450 lines
14 KiB
C++
450 lines
14 KiB
C++
// Fill out your copyright notice in the Description page of Project Settings.
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#include "Enemy.h"
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#include "Blueprint/UserWidget.h"
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#include "Kismet/GameplayStatics.h"
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#include "Sound/SoundCue.h"
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#include "Particles/ParticleSystemComponent.h"
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#include "Kismet/KismetMathLibrary.h"
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#include "DrawDebugHelpers.h"
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#include "EnemyController.h"
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#include "BehaviorTree/BlackboardComponent.h"
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#include "Components/SkeletalMeshComponent.h"
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#include "Components/SphereComponent.h"
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#include "ShooterCharacter.h"
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#include "Components/BoxComponent.h"
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#include "Components/CapsuleComponent.h"
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#include "Engine/SkeletalMeshSocket.h"
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#include "TimerManager.h"
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#include "Animation/AnimInstance.h"
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// Sets default values
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AEnemy::AEnemy() :
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Health(100.f),
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MaxHealth(100.f),
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HealthBarDisplayTime(4.f),
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HitReactTimeMin(.5f),
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HitReactTimeMax(1.f),
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bCanHitReact(true),
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HitNumberDestroyTime(1.5f),
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bStunned(false),
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StunChance(0.8f),
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AttackLFast(TEXT("AttackLFast")),
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AttackRFast(TEXT("AttackRFast")),
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AttackL(TEXT("AttackL")),
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AttackR(TEXT("AttackR")),
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BaseDamage(20.f),
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LeftWeaponSocket(TEXT("FX_Trail_L_02")),
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RightWeaponSocket(TEXT("FX_Trail_R_02")),
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bCanAttack(true),
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AttackWaitTime(1.f),
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bDying(false),
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DeathTime(4.f)
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{
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// Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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PrimaryActorTick.bCanEverTick = true;
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// Create the Agro Sphere
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AgroSphere = CreateDefaultSubobject<USphereComponent>(TEXT("AgroSphere"));
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AgroSphere->SetupAttachment(GetRootComponent());
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// Create the Combat Range Sphere
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CombatRangeSphere = CreateDefaultSubobject<USphereComponent>(TEXT("CombatRangeSphere"));
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CombatRangeSphere->SetupAttachment(GetRootComponent());
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// Construct left and right weapon collision boxes
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LeftWeaponCollision = CreateDefaultSubobject<UBoxComponent>(TEXT("Left Weapon Box"));
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LeftWeaponCollision->SetupAttachment(GetMesh(), FName("LeftWeaponBone"));
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RightWeaponCollision = CreateDefaultSubobject<UBoxComponent>(TEXT("Right Weapon Box"));
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RightWeaponCollision->SetupAttachment(GetMesh(), FName("RightWeaponBone"));
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}
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// Called when the game starts or when spawned
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void AEnemy::BeginPlay()
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{
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Super::BeginPlay();
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AgroSphere->OnComponentBeginOverlap.AddDynamic(this, &AEnemy::AgroSphereOverlap);
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CombatRangeSphere->OnComponentBeginOverlap.AddDynamic(this, &AEnemy::CombatRangeOverlap);
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CombatRangeSphere->OnComponentEndOverlap.AddDynamic(this, &AEnemy::CombatRangeEndOverlap);
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// Bind functions to overlap events for weapon boxes
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LeftWeaponCollision->OnComponentBeginOverlap.AddDynamic(this, &AEnemy::OnLeftWeaponOverlap);
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RightWeaponCollision->OnComponentBeginOverlap.AddDynamic(this, &AEnemy::OnRightWeaponOverlap);
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// Set collision presets for weapon boxes
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LeftWeaponCollision->SetCollisionEnabled(ECollisionEnabled::NoCollision);
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LeftWeaponCollision->SetCollisionObjectType(ECollisionChannel::ECC_WorldDynamic);
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LeftWeaponCollision->SetCollisionResponseToAllChannels(ECollisionResponse::ECR_Ignore);
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LeftWeaponCollision->SetCollisionResponseToChannel(ECollisionChannel::ECC_Pawn, ECollisionResponse::ECR_Overlap);
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RightWeaponCollision->SetCollisionEnabled(ECollisionEnabled::NoCollision);
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RightWeaponCollision->SetCollisionObjectType(ECollisionChannel::ECC_WorldDynamic);
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RightWeaponCollision->SetCollisionResponseToAllChannels(ECollisionResponse::ECR_Ignore);
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RightWeaponCollision->SetCollisionResponseToChannel(ECollisionChannel::ECC_Pawn, ECollisionResponse::ECR_Overlap);
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GetMesh()->SetCollisionResponseToChannel(ECollisionChannel::ECC_Visibility, ECollisionResponse::ECR_Block);
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GetMesh()->SetCollisionResponseToChannel(ECollisionChannel::ECC_Camera, ECollisionResponse::ECR_Ignore);
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GetCapsuleComponent()->SetCollisionResponseToChannel(ECollisionChannel::ECC_Camera, ECollisionResponse::ECR_Ignore);
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// Get the AI Controller
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EnemyController = Cast<AEnemyController>(GetController());
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if (EnemyController)
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{
