTransform(EquippedWeapon->GetItemMesh()); + + if (!EquippedWeapon) return; + if (EquippedWeapon->GetMuzzleFlash()) + { + UGameplayStatics::SpawnEmitterAtLocation(GetWorld(), EquippedWeapon->GetMuzzleFlash(), SocketTransform); + } + + FHitResult BeamHitResult; + bool bBeamEnd = GetBeamEndLocation(SocketTransform.GetLocation(), BeamHitResult); + if (!bBeamEnd) return; + + // Spawn impact particles after updating BeamEndPoint + + // Does hit actor implement BulletHitInterface? + bool spawnGenericImpactParticles = false; + if (IsValid(BeamHitResult.GetActor())) + { + if (IBulletHitInterface* BulletHitInterface = Cast(BeamHitResult.GetActor())) + { + BulletHitInterface->BulletHit_Implementation(BeamHitResult, this, GetController()); + } + else + { + spawnGenericImpactParticles = true; + } + + if (AEnemy* HitEnemy = Cast(BeamHitResult.GetActor())) + { + float damageToApply; + if (BeamHitResult.BoneName.ToString() == HitEnemy->GetHeadBone()) + { + damageToApply = EquippedWeapon->GetHeadshotDamage(); + HitEnemy->ShowHitNumber(damageToApply, BeamHitResult.Location, true); + } + else + { + damageToApply = EquippedWeapon->GetDamage(); + HitEnemy->ShowHitNumber(damageToApply, BeamHitResult.Location, false); + } + + UGameplayStatics::ApplyDamage(HitEnemy, + damageToApply, + GetController(), this, + UDamageType::StaticClass()); + + } + } + else + { + spawnGenericImpactParticles = true; + } + + if (ImpactParticles && spawnGenericImpactParticles) + { + UGameplayStatics::SpawnEmitterAtLocation(GetWorld(), ImpactParticles, + BeamHitResult.Location); + } + + // Spawn smoke trail particles + if (BeamParticles) + { + UParticleSystemComponent* Beam = UGameplayStatics::SpawnEmitterAtLocation(GetWorld(), BeamParticles, + SocketTransform); + if (Beam) + { + Beam->SetVectorParameter("Target", BeamHitResult.Location); + } + } +} + +void AShooterCharacter::PlayGunFireMontage() +{ + // Play gun fire montage + UAnimInstance* AnimInstance = GetMesh()->GetAnimInstance(); + + if (AnimInstance && HipFireMontage) + { + AnimInstance->Montage_Play(HipFireMontage); + AnimInstance->Montage_JumpToSection(FName("StartFire")); + } +} + +bool AShooterCharacter::GetBeamEndLocation(const FVector& MuzzleSocketLocation, FHitResult& OutHitResult) +{ + FVector OutBeamLocation; + + // Check for crosshair trace hit + FHitResult CrosshairHitResult; + bool bCrosshairHit = TraceUnderCrosshairs(CrosshairHitResult, OutBeamLocation); + + // Perform a second trace, this time from the gun barrel + const FVector WeaponTraceStart{ MuzzleSocketLocation }; + const FVector StartToEnd{ OutBeamLocation - MuzzleSocketLocation }; + const FVector WeaponTraceEnd{ MuzzleSocketLocation + StartToEnd * 1.25f }; + + GetWorld()->LineTraceSingleByChannel(OutHitResult, WeaponTraceStart, WeaponTraceEnd, + ECollisionChannel::ECC_Visibility); + + if (!OutHitResult.bBlockingHit) // Object between barrel and BeamEndPoint ? + { + OutHitResult.Location = OutBeamLocation; + return false; + } + return true; +} + +bool AShooterCharacter::TraceUnderCrosshairs(FHitResult& OutHitResult, FVector& OutHitLocation) +{ + // Get Viewport Size + FVector2D ViewportSize(0, 0); + + if (GEngine && GEngine->GameViewport) + { + GEngine->GameViewport->GetViewportSize(ViewportSize); + } + + // Get screen space location of crosshairs + FVector2D CrosshairLocation{ ViewportSize.X / 2.f, ViewportSize.Y / 2.f }; + + // Get world position and direction of crosshairs + FVector CrosshairWorldPosition; + FVector CrosshairWorldDirection; + bool bScreenToWorld = UGameplayStatics::DeprojectScreenToWorld( + UGameplayStatics::GetPlayerController(this, 0), + CrosshairLocation, CrosshairWorldPosition, CrosshairWorldDirection); + + if (bScreenToWorld) + { + // Trace from Crosshair world location outward + const FVector Start{ CrosshairWorldPosition }; + const FVector End{ Start + CrosshairWorldDirection * 50'000.f }; + OutHitLocation = End; + + GetWorld()->LineTraceSingleByChannel(OutHitResult, Start, End, ECollisionChannel::ECC_Visibility); + + if (OutHitResult.bBlockingHit) + { + OutHitLocation = OutHitResult.Location; + return true; + } + } + return false; +} + +void AShooterCharacter::StartCrosshairBulletFire() +{ + bFiringBullet = true; + + GetWorldTimerManager().SetTimer(CrosshairShootTimer, this, + &AShooterCharacter::FinishCrosshairBulletFire, ShootTimeDuration); +} + +void AShooterCharacter::FinishCrosshairBulletFire() +{ + bFiringBullet = false; +} + +void AShooterCharacter::CalculateCrosshairSpread(float DeltaTime) +{ + FVector2D WalkSpeedRange{ 0.f, 600.f }; + FVector2D VelocityMultiplierRange{ 0.f, 1.f }; + FVector Velocity{ GetVelocity() }; + Velocity.Z = 0.f; + + // Calculate crosshair velocity factor + CrosshairVelocityFactor = FMath::GetMappedRangeValueClamped(WalkSpeedRange, + VelocityMultiplierRange, Velocity.Size()); + + // Calculate crosshair in air factor + if (GetCharacterMovement()->IsFalling()) + { + // Spread the crosshairs quickly while in air + CrosshairInAirFactor = FMath::FInterpTo(CrosshairInAirFactor, 2.25f, + DeltaTime, 20.f); + } + else // Character in on the ground + { + // Spread the crosshairs slowly when on the ground + CrosshairInAirFactor = FMath::FInterpTo(CrosshairInAirFactor, 0, + DeltaTime, 2.25f); + } + + // Calculate crosshair aim factor + if (bAiming) + { + // Group the crosshairs when aiming + CrosshairAimFactor = FMath::FInterpTo(CrosshairAimFactor, 0.6, + DeltaTime, 30.f); + } + else + { + // Spread the crosshairs when not aiming + CrosshairAimFactor = FMath::FInterpTo(CrosshairAimFactor, 0, + DeltaTime, 30.f); + } + + // True 0.05s after firing + if (bFiringBullet) + { + CrosshairShootingFactor = FMath::FInterpTo(CrosshairShootingFactor, 0.3f, + DeltaTime, 60.f); + } + else + { + CrosshairShootingFactor = FMath::FInterpTo(CrosshairShootingFactor, 0.f, + DeltaTime, 60.f); + } + + CrosshairSpreadMultiplier = 0.5f + + CrosshairVelocityFactor + + CrosshairInAirFactor + + CrosshairShootingFactor + - CrosshairAimFactor; +} + +void AShooterCharacter::TraceForItems() +{ + if (bShouldTraceForItems) + { + FHitResult ItemTraceResult; + FVector HitLocation; + TraceUnderCrosshairs(ItemTraceResult, HitLocation); + + TraceHitItem = Cast(ItemTraceResult.GetActor()); + + if (TraceHitItem && ItemTraceResult.bBlockingHit) + { + // If an item was being looked at from last frame, we should hide its widget + if (OldTraceHitItem != TraceHitItem) + { + UnhighlightInventorySlot(); + SetItemPickupWidgetVisibility(OldTraceHitItem, false); + } + + if (TraceHitItem && TraceHitItem->GetItemState() == EItemState::EIS_EquipInterping) + TraceHitItem = nullptr; + + const auto TraceHitWeapon = Cast(TraceHitItem); + if (TraceHitWeapon && HighlightedSlot == -1) + HighlightInventorySlot(); + + // Show the new item's widget + SetItemPickupWidgetVisibility(TraceHitItem, true); + + if (Inventory.Num() >= INVENTORY_CAPACITY) + { + // Inventory is full + TraceHitItem->SetCharacterInventoryFull(true); + } + else + { + TraceHitItem->SetCharacterInventoryFull(false); + } + + OldTraceHitItem = TraceHitItem; + } + else if (OldTraceHitItem) // Hide