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EnemyController->GetBlackboardComponent()->SetValueAsBool(TEXT("CanAttack"), true);
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}
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const FVector WorldPatrolPoint = UKismetMathLibrary::TransformLocation(GetActorTransform(), PatrolPoint);
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//DrawDebugSphere(GetWorld(), WorldPatrolPoint, 25.f, 12, FColor::Red, true);
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const FVector WorldPatrolPoint2 = UKismetMathLibrary::TransformLocation(GetActorTransform(), PatrolPoint2);
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//DrawDebugSphere(GetWorld(), WorldPatrolPoint2, 25.f, 12, FColor::Blue, true);
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if (EnemyController)
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{
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EnemyController->GetBlackboardComponent()->SetValueAsVector("PatrolPoint", WorldPatrolPoint);
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EnemyController->GetBlackboardComponent()->SetValueAsVector("PatrolPoint2", WorldPatrolPoint2);
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EnemyController->RunBehaviorTree(BehaviorTree);
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}
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}
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void AEnemy::ShowHealthBar_Implementation()
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{
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GetWorldTimerManager().ClearTimer(HealthBarTimer);
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GetWorldTimerManager().SetTimer(HealthBarTimer, this, &AEnemy::HideHealthBar, HealthBarDisplayTime);
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}
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void AEnemy::Die()
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{
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if (bDying) return;
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bDying = true;
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HideHealthBar();
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if (EnemyController)
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{
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EnemyController->GetBlackboardComponent()->SetValueAsBool("Dead", true);
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EnemyController->StopMovement();
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}
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GetCapsuleComponent()->SetCollisionResponseToChannel(ECollisionChannel::ECC_WorldDynamic, ECollisionResponse::ECR_Ignore);
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GetCapsuleComponent()->SetCollisionResponseToChannel(ECollisionChannel::ECC_Pawn, ECollisionResponse::ECR_Ignore);
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GetCapsuleComponent()->SetCollisionResponseToChannel(ECollisionChannel::ECC_Visibility, ECollisionResponse::ECR_Ignore);
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if (!DeathMontage) return;
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UAnimInstance* AnimInstance = GetMesh()->GetAnimInstance();
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if (!AnimInstance) return;
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AnimInstance->Montage_Play(DeathMontage);
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EnemyDeadDelegate.Broadcast();
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if (DeadSound)
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UGameplayStatics::PlaySoundAtLocation(this, DeadSound, GetActorLocation());
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}
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void AEnemy::FinishDeath()
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{
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GetMesh()->bPauseAnims = true;
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GetWorldTimerManager().SetTimer(DeathTimer, this, &AEnemy::DestroyEnemy, DeathTime);
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}
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void AEnemy::DestroyEnemy()
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{
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Destroy();
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}
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void AEnemy::PlayHitMontage(FName Section, float PlayRate)
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{
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if (!bCanHitReact) return;
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UAnimInstance* AnimInstance = GetMesh()->GetAnimInstance();
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if (AnimInstance && HitMontage)
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{
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AnimInstance->Montage_Play(HitMontage, PlayRate);
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AnimInstance->Montage_JumpToSection(Section, HitMontage);
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bCanHitReact = false;
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const float HitReactTime{ FMath::FRandRange(HitReactTimeMin, HitReactTimeMax) };
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GetWorldTimerManager().SetTimer(HitReactTimer, this, &AEnemy::ResetHitReactTimer, HitReactTime);
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}
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}
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void AEnemy::ResetHitReactTimer()
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{
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bCanHitReact = true;
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}
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void AEnemy::StoreHitNumber(UUserWidget* HitNumber, FVector Location)
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{
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HitNumbers.Add(HitNumber, Location);
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FTimerHandle HitNumberTimer;
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FTimerDelegate HitNumberDelegate;
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HitNumberDelegate.BindUFunction(this, FName("DestroyHitNumber"), HitNumber);
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GetWorldTimerManager().SetTimer(HitNumberTimer, HitNumberDelegate, HitNumberDestroyTime, false);
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}
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void AEnemy::DestroyHitNumber(UUserWidget* HitNumber)
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{
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HitNumbers.Remove(HitNumber);
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HitNumber->RemoveFromParent();
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}
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void AEnemy::UpdateHitNumbers()
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{
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for (auto& HitPair : HitNumbers)
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{
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UUserWidget* HitNumber{ HitPair.Key };
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const FVector Location{ HitPair.Value };
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FVector2D ScreenPosition;
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UGameplayStatics::ProjectWorldToScreen(GetWorld()->GetFirstPlayerController(),
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Location, ScreenPosition);
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HitNumber->SetPositionInViewport(ScreenPosition);
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}
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}
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void AEnemy::AgroSphereOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
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UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
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{
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if (!OtherActor) return;
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auto Character = Cast<AShooterCharacter>(OtherActor);
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if (!Character) return;
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// Set the value of the Target blackboard key
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if (!EnemyController) return;
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if (!EnemyController->GetBlackboardComponent()) return;
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EnemyController->GetBlackboardComponent()->SetValueAsObject(TEXT("Target"), Character);
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}
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void AEnemy::SetStunned(bool Stunned)
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{
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bStunned = Stunned;
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if (!EnemyController) return;
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EnemyController->GetBlackboardComponent()->SetValueAsBool(TEXT("Stunned"), Stunned);
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}
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void AEnemy::CombatRangeOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
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UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
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{
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if (!OtherActor) return;
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if (Cast<AShooterCharacter>(OtherActor) == nullptr) return;
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bInAttackRange = true;
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if (!EnemyController) return;
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EnemyController->GetBlackboardComponent()->SetValueAsBool(TEXT("InAttackRange"), true);
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//UE_LOG(LogTemp, Warning, TEXT("overlap player: %d"), static_cast<int>(bInAttackRange));
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}
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void AEnemy::CombatRangeEndOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
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UPrimitiveComponent* OtherComp, int32 OtherBodyIndex)
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{
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if (!OtherActor) return;
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if (Cast<AShooterCharacter>(OtherActor) == nullptr) return;
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bInAttackRange = false;
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if (!EnemyController) return;
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EnemyController->GetBlackboardComponent()->SetValueAsBool(TEXT("InAttackRange"), false);
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//UE_LOG(LogTemp, Warning, TEXT("end overlap player"));
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}
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void AEnemy::PlayAttackMontage(FName Section, float PlayRate)
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{
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if (bDying) return;
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UAnimInstance* AnimInstance = GetMesh()->GetAnimInstance();
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if (AnimInstance && AttackMontage)
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{
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AnimInstance->Montage_Play(AttackMontage, PlayRate);
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AnimInstance->Montage_JumpToSection(Section, AttackMontage);
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}
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bCanAttack = false;
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GetWorldTimerManager().SetTimer(AttackWaitTimer, this, &AEnemy::ResetCanAttack, AttackWaitTime);
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if (EnemyController)
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{
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EnemyController->GetBlackboardComponent()->SetValueAsBool(TEXT("CanAttack"), false);
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}
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}
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FName AEnemy::GetAttackSectionName() const
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{
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switch (FMath::RandRange(1, 4))
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{
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case 1:
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return AttackLFast;
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case 2:
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return AttackRFast;
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case 3:
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return AttackL;
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case 4:
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return AttackR;
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default:
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return AttackLFast;
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}
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}
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void AEnemy::DoDamage(AShooterCharacter* Victim)
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{
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if (!Victim) return;
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UGameplayStatics::ApplyDamage(Victim, BaseDamage, EnemyController, this, UDamageType::StaticClass());
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if (USoundCue* MeleeImpactSound = Victim->GetMeleeImpactSound())
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{
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UGameplayStatics::PlaySoundAtLocation(this, MeleeImpactSound, GetActorLocation());
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}
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}
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void AEnemy::SpawnBlood(AShooterCharacter* Victim, FName WeaponSocket)
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{
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if (!Victim) return;
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UParticleSystem* Particles = Victim->GetBloodParticles();
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if (!Particles) return;
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const USkeletalMeshSocket* TipSocket{ GetMesh()->GetSocketByName(WeaponSocket) };
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if (!TipSocket) return;
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const FTransform SocketTransform{ TipSocket->GetSocketTransform(GetMesh()) };
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UGameplayStatics::SpawnEmitterAtLocation(GetWorld(), Particles, SocketTransform);
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}
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void AEnemy::StunCharacter(AShooterCharacter* Victim)
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{
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if (!Victim) return;
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const float Stun{ FMath::RandRange(0.f,1.f) };
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if (Stun <= Victim->GetStunChance())
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{