widget for the item from last frame + { + UnhighlightInventorySlot(); + + SetItemPickupWidgetVisibility(OldTraceHitItem, false); + OldTraceHitItem = nullptr; + } + } + else if (TraceHitItem) // Hide widget for the item from last frame + { + UnhighlightInventorySlot(); + + SetItemPickupWidgetVisibility(TraceHitItem, false); + TraceHitItem = nullptr; + } +} + +void AShooterCharacter::SetItemPickupWidgetVisibility(AItem* Item, bool visibility) +{ + if (Item && Item->GetPickupWidget()) + { + Item->GetPickupWidget()->SetVisibility(visibility); + visibility ? + Item->EnableCustomDepth() : + Item->DisableCustomDepth(); + } +} + +AWeapon* AShooterCharacter::SpawnDefaultWeapon() +{ + // Check the TSubclassOf variable + if (DefaultWeaponClass) + { + // Spawn the weapon + return GetWorld()->SpawnActor(DefaultWeaponClass); + } + + return nullptr; +} + +void AShooterCharacter::EquipWeapon(AWeapon* WeaponToEquip, bool bSwapping) +{ + // Get the hand socket + const USkeletalMeshSocket* HandSocket = GetMesh()->GetSocketByName(FName("RightHandSocket")); + + if (HandSocket && WeaponToEquip) + { + // Attach the weapon to the hand socket RightHandSocket + HandSocket->AttachActor(WeaponToEquip, GetMesh()); + + if (EquippedWeapon == nullptr) + { + // -1 == no EquippedWeapon yet. No need to reverse the icon animation + EquipItemDelegate.Broadcast(-1, WeaponToEquip->GetSlotIndex()); + } + else if (!bSwapping) + { + EquipItemDelegate.Broadcast(EquippedWeapon->GetSlotIndex(), WeaponToEquip->GetSlotIndex()); + } + + EquippedWeapon = WeaponToEquip; + EquippedWeapon->SetItemState(EItemState::EIS_Equipped); + + EquippedWeapon->DisableGlowMaterial(); + EquippedWeapon->DisableCustomDepth(); + } +} + +void AShooterCharacter::DropWeapon() +{ + if (EquippedWeapon) + { + FDetachmentTransformRules DetachmentTransformRules(EDetachmentRule::KeepWorld, true); + EquippedWeapon->GetItemMesh()->DetachFromComponent(DetachmentTransformRules); + + EquippedWeapon->SetItemState(EItemState::EIS_Falling); + EquippedWeapon->ThrowWeapon(); + } +} + +void AShooterCharacter::SelectButtonPressed() +{ + if (bDying) return; + if (CombatState != ECombatState::ECS_Unoccupied) return; + + if (TraceHitItem) + { + TraceHitItem->StartItemCurve(this, true); + TraceHitItem = nullptr; + } +} + +void AShooterCharacter::SelectButtonReleased() +{ +} + +void AShooterCharacter::SwapWeapon(AWeapon* WeaponToSwap) +{ + if (EquippedWeapon->GetSlotIndex() <= Inventory.Num() - 1) + { + Inventory[EquippedWeapon->GetSlotIndex()] = WeaponToSwap; + WeaponToSwap->SetSlotIndex(EquippedWeapon->GetSlotIndex()); + } + + DropWeapon(); + EquipWeapon(WeaponToSwap, true); +} + +void AShooterCharacter::InitializeAmmoMap() +{ + AmmoMap.Add(EAmmoType::EAT_9mm, Starting9mmAmmo); + AmmoMap.Add(EAmmoType::EAT_AR, StartingARAmmo); +} + +bool AShooterCharacter::WeaponHasAmmo() +{ + if (!EquippedWeapon) return false; + + return (EquippedWeapon->GetAmmo() > 0); +} + +float AShooterCharacter::GetCrosshairSpreadMultiplier() const +{ + return CrosshairSpreadMultiplier; +} + +void AShooterCharacter::IncrementOverlappedItemCount(int8 Amount) +{ + if (OverlappedItemCount + Amount <= 0) + { + OverlappedItemCount = 0; + bShouldTraceForItems = false; + } + else + { + OverlappedItemCount += Amount; + bShouldTraceForItems = true; + } +} + +// No longer needed; AItem has GetInterpLocation +//FVector AShooterCharacter::GetCameraInterpLocation() +//{ +// const FVector CameraWorldLocation{ FollowCamera->GetComponentLocation() }; +// const FVector CameraForward{ FollowCamera->GetForwardVector() }; +// +// // Desired = CameraWorldLocation + Forward * A + Up * B +// return CameraWorldLocation + CameraForward * CameraInterpDistance +// + FVector(0.f, 0.f, CameraInterpElevation); +//} + +void AShooterCharacter::GetPickupItem(AItem* Item) +{ + Item->PlayEquipSound(); + + auto Weapon = Cast(Item); + + if (Weapon) + { + if (Inventory.Num() < INVENTORY_CAPACITY) + { + Weapon->SetSlotIndex(Inventory.Num()); + Inventory.Add(Weapon); + Weapon->SetItemState(EItemState::EIS_PickedUp); + } + else // Inventory is full! Swap with EquippedWeapon + { + SwapWeapon(Weapon); + } + } + + auto Ammo = Cast(Item); + if (Ammo) + { + PickupAmmo(Ammo); + } +} + +FInterpLocation AShooterCharacter::GetInterpLocation(int32 Index) +{ + if (Index <= InterpLocations.Num()) + { + return InterpLocations[Index]; + } + return FInterpLocation(); +} + +void AShooterCharacter::ReloadButtonPressed() +{ + ReloadWeapon(); +} + +void AShooterCharacter::ReloadWeapon() +{ + if (bDying) return; + if (CombatState != ECombatState::ECS_Unoccupied) return; + if (!EquippedWeapon) return; + + // Do we have ammo for the correct type + if (CarryingAmmo() && !EquippedWeapon->ClipIsFull()) + { + if (bAiming) StopAiming(); + + CombatState = ECombatState::ECS_Reloading; + UAnimInstance* AnimInstance = GetMesh()->GetAnimInstance(); + if (AnimInstance && ReloadMontage) + { + AnimInstance->Montage_Play(ReloadMontage); + AnimInstance->Montage_JumpToSection(EquippedWeapon->GetReloadMontageSection()); + } + } +} + +void AShooterCharacter::FinishReloading() +{ + if (bDying) return; + if (!EquippedWeapon) return; + if (CombatState == ECombatState::ECS_Stunned) return; + + CombatState = ECombatState::ECS_Unoccupied; + + if (const auto AmmoType { EquippedWeapon->GetAmmoType() }; AmmoMap.Contains(AmmoType)) + { + int32 CarriedAmmo = AmmoMap[AmmoType]; + + if (const int32 MagEmptySpace = EquippedWeapon->GetMagazineCapacity() - EquippedWeapon->GetAmmo(); + MagEmptySpace > CarriedAmmo) + { + // Reload the mag with all the ammo we're carrying + EquippedWeapon->ReloadAmmo(CarriedAmmo); + CarriedAmmo = 0; + AmmoMap.Add(AmmoType, CarriedAmmo); + } + else + { + // Fill the mag + EquippedWeapon->ReloadAmmo(MagEmptySpace); + CarriedAmmo -= MagEmptySpace; + AmmoMap.Add(AmmoType, CarriedAmmo); + } + } + + if (bAimingButtonPressed) + { + Aim(); + } + + if (bFireButtonPressed) + { + if (WeaponHasAmmo()) + { + if (EquippedWeapon->GetAutomatic()) + { + FireWeapon(); + } + } + } +} + +void AShooterCharacter::FinishEquipping() +{ + if (bDying) return; + if (CombatState == ECombatState::ECS_Stunned) return; + + CombatState = ECombatState::ECS_Unoccupied; + + if (bAimingButtonPressed) + { + Aim(); + } + + if (bFireButtonPressed) + { + if (WeaponHasAmmo()) + { + if (EquippedWeapon->GetAutomatic()) + { + FireWeapon(); + } + } + else + { + ReloadWeapon(); + } + } +} + +bool AShooterCharacter::CarryingAmmo() +{ + if (!EquippedWeapon) return false; + + if (const auto AmmoType = EquippedWeapon->GetAmmoType(); AmmoMap.Contains(AmmoType)) + { + return AmmoMap[AmmoType] > 0; + } + return false; +} + +void AShooterCharacter::GrabClip() +{ + if (!EquippedWeapon) return; + if (!HandSceneComponent) return; + + // Index for the clip bone on the Equipped weapon + int32 ClipBoneIndex{ EquippedWeapon->GetItemMesh()->GetBoneIndex(EquippedWeapon->GetClipBoneName()) }; + + // Store the transform of the clip + ClipTransform = EquippedWeapon->GetItemMesh()->GetBoneTransform(ClipBoneIndex); + HandSceneComponent->SetWorldTransform(ClipTransform); + + // Attach Scene component to hand bone + FAttachmentTransformRules AttachmentRules(EAttachmentRule::KeepRelative, true); + HandSceneComponent->AttachToComponent(GetMesh(), AttachmentRules, FName(TEXT("Hand_L"))); + + EquippedWeapon->SetMovingClip(true); +} + +void AShooterCharacter::ReleaseClip() +{ + EquippedWeapon->SetMovingClip(false); +} + +void AShooterCharacter::CrouchButtonPressed() +{ + if (bDying) return; + if (!GetCharacterMovement()->IsFalling()) + { + bCrouching = !bCrouching; + } + + if (bCrouching) + { + GetCharacterMovement()->MaxWalkSpeed = CrouchMovementSpeed; + GetCharacterMovement()->GroundFriction = CrouchingGroundFriction; + } + else + { + GetCharacterMovement()->MaxWalkSpeed = BaseMovementSpeed; + GetCharacterMovement()->GroundFriction = BaseGroundFriction; + } +} + +void AShooterCharacter::Jump() +{ + if (bDying) return; + if (bCrouching) + { + bCrouching = false; + GetCharacterMovement()->MaxWalkSpeed = BaseMovementSpeed; + GetCharacterMovement()->GroundFriction = BaseGroundFriction; + } + else + { + Super::Jump(); + } +} + +void AShooterCharacter::InterpCapsuleHalfHeight(float DeltaTime) +{ + float TargetCapsuleHalfHeight{}; + // float TargetMeshOffset{}; + + if (bCrouching) + { + TargetCapsuleHalfHeight = CrouchingCapsuleHalfHeight; + // TargetMeshOffset = CrouchingMeshZOffset; + } + else + { + TargetCapsuleHalfHeight = StandingCapsuleHalfHeight; + // TargetMeshOffset = 0; + } + + const float InterpHalfHeight{ FMath::FInterpTo( + GetCapsuleComponent()->GetScaledCapsuleHalfHeight(), + TargetCapsuleHalfHeight, DeltaTime, 20.f)}; + // const double InterpMeshOffset{ FMath::FInterpTo( + // GetMesh()->GetRelativeLocation().Z, + // TargetMeshOffset, DeltaTime, 20.f)}; + + // Negative value if crouching, positive if standing + const float DeltaCapsuleHalfHeight{ InterpHalfHeight - GetCapsuleComponent()->GetScaledCapsuleHalfHeight() }; + // const double DeltaMeshOffset{ -DeltaCapsuleHalfHeight + (InterpMeshOffset - GetMesh()->GetRelativeLocation().Z) }; + + const FVector MeshOffset{0.f, 0.f, -DeltaCapsuleHalfHeight}; + GetMesh()->AddLocalOffset(MeshOffset); + GetCapsuleComponent()->SetCapsuleHalfHeight(InterpHalfHeight); + +} \ No newline at end of file diff --git a/Source/Shooter/ShooterCharacter.h b/Source/Shooter/ShooterCharacter.h new file mode 100644 index 00000000..9c714185 --- /dev/null +++ b/Source/Shooter/ShooterCharacter.h @@ -0,0 +1,595 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "GameFramework/Character.h" +#include "Chaos/ChaosEngineInterface.h" + +#include "AmmoType.h" + +#include "ShooterCharacter.generated.h" + +class USpringArmComponent; +class UCameraComponent; +class USoundCue; +class UParticleSystem; +class UAnimMontage; +class AItem; +class AWeapon; +class AAmmo; + +UENUM(BlueprintType) +enum class ECombatState : uint8 +{ + ECS_Unoccupied UMETA(DisplayName = "Unoccupied"), + ECS_FireTimerInProgress UMETA(DisplayName = "FireTimerInProgress"), + ECS_Reloading UMETA(DisplayName = "Reloading"), + ECS_Equipping UMETA(DisplayName = "Equipping"), + ECS_Stunned UMETA(DisplayName = "Stunned"), + + ECS_MAX UMETA(DisplayName = "DefaultMax") +}; + +USTRUCT(BlueprintType) +struct FInterpLocation +{ + GENERATED_BODY() + + // Scene Component to use for its location for inteping + UPROPERTY(VisibleAnywhere, BlueprintReadOnly) + USceneComponent* SceneComponent; + + // Number of items interping to/at this scene comp location + UPROPERTY(VisibleAnywhere, BlueprintReadOnly) + int32 ItemCount; +}; + +DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FEquipItemDelegate, int32, CurrentSlotIndex, int32, NewSlotIndex); + +DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FHighlightIconDelegate, int32, SlotIndex, bool, bStartAnimation); + + +UCLASS() +class SHOOTER_API AShooterCharacter : public ACharacter +{ + GENERATED_BODY() + +public: + // Sets default values for this character's properties + AShooterCharacter(); + + // Called every frame + virtual void Tick(float DeltaTime) override; + + // Called to bind functionality to input + virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override; + + virtual float TakeDamage(float DamageAmount, FDamageEvent const& DamageEvent, AController* EventInstigator, AActor* DamageCauser) override; + +protected: + // Called when the game starts or when spawned + virtual void BeginPlay() override; + + /* Called for forwards/backwards input */ + void MoveForward(float Value); + + /* Called for side to side input */ + void MoveRight(float Value); + + /** + * Called via input to turn at a given rate. + * @param Rate This is a normalized rate, i.e. 1.0 means 100% of desired rate + */ + void TurnAtRate(float Rate); + + /** + * Called via input to look up/down at a given rate. + * @param Rate This is a normalized rate, i.e. 1.0 means 100% of desired rate + */ + void LookUpAtRate(float Rate); + + /** + * Rotate controller based on mouse X movement + * + * @param Value The input value from mouse movement + */ + void Turn(float Value); + + /** + * Rotate controller based on mouse Y movement + * + * @param Value The input value from mouse movement + */ + void LookUp(float Value); + + /** + * Called when the Fire button is pressed + */ + void FireWeapon(); + + bool GetBeamEndLocation(const FVector& MuzzleSocketLocation, FHitResult& OutHitResult); + + /* Set bAiming to true or false with button press */ + void AimingButtonPressed(); + void AimingButtonReleased(); + + void CameraInterpZoom(float DeltaTime); + + /* Set BaseTurnRate and BaseLookUpRate based on aiming */ + void SetLookRates(); + + void CalculateCrosshairSpread(float DeltaTime); + + void StartCrosshairBulletFire(); + + UFUNCTION() + void FinishCrosshairBulletFire(); + + void FireButtonPressed(); + void FireButtonReleased(); + + void StartFireTimer(); + + UFUNCTION() + void AutoFireReset(); + + /** Line trace for items under the crosshairs */ + bool TraceUnderCrosshairs(FHitResult& OutHitResult, FVector& OutHitLocation); + + /* Trace for items if OverlappedItemCount > 0 */ + void TraceForItems(); + + void SetItemPickupWidgetVisibility(AItem* Item, bool visibility); + + /* Spawns a default weapon and equips it */ + AWeapon* SpawnDefaultWeapon(); + + /* Takes a weapon and attaches it to the mesh */ + void EquipWeapon(AWeapon* WeaponToEquip, bool bSwapping = false); + + /** Detach weapon and let it fall to the ground */ + void DropWeapon(); + + void SelectButtonPressed(); + void SelectButtonReleased(); + + /** Drops currently equipped weapon and equips TraceHitItem */ + void SwapWeapon(AWeapon* WeaponToSwap); + + /** Initialize the ammo map with ammo values */ + void InitializeAmmoMap(); + + /** Check to make sure this weapon has ammo */ + bool WeaponHasAmmo(); + + /** FireWeapon functions */ + void PlayFireSound(); + void SendBullet(); + void PlayGunFireMontage(); + + /** For reloading the weapon */ + void ReloadButtonPressed(); + void ReloadWeapon(); + + UFUNCTION(BlueprintCallable) + void FinishReloading(); + + UFUNCTION(BlueprintCallable) + void FinishEquipping(); + + /** Check to see if we