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Victim->Stun();
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}
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}
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void AEnemy::ResetCanAttack()
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{
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bCanAttack = true;
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if (!EnemyController) return;
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EnemyController->GetBlackboardComponent()->SetValueAsBool(TEXT("CanAttack"), true);
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}
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void AEnemy::OnLeftWeaponOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
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UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
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{
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auto const Character = Cast<AShooterCharacter>(OtherActor);
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if (Character)
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{
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DoDamage(Character);
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SpawnBlood(Character, LeftWeaponSocket);
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StunCharacter(Character);
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}
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}
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void AEnemy::OnRightWeaponOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
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UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
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{
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auto const Character = Cast<AShooterCharacter>(OtherActor);
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if (Character)
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{
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DoDamage(Character);
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SpawnBlood(Character, RightWeaponSocket);
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StunCharacter(Character);
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}
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}
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void AEnemy::ActivateLeftWeapon()
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{
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LeftWeaponCollision->SetCollisionEnabled(ECollisionEnabled::QueryOnly);
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}
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void AEnemy::DeactivateLeftWeapon()
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{
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LeftWeaponCollision->SetCollisionEnabled(ECollisionEnabled::NoCollision);
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}
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void AEnemy::ActivateRightWeapon()
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{
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RightWeaponCollision->SetCollisionEnabled(ECollisionEnabled::QueryOnly);
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}
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void AEnemy::DeactivateRightWeapon()
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{
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RightWeaponCollision->SetCollisionEnabled(ECollisionEnabled::NoCollision);
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}
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// Called every frame
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void AEnemy::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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UpdateHitNumbers();
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}
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// Called to bind functionality to input
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void AEnemy::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
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{
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Super::SetupPlayerInputComponent(PlayerInputComponent);
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}
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void AEnemy::BulletHit_Implementation(FHitResult HitResult, AActor* Shooter, AController* ShooterController)
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{
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if (ImpactSound)
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{
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UGameplayStatics::PlaySoundAtLocation(this, ImpactSound, GetActorLocation());
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}
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if (ImpactParticles)
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{
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UGameplayStatics::SpawnEmitterAtLocation(GetWorld(), ImpactParticles, HitResult.Location, FRotator(0.0), true);
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}
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}
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float AEnemy::TakeDamage(float DamageAmount, FDamageEvent const& DamageEvent, AController* EventInstigator,
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AActor* DamageCauser)
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{
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// Set the Target blackboard key to aggro the character
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if (EnemyController)
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{
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EnemyController->GetBlackboardComponent()->SetValueAsObject(FName("Target"), DamageCauser);
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}
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float DamageInflicted = DamageAmount;
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if (Health - DamageAmount <= 0.f)
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{
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DamageInflicted = Health;
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Health = 0.f;
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Die();
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}
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else
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{
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Health -= DamageAmount;
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}
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if (bDying) return DamageInflicted;
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ShowHealthBar();
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// Determine actual Stun Chance based on health and damage inflicted
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float ActualStunChance = DamageInflicted / (Health / 10.f) * StunChance;
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// Determine whether bullet hit stuns
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const float Stunned = FMath::FRandRange(0.f, 1.f);
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if (Stunned <= ActualStunChance)
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{
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// Stun the Enemy
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PlayHitMontage(FName("HitReactFront"));
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SetStunned(true);
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}
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return DamageInflicted;
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}
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