have ammo of the EquippedWeapon's ammo type */ + bool CarryingAmmo(); + + /** Called from Animation Blueprint with GrabClip notify */ + UFUNCTION(BlueprintCallable) + void GrabClip(); + + /** Called from Animation Blueprint with ReleaseClip notify */ + UFUNCTION(BlueprintCallable) + void ReleaseClip(); + + void CrouchButtonPressed(); + + virtual void Jump() override; + + /** Interps capsule half height when crouching / standing */ + void InterpCapsuleHalfHeight(float DeltaTime); + + void Aim(); + + void StopAiming(); + + void PickupAmmo(AAmmo* Ammo); + + void InitializeInterpLocations(); + + void ResetPickupSoundTimer(); + void ResetEquipSoundTimer(); + + void KeyFPressed(); + void Key1Pressed(); + void Key2Pressed(); + void Key3Pressed(); + void Key4Pressed(); + void Key5Pressed(); + + void QuitPressed(); + + void ExchangeInventoryItems(int32 CurrentItemIndex, int32 NewItemIndex); + + int32 GetEmptyInventorySlot(); + + void HighlightInventorySlot(); + + UFUNCTION(BlueprintCallable) + EPhysicalSurface GetSurfaceType(); + + UFUNCTION(BlueprintCallable) + void EndStun(); + + void Die(); + + UFUNCTION(BlueprintCallable) + void FinishDeath(); +private: + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = true)) + USpringArmComponent* CameraBoom; + + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = true)) + UCameraComponent* FollowCamera; + + /* Base turn rate, in deg/sec. Other scaling may affect final rate */ + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = true)) + float BaseTurnRate; + + /* Base look up/down rate, in deg/sec. Other scaling may affect final rate */ + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = true)) + float BaseLookUpRate; + + /* Turn rate while not aiming */ + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = true)) + float HipTurnRate; + + /* Look up rate while not aiming */ + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = true)) + float HipLookUpRate; + + /* Turn rate when aiming */ + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = true)) + float AimingTurnRate; + + /* Look up rate when aiming */ + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = true)) + float AimingLookUpRate; + + /* Scale factor for mouse look sensitivity. Turn rate when not aiming */ + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = true), + meta = (ClampMin = 0.0, ClampMax = 1.0, UIMin = 0.0, UIMax = 1.0)) + float MouseHipTurnRate; + + /* Scale factor for mouse look sensitivity. Look up rate when not aiming */ + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = true), + meta = (ClampMin = 0.0, ClampMax = 1.0, UIMin = 0.0, UIMax = 1.0)) + float MouseHipLookUpRate; + + /* Scale factor for mouse look sensitivity. Turn rate when aiming */ + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = true), + meta = (ClampMin = 0.0, ClampMax = 1.0, UIMin = 0.0, UIMax = 1.0)) + float MouseAimingTurnRate; + + /* Scale factor for mouse look sensitivity. Look up rate when aiming */ + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = true), + meta = (ClampMin = 0.0, ClampMax = 1.0, UIMin = 0.0, UIMax = 1.0)) + float MouseAimingLookUpRate; + + /* Montage for firing the weapon */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Combat, meta = (AllowPrivateAccess = true)) + UAnimMontage* HipFireMontage; + + /* Particles spawned upon bullet impact */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Combat, meta = (AllowPrivateAccess = true)) + UParticleSystem* ImpactParticles; + + /* Smoke trail for bullets */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Combat, meta = (AllowPrivateAccess = true)) + UParticleSystem* BeamParticles; + + /* True when aiming */ + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Combat, meta = (AllowPrivateAccess = true)) + bool bAiming; + + /* Default camera field of view value */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Camera, meta = (AllowPrivateAccess = true)) + float CameraDefaultFOV; + + /* Field of view value when camera is zoomed in */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Camera, meta = (AllowPrivateAccess = true)) + float CameraZoomedFOV; + + /* Current field of view this frame */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Camera, meta = (AllowPrivateAccess = true)) + float CameraCurrentFOV; + + /* Interp speed for zooming when aiming */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Combat, meta = (AllowPrivateAccess = true)) + float ZoomInterpSpeed; + + /* Determines the spread of the crosshairs */ + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Crosshairs, meta = (AllowPrivateAccess = true)) + float CrosshairSpreadMultiplier; + + /* Velocity component for crosshairs spread */ + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Crosshairs, meta = (AllowPrivateAccess = true)) + float CrosshairVelocityFactor; + + /* In air component for crosshairs spread */ + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Crosshairs, meta = (AllowPrivateAccess = true)) + float CrosshairInAirFactor; + + /* Aim component for crosshairs spread */ + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Crosshairs, meta = (AllowPrivateAccess = true)) + float CrosshairAimFactor; + + /* Shooting component for crosshairs spread */ + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Crosshairs, meta = (AllowPrivateAccess = true)) + float CrosshairShootingFactor; + + float ShootTimeDuration; + bool bFiringBullet; + FTimerHandle CrosshairShootTimer; + + bool bFireButtonPressed; + + /* True when we cane fire. False when waiting for the timer */ + bool bShouldFire; + + /* Sets a timer between gunshots */ + FTimerHandle AutoFireTimer; + + /* True if we should trace every frame for items */ + bool bShouldTraceForItems; + + /* Number of overlapped AItems */ + int8 OverlappedItemCount; + + /* Currently equipped weapon */ + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Combat, meta = (AllowPrivateAccess = true)) + AWeapon * EquippedWeapon; + + /* Set this in blueprints for the default weapon class */ + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = Combat, meta = (AllowPrivateAccess = true)) + TSubclassOf DefaultWeaponClass; + + /** Item currently hit by our trace in TraceForItems() (could be null) */ + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Combat, meta = (AllowPrivateAccess = true)) + AItem* TraceHitItem; + + /** Item hit by our trace in TraceForItems() from last frame (could be null) */ + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Combat, meta = (AllowPrivateAccess = true)) + AItem* OldTraceHitItem; + + /** Distance outward from the camera for the interp destination */ + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Items, meta = (AllowPrivateAccess = true)) + float CameraInterpDistance; + + /** Distance upward from the camera for the interp destination */ + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Items, meta = (AllowPrivateAccess = true)) + float CameraInterpElevation; + + /** Map to keep track of ammo of the different weapon types */ + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Items, meta = (AllowPrivateAccess = true)) + TMap AmmoMap; + + /** Staring amount of 9mm ammo */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Items, meta = (AllowPrivateAccess = true)) + int32 Starting9mmAmmo; + + /** Staring amount of AR ammo */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Items, meta = (AllowPrivateAccess = true)) + int32 StartingARAmmo; + + /** Combat State can only fire or reload if Unoccupied */ + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Combat, meta = (AllowPrivateAccess = true)) + ECombatState CombatState; + + /* Montage for reloading the weapon */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Combat, meta = (AllowPrivateAccess = true)) + UAnimMontage* ReloadMontage; + + /* Montage for reloading the weapon */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Combat, meta = (AllowPrivateAccess = true)) + UAnimMontage* EquipMontage; + + /* Transform of the clip when we first grab the clip during reloading */ + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Combat, meta = (AllowPrivateAccess = true)) + FTransform ClipTransform; + + /* Scene component to attach to the Character's hand when reloading */ + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Combat, meta = (AllowPrivateAccess = true)) + USceneComponent* HandSceneComponent; + + /** True when crouching */ + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Movement, meta = (AllowPrivateAccess = true)) + bool bCrouching; + + /** Regular movement speed */ + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Movement, meta = (AllowPrivateAccess = true)) + float BaseMovementSpeed; + + /** Crouch movement speed */ + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Movement, meta = (AllowPrivateAccess = true)) + float CrouchMovementSpeed; + + /** Current half height of the capsule */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Movement, meta = (AllowPrivateAccess = true)) + float CurrentCapsuleHalfHeight; + + /** When not crouching */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Movement, meta = (AllowPrivateAccess = true)) + float StandingCapsuleHalfHeight; + + /** When crouching */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Movement, meta = (AllowPrivateAccess = true)) + float CrouchingCapsuleHalfHeight; + + /** The offset applied to the mesh in the crouch state */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Movement, meta = (AllowPrivateAccess = true)) + float CrouchingMeshZOffset; + + /** Ground friction while not crouching */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Movement, meta = (AllowPrivateAccess = true)) + float BaseGroundFriction; + + /** Ground friction while crouching */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Movement, meta = (AllowPrivateAccess = true)) + float CrouchingGroundFriction; + + /** Used for knowing when aiming button was pressed */ + bool bAimingButtonPressed; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = Items, meta = (AllowPrivateAccess = true)) + USceneComponent* WeaponInterpComp; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = Items, meta = (AllowPrivateAccess = true)) + USceneComponent* InterpComp1; + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = Items, meta = (AllowPrivateAccess = true)) + USceneComponent* InterpComp2; + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = Items, meta = (AllowPrivateAccess = true)) + USceneComponent* InterpComp3; + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = Items, meta = (AllowPrivateAccess = true)) + USceneComponent* InterpComp4; + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = Items, meta = (AllowPrivateAccess = true)) + USceneComponent* InterpComp5; + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = Items, meta = (AllowPrivateAccess = true)) + USceneComponent* InterpComp6; + + /** Array of interp location structs */ + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = Items, meta = (AllowPrivateAccess = true)) + TArray InterpLocations; + + FTimerHandle PickupSoundTimer; + FTimerHandle EquipSoundTimer; + + bool bShouldPlayPickupSound; + bool bShouldPlayEquipSound; + + /** Time to wait before we can play another Pickup sound */ + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Items, meta = (AllowPrivateAccess = true)) + float PickupSoundResetTime; + + /** Time to wait before we can play another Equip sound */ + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Items, meta = (AllowPrivateAccess = true)) + float EquipSoundResetTime; + + /** An array of AItems for our inventory */ + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Inventory, meta = (AllowPrivateAccess = true)) + TArray Inventory; + + const int32 INVENTORY_CAPACITY{ 6 }; + + /** Delegate for sending slot information to InventoryBar when equipping */ + UPROPERTY(BlueprintAssignable, Category = Delegates, meta = (AllowPrivateAccess = true)) + FEquipItemDelegate EquipItemDelegate; + + /** Delegate for sending slot information for playing the icon animation */ + UPROPERTY(BlueprintAssignable, Category = Delegates, meta = (AllowPrivateAccess = true)) + FHighlightIconDelegate HighlightIconDelegate; + + /** The index for the currently highlighted slot */ + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Inventory, meta = (AllowPrivateAccess = true)) + int32 HighlightedSlot; + + /** Character health */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Combat, meta = (AllowPrivateAccess = true)) + float Health; + + /** Character max health */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Combat, meta = (AllowPrivateAccess = true)) + float MaxHealth; + + /** Sound made when character gets hit by a melee attack */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Combat, meta = (AllowPrivateAccess = true)) + USoundCue* MeleeImpactSound; + + /** Blood splatter particles for melee hit */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Combat, meta = (AllowPrivateAccess = true)) + UParticleSystem* BloodParticles; + + /** Hit react anim montage; for when the character is stunned */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Combat, meta = (AllowPrivateAccess = true)) + UAnimMontage* HitReactMontage; + + /** Chance of being stunned when hit by an enemy */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Combat, meta = (AllowPrivateAccess = true)) + float StunChance; + + /** Character death anim montage */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Combat, meta = (AllowPrivateAccess = true)) + UAnimMontage* DeathMontage; + + /** When the Character health is 0 and dying animation started */ + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Combat, meta = (AllowPrivateAccess = true)) + bool bDying; +public: + /* Returns CameraBoom SubObject */ + FORCEINLINE USpringArmComponent* GetCameraBoom() const { return CameraBoom; } + + /* Returns FollowCamera SubObject */ + FORCEINLINE UCameraComponent* GetFollowCamera() const { return FollowCamera; } + + FORCEINLINE bool GetAiming() const { return bAiming; } + + UFUNCTION(BlueprintCallable) + float GetCrosshairSpreadMultiplier() const; + + FORCEINLINE int8 GetOverlappedItemCount() const { return OverlappedItemCount; } + + /* Adds/Subtracts to/from OverlappedItemCount and updates bShouldTraceForItems */ + void IncrementOverlappedItemCount(int8 Amount); + + // No longer needed; AItem has GetInterpLocation + //FVector GetCameraInterpLocation(); + + void GetPickupItem(AItem* Item); + + FORCEINLINE ECombatState GetCombatState() const { return CombatState; } + + FORCEINLINE bool IsCrouching() const { return bCrouching; } + + FInterpLocation GetInterpLocation(int32 Index); + + // Returns the index in InterpLocations array with the lowest ItemCount + int32 GetInterpLocationIndex(); + + void IncrementInterpLocItemCount(int32 Index, int32 Amount); + + FORCEINLINE bool ShouldPlayPickupSound() const { return bShouldPlayPickupSound; } + FORCEINLINE bool ShouldPlayEquipSound() const { return bShouldPlayEquipSound; } + + void StartPickupSoundTimer(); + void StartEquipSoundTimer(); + + void UnhighlightInventorySlot(); + + UFUNCTION(BlueprintCallable) + AWeapon* GetEquippedWeapon() const { return EquippedWeapon; } + + UFUNCTION(BlueprintCallable) + TMap GetAmmoMap() const { return AmmoMap; } + + UFUNCTION(BlueprintCallable) + TArray GetInventory() const { return Inventory; } + + UFUNCTION(BlueprintCallable) + float GetHealth() const { return Health; } + + UFUNCTION(BlueprintCallable) + float GetMaxHealth() const { return MaxHealth; } + + FORCEINLINE USoundCue* GetMeleeImpactSound() const { return MeleeImpactSound; } + FORCEINLINE UParticleSystem* GetBloodParticles() const { return BloodParticles; } + + void Stun(); + FORCEINLINE float GetStunChance() const { return StunChance; } +}; diff --git a/Source/Shooter/ShooterGameModeBase.cpp b/Source/Shooter/ShooterGameModeBase.cpp new file mode 100644 index 00000000..16fc148f --- /dev/null +++ b/Source/Shooter/ShooterGameModeBase.cpp @@ -0,0 +1,5 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + + +#include "ShooterGameModeBase.h" + diff --git a/Source/Shooter/ShooterGameModeBase.h b/Source/Shooter/ShooterGameModeBase.h new file mode 100644 index 00000000..65122f6a --- /dev/null +++ b/Source/Shooter/ShooterGameModeBase.h @@ -0,0 +1,17 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" +#include "GameFramework/GameModeBase.h" +#include "ShooterGameModeBase.generated.h" + +/** + * + */ +UCLASS() +class SHOOTER_API AShooterGameModeBase : public AGameModeBase +{ + GENERATED_BODY() + +}; diff --git a/Source/Shooter/ShooterPlayerController.cpp b/Source/Shooter/ShooterPlayerController.cpp new file mode 100644 index 00000000..b3b6a4d6 --- /dev/null +++ b/Source/Shooter/ShooterPlayerController.cpp @@ -0,0 +1,27 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "ShooterPlayerController.h" + +#include "Blueprint/UserWidget.h" + +AShooterPlayerController::AShooterPlayerController() +{ +} + +void AShooterPlayerController::BeginPlay() +{ + Super::BeginPlay(); + + // Check our HUD Overlay TSubclassOf variable + if (HUDOverlayClass) + { + HUDOverlay = CreateWidget(this, HUDOverlayClass); + + if (HUDOverlay) + { + HUDOverlay->AddToViewport(); + HUDOverlay->SetVisibility(ESlateVisibility::Visible); + } + } +} diff --git a/Source/Shooter/ShooterPlayerController.h b/Source/Shooter/ShooterPlayerController.h new file mode 100644 index 00000000..3ef5fa24 --- /dev/null +++ b/Source/Shooter/ShooterPlayerController.h @@ -0,0 +1,33 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "GameFramework/PlayerController.h" +#include "ShooterPlayerController.generated.h" + +class UUserWidget; + +/** + * + */ +UCLASS() +class SHOOTER_API AShooterPlayerController : public APlayerController +{ + GENERATED_BODY() +public: + AShooterPlayerController(); + +protected: + virtual void BeginPlay() override; + +private: + + /** Reference to the overall HUD Overlay Blueprint class */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Widgets, meta = (AllowPrivateAccess = "true")) + TSubclassOf HUDOverlayClass; + + /** Variable to hold the HUD Overlay Widget after creating it */ + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Widgets, meta = (AllowPrivateAccess = "true")) + UUserWidget* HUDOverlay; +}; diff --git a/Source/Shooter/Weapon.cpp b/Source/Shooter/Weapon.cpp new file mode 100644 index 00000000..2eb3c982 --- /dev/null +++ b/Source/Shooter/Weapon.cpp @@ -0,0 +1,201 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "Weapon.h" +#include "Engine/SkeletalMesh.h" +#include "Components/SkeletalMeshComponent.h" +#include "TimerManager.h" + +AWeapon::AWeapon() : + ThrowWeaponTime(0.7f), + bFalling(false), + Ammo(30), + MagazineCapacity(30), + WeaponType(EWeaponType::EWT_SubmachineGun), + AmmoType(EAmmoType::EAT_9mm), + ReloadMontageSection(FName(TEXT("Reload SMG"))), + ClipBoneName(TEXT("smg_clip")), + SlideDisplacement(0.f), + SlideDisplacementTime(0.2f), + bMovingSlide(false), + MaxSlideDisplacement(4.f), + MaxRecoilRotation(20.f), + bAutomatic(true) +{ + PrimaryActorTick.bCanEverTick = true; +} + +void AWeapon::Tick(float DeltaTime) +{ + Super::Tick(DeltaTime); + + /* Keep it upright */ + if (GetItemState() == EItemState::EIS_Falling && bFalling) + { + FRotator MeshRotation{ 0.0, GetItemMesh()->GetComponentRotation().Yaw, 0.0 }; + GetItemMesh()->SetWorldRotation(MeshRotation, false, + nullptr, ETeleportType::TeleportPhysics); + } + + // Update slide on pistol + UpdateSlideDisplacement(); +} + +void AWeapon::ThrowWeapon() +{ + FRotator MeshRotation{ 0.0, GetItemMesh()->GetComponentRotation().Yaw, 0.0 }; + GetItemMesh()->SetWorldRotation(MeshRotation, false, + nullptr, ETeleportType::TeleportPhysics); + + const FVector MeshForward{ GetItemMesh()->GetForwardVector() }; + const FVector MeshRight{ GetItemMesh()->GetRightVector() }; + + // Direction in which we throw the weapon + FVector ImpulseDirection = MeshRight.RotateAngleAxis(-20.f, MeshForward); + + float RandomRotation{ 30.f }; + ImpulseDirection = ImpulseDirection.RotateAngleAxis(RandomRotation, FVector(0.f, 0.f, 1.f)); + ImpulseDirection *= 2000.f; + GetItemMesh()->AddImpulse(ImpulseDirection); + + bFalling = true; + GetWorldTimerManager().SetTimer(ThrowWeaponTimer, this, + &AWeapon::StopFalling, ThrowWeaponTime); + + EnableGlowMaterial(); +} + +void AWeapon::DecrementAmmo() +{ + if (Ammo - 1 <= 0) + Ammo = 0; + else + --Ammo; +} + +void AWeapon::StartSlideTimer() +{ + bMovingSlide = true; + GetWorldTimerManager().SetTimer(SlideTimer, this, &AWeapon::FinishMovingSlide, SlideDisplacementTime); +} + +void AWeapon::ReloadAmmo(int32 Amount) +{ + checkf(Ammo + Amount <= MagazineCapacity, TEXT("Attempted to reload with more than the magazine capacity!")) + Ammo += Amount; +} + +bool AWeapon::ClipIsFull() +{ + return Ammo >= MagazineCapacity; +} + +void AWeapon::StopFalling() +{ + bFalling = false; + SetItemState(EItemState::EIS_Pickup); + StartPulseTimer(); +} + +void AWeapon::OnConstruction(const FTransform& Transform) +{ + Super::OnConstruction(Transform); + + const FString WeaponTablePath{ TEXT("/Script/Engine.DataTable'/Game/_Game/DataTable/WeaponDataTable.WeaponDataTable'") }; + UDataTable* WeaponTableObject = Cast(StaticLoadObject(UDataTable::StaticClass(), nullptr, *WeaponTablePath)); + + if (WeaponTableObject) + { + FWeaponDataTable* WeaponDataRow = nullptr; + switch (WeaponType) + { + case EWeaponType::EWT_AssaultRifle: + WeaponDataRow = WeaponTableObject->FindRow(FName("AssaultRifle"), TEXT("")); + break; + case EWeaponType::EWT_Pistol: + WeaponDataRow = WeaponTableObject->FindRow(FName("Pistol"), TEXT("")); + break; + case EWeaponType::EWT_SubmachineGun: + default: + WeaponDataRow = WeaponTableObject->FindRow(FName("SubmachineGun"), TEXT("")); + } + + if (WeaponDataRow) + { + AmmoType = WeaponDataRow->AmmoType; + Ammo = WeaponDataRow->WeaponAmmo; + MagazineCapacity = WeaponDataRow->MagazineCapacity; + SetPickupSound(WeaponDataRow->PickupSound); + SetEquipSound(WeaponDataRow->EquipSound); + GetItemMesh()->SetSkeletalMesh(WeaponDataRow->ItemMesh); + SetItemName(WeaponDataRow->ItemName); + SetIconItem(WeaponDataRow->InventoryIcon); + SetIconAmmo(WeaponDataRow->AmmoIcon); + + SetMaterialInstance(WeaponDataRow->MaterialInstance); + PreviousMaterialIndex = GetMaterialIndex(); + GetItemMesh()->SetMaterial(PreviousMaterialIndex, nullptr); + SetMaterialIndex(WeaponDataRow->MaterialIndex); + + ClipBoneName = WeaponDataRow->ClipBoneName; + ReloadMontageSection = WeaponDataRow->ReloadMontageSection; + + GetItemMesh()->SetAnimInstanceClass(WeaponDataRow->AnimBP); + + CrosshairsMiddle = WeaponDataRow->CrosshairsMiddle; + CrosshairsLeft = WeaponDataRow->CrosshairsLeft; + CrosshairsRight = WeaponDataRow->CrosshairsRight; + CrosshairsBottom = WeaponDataRow->CrosshairsBottom; + CrosshairsTop = WeaponDataRow->CrosshairsTop; + + AutoFireRate = WeaponDataRow->AutoFireRate; + MuzzleFlash = WeaponDataRow->MuzzleFlash; + FireSound = WeaponDataRow->FireSound; + + BoneToHide = WeaponDataRow->BoneToHide; + if (BoneToHide != FName("")) + { + GetItemMesh()->HideBoneByName(BoneToHide, EPhysBodyOp::PBO_None); + } + + bAutomatic = WeaponDataRow->bAutomatic; + Damage = WeaponDataRow->Damage; + HeadshotDamage = WeaponDataRow->HeadshotDamage; + } + + if (GetMaterialInstance()) + { + SetDynamicMaterialInstance(UMaterialInstanceDynamic::Create(GetMaterialInstance(), this)); + GetDynamicMaterialInstance()->SetVectorParameterValue(TEXT("FresnelColor"), GetGlowColor()); + GetItemMesh()->SetMaterial(GetMaterialIndex(), GetDynamicMaterialInstance()); + + EnableGlowMaterial(); + } + } +} + +void AWeapon::BeginPlay() +{ + Super::BeginPlay(); + + if (BoneToHide != FName("")) + { + GetItemMesh()->HideBoneByName(BoneToHide, EPhysBodyOp::PBO_None); + } +} + +void AWeapon::FinishMovingSlide() +{ + bMovingSlide = false; +} + +void AWeapon::UpdateSlideDisplacement() +{ + if (!SlideDisplacementCurve && !bMovingSlide) return; + + const float ElapsedTime{ GetWorldTimerManager().GetTimerElapsed(SlideTimer) }; + const float CurveValue{ SlideDisplacementCurve->GetFloatValue(ElapsedTime) }; + + SlideDisplacement = CurveValue * MaxSlideDisplacement; + RecoilRotation = CurveValue * MaxRecoilRotation; +} diff --git a/Source/Shooter/Weapon.h b/Source/Shooter/Weapon.h new file mode 100644 index 00000000..be097ed1 --- /dev/null +++ b/Source/Shooter/Weapon.h @@ -0,0 +1,268 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "Materials/MaterialInstance.h" +#include "Animation/AnimInstance.h" + +#include "Item.h" +#include "AmmoType.h" +#include "Engine/DataTable.h" +#include "WeaponType.h" + +#include "Weapon.generated.h" + +class USoundCue; +class UWidgetComponent; +class UParticleSystem; +class USkeletalMesh; + +USTRUCT(BlueprintType) +struct FWeaponDataTable : public FTableRowBase +{ + GENERATED_BODY() + + UPROPERTY(EditAnywhere, BlueprintReadWrite) + EAmmoType AmmoType; + + UPROPERTY(EditAnywhere, BlueprintReadWrite) + int32 WeaponAmmo; + + UPROPERTY(EditAnywhere, BlueprintReadWrite) + int32 MagazineCapacity; + + UPROPERTY(EditAnywhere, BlueprintReadWrite) + USoundCue* PickupSound; + + UPROPERTY(EditAnywhere, BlueprintReadWrite) + USoundCue* EquipSound; + + UPROPERTY(EditAnywhere, BlueprintReadWrite) + USkeletalMesh* ItemMesh; + + UPROPERTY(EditAnywhere, BlueprintReadWrite) + FString ItemName; + + UPROPERTY(EditAnywhere, BlueprintReadWrite) + UTexture2D* InventoryIcon; + + UPROPERTY(EditAnywhere, BlueprintReadWrite) + UTexture2D* AmmoIcon; + + UPROPERTY(EditAnywhere, BlueprintReadWrite) + UMaterialInstance* MaterialInstance; + + UPROPERTY(EditAnywhere, BlueprintReadWrite) + int32 MaterialIndex; + + UPROPERTY(EditAnywhere, BlueprintReadWrite) + FName ClipBoneName; + + UPROPERTY(EditAnywhere, BlueprintReadWrite) + FName ReloadMontageSection; + + UPROPERTY(EditAnywhere, BlueprintReadWrite) + TSubclassOf AnimBP; + + UPROPERTY(EditAnywhere, BlueprintReadWrite) + UTexture2D* CrosshairsMiddle; + + UPROPERTY(EditAnywhere, BlueprintReadWrite) + UTexture2D* CrosshairsLeft; + + UPROPERTY(EditAnywhere, BlueprintReadWrite) + UTexture2D* CrosshairsRight; + + UPROPERTY(EditAnywhere, BlueprintReadWrite) + UTexture2D* CrosshairsBottom; + + UPROPERTY(EditAnywhere, BlueprintReadWrite) + UTexture2D* CrosshairsTop; + + UPROPERTY(EditAnywhere, BlueprintReadWrite) + float AutoFireRate; + + UPROPERTY(EditAnywhere, BlueprintReadWrite) + UParticleSystem* MuzzleFlash; + + UPROPERTY(EditAnywhere, BlueprintReadWrite) + USoundCue* FireSound; + + UPROPERTY(EditAnywhere, BlueprintReadWrite) + FName BoneToHide; + + UPROPERTY(EditAnywhere, BlueprintReadWrite) + bool bAutomatic; + + UPROPERTY(EditAnywhere, BlueprintReadWrite) + float Damage; + + UPROPERTY(EditAnywhere, BlueprintReadWrite) + float HeadshotDamage; +}; + +/** + * + */ +UCLASS() +class SHOOTER_API AWeapon : public AItem +{ + GENERATED_BODY() + +public: + AWeapon(); + + virtual void Tick(float DeltaTime) override; + +protected: + void StopFalling(); + + virtual void OnConstruction(const FTransform& Transform) override; + + virtual void BeginPlay() override; + + void FinishMovingSlide(); + void UpdateSlideDisplacement(); + +private: + FTimerHandle ThrowWeaponTimer; + float ThrowWeaponTime; + bool bFalling; + + /** Ammo count for this weapon */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon Properties", meta = (AllowPrivateAccess = "true")) + int32 Ammo; + + /** Max ammo that our weapon can hold */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon Properties", meta = (AllowPrivateAccess = "true")) + int32 MagazineCapacity; + + /** Type of weapon */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon Properties", meta = (AllowPrivateAccess = "true")) + EWeaponType WeaponType; + + /** Type of ammo for this weapon */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon Properties", meta = (AllowPrivateAccess = "true")) + EAmmoType AmmoType; + + /** FName for the reload montage section */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon Properties", meta = (AllowPrivateAccess = "true")) + FName ReloadMontageSection; + + /** True when moving the clip while reloading */ + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Weapon Properties", meta = (AllowPrivateAccess = "true")) + bool bMovingClip; + + /** FName for the clip bone */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon Properties", meta = (AllowPrivateAccess = "true")) + FName ClipBoneName; + + /** Data table for weapon properties */ + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = DataTable, meta = (AllowPrivateAccess = "true")) + UDataTable* WeaponDataTable; + + int32 PreviousMaterialIndex; + + /** Textures for the weapon crosshairs */ + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = DataTable, meta = (AllowPrivateAccess = "true")) + UTexture2D* CrosshairsMiddle; + + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = DataTable, meta = (AllowPrivateAccess = "true")) + UTexture2D* CrosshairsLeft; + + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = DataTable, meta = (AllowPrivateAccess = "true")) + UTexture2D* CrosshairsRight; + + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = DataTable, meta = (AllowPrivateAccess = "true")) + UTexture2D* CrosshairsBottom; + + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = DataTable, meta = (AllowPrivateAccess = "true")) + UTexture2D* CrosshairsTop; + + /** The speed at which automatic fire happens */ + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = DataTable, meta = (AllowPrivateAccess = "true")) + float AutoFireRate; + + /** Particle system spawned at the BarrelSocket */ + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = DataTable, meta = (AllowPrivateAccess = "true")) + UParticleSystem* MuzzleFlash; + + /** Sound played when the weapon is fired */ + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = DataTable, meta = (AllowPrivateAccess = "true")) + USoundCue* FireSound; + + /** Name of the bone to hide on the weapon mesh */ + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = DataTable, meta = (AllowPrivateAccess = "true")) + FName BoneToHide; + + /** Amount that the slide is pushed back during pistol fire */ + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Pistol, meta = (AllowPrivateAccess = "true")) + float SlideDisplacement; + + /** Curve for the slide displacement */ + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Pistol, meta = (AllowPrivateAccess = "true")) + UCurveFloat* SlideDisplacementCurve; + + /** Timer handle for updating SlideDisplacement */ + FTimerHandle SlideTimer; + + /** Time for displacing the slide during pistol fire */ + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Pistol, meta = (AllowPrivateAccess = "true")) + float SlideDisplacementTime; + + /** True when moving the pistol slide */ + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Pistol, meta = (AllowPrivateAccess = "true")) + bool bMovingSlide; + + /** Max distance for the slide on the pistol */ + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Pistol, meta = (AllowPrivateAccess = "true")) + float MaxSlideDisplacement; + + /** Max rotation for pistol recoil */ + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Pistol, meta = (AllowPrivateAccess = "true")) + float MaxRecoilRotation; + + /** Amount that the pistol will rotate during pistol fire */ + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Pistol, meta = (AllowPrivateAccess = "true")) + float RecoilRotation; + + /** True for auto gunfire */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon Properties", meta = (AllowPrivateAccess = "true")) + bool bAutomatic; + + /** Amount of damage caused by bullet */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon Properties", meta = (AllowPrivateAccess = "true")) + float Damage; + + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon Properties", meta = (AllowPrivateAccess = "true")) + float HeadshotDamage; +public: + /** Adds an impulse to the weapon */ + void ThrowWeapon(); + + FORCEINLINE int32 GetAmmo() const { return Ammo; } + + /** Called from Character class when firing weapon */ + void DecrementAmmo(); + + FORCEINLINE EWeaponType GetWeaponType() const { return WeaponType; } + FORCEINLINE EAmmoType GetAmmoType() const { return AmmoType; } + FORCEINLINE int32 GetMagazineCapacity() const { return MagazineCapacity; } + FORCEINLINE FName GetReloadMontageSection() const { return ReloadMontageSection; } + FORCEINLINE FName GetClipBoneName() const { return ClipBoneName; } + FORCEINLINE float GetAutoFireRate() const { return AutoFireRate; } + FORCEINLINE UParticleSystem* GetMuzzleFlash() const { return MuzzleFlash; } + FORCEINLINE USoundCue* GetFireSound() const { return FireSound; } + FORCEINLINE bool GetAutomatic() const { return bAutomatic; } + FORCEINLINE float GetDamage() const { return Damage; } + FORCEINLINE float GetHeadshotDamage() const { return HeadshotDamage; } + + void StartSlideTimer(); + + void ReloadAmmo(int32 Amount); + + FORCEINLINE void SetMovingClip(bool Move) { bMovingClip = Move; }; + + bool ClipIsFull(); +}; diff --git a/Source/Shooter/WeaponType.h b/Source/Shooter/WeaponType.h new file mode 100644 index 00000000..4857f106 --- /dev/null +++ b/Source/Shooter/WeaponType.h @@ -0,0 +1,11 @@ +#pragma once + +UENUM(BlueprintType) +enum class EWeaponType : uint8 +{ + EWT_SubmachineGun UMETA(DisplayName = "SubmachineGun"), + EWT_AssaultRifle UMETA(DisplayName = "AssaultRifle"), + EWT_Pistol UMETA(DisplayName = "Pistol"), + + EWT_MAX UMETA(DisplayName = "DefaultMax"), +}; \ No newline at end of file diff --git a/Source/ShooterEditor.Target.cs b/Source/ShooterEditor.Target.cs new file mode 100644 index 00000000..bb2f4ac9 --- /dev/null +++ b/Source/ShooterEditor.Target.cs @@ -0,0 +1,15 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +using UnrealBuildTool; +using System.Collections.Generic; + +public class ShooterEditorTarget : TargetRules +{ + public ShooterEditorTarget( TargetInfo Target) : base(Target) + { + Type = TargetType.Editor; + DefaultBuildSettings = BuildSettingsVersion.Latest; + IncludeOrderVersion = EngineIncludeOrderVersion.Latest; + ExtraModuleNames.AddRange( new string[] { "Shooter" } ); + } +} diff --git a/mystic_flow.uproject b/mystic_flow.uproject new file mode 100644 index 00000000..bb32bfa8 --- /dev/null +++ b/mystic_flow.uproject @@ -0,0 +1,42 @@ +{ + "FileVersion": 3, + "EngineAssociation": "5.5", + "Category": "", + "Description": "", + "Modules": [ + { + "Name": "Shooter", + "Type": "Runtime", + "LoadingPhase": "Default", + "AdditionalDependencies": [ + "Engine", + "AIModule" + ] + } + ], + "Plugins": [ + { + "Name": "ModelingToolsEditorMode", + "Enabled": true, + "TargetAllowList": [ + "Editor" + ] + }, + { + "Name": "Bridge", + "Enabled": true + }, + { + "Name": "StaticMeshEditorModeling", + "Enabled": true + }, + { + "Name": "WidgetEditorToolPalette", + "Enabled": true + }, + { + "Name": "BlueprintSnapNodes", + "Enabled": true + } + ] +} \ No newline at end of file diff --git a/shadertoolsconfig.json b/shadertoolsconfig.json new file mode 100644 index 00000000..9e8ecb44 --- /dev/null +++ b/shadertoolsconfig.json @@ -0,0 +1,8 @@ +{ + "hlsl.preprocessorDefinitions": { + }, + " hlsl.additionalIncludeDirectories": [ + ], + "hlsl.virtualDirectoryMappings": { + } +}