Finished Course

This commit is contained in:
charnet3d 2024-03-18 05:41:10 +00:00
parent 8534982e8b
commit 01d9a93c3d
48 changed files with 159 additions and 82 deletions

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@ -1,8 +1,8 @@
[/Script/EngineSettings.GameMapsSettings] [/Script/EngineSettings.GameMapsSettings]
GameDefaultMap=/Game/Prototypes/ShooterPrototype.ShooterPrototype GameDefaultMap=/Game/_Game/Maps/ShooterTemple.ShooterTemple
EditorStartupMap=/Game/Prototypes/ShooterPrototype.ShooterPrototype EditorStartupMap=/Game/_Game/Maps/ShooterTemple.ShooterTemple
GlobalDefaultGameMode=/Game/_Game/GameMode/ShooterGameModeBaseBP.ShooterGameModeBaseBP_C GlobalDefaultGameMode=/Game/_Game/GameMode/ShooterGameModeBaseBP.ShooterGameModeBaseBP_C
[/Script/HardwareTargeting.HardwareTargetingSettings] [/Script/HardwareTargeting.HardwareTargetingSettings]
@ -111,3 +111,53 @@ DefaultBroadphaseSettings=(bUseMBPOnClient=False,bUseMBPOnServer=False,bUseMBPOu
MinDeltaVelocityForHitEvents=0.000000 MinDeltaVelocityForHitEvents=0.000000
ChaosSettings=(DefaultThreadingModel=TaskGraph,DedicatedThreadTickMode=VariableCappedWithTarget,DedicatedThreadBufferMode=Double) 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

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@ -97,6 +97,7 @@ DoubleClickTime=0.200000
+ActionMappings=(ActionName="3Key",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Three) +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="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="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=W)
+AxisMappings=(AxisName="MoveForward",Scale=-1.000000,Key=S) +AxisMappings=(AxisName="MoveForward",Scale=-1.000000,Key=S)
+AxisMappings=(AxisName="MoveForward",Scale=1.000000,Key=Gamepad_LeftY) +AxisMappings=(AxisName="MoveForward",Scale=1.000000,Key=Gamepad_LeftY)

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Content/Prototypes/ShooterPrototype.umap (Stored with Git LFS)

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Content/Prototypes/ShooterTempleWithGrid.umap (Stored with Git LFS) Normal file

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Content/_Game/Ammo/AmmoARBP.uasset (Stored with Git LFS) Normal file

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Content/_Game/Health/Mesh/M_Pickup_Health.uasset (Stored with Git LFS) Normal file

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Content/_Game/Health/Mesh/SM_Pickup_Health.uasset (Stored with Git LFS) Normal file

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Content/_Game/Maps/Prototypes/ShooterTempleWithGrid.umap (Stored with Git LFS) Normal file

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@ -80,8 +80,8 @@ AShooterCharacter::AShooterCharacter() :
EquipSoundResetTime(0.2f), EquipSoundResetTime(0.2f),
// Icon animation property // Icon animation property
HighlightedSlot(-1), HighlightedSlot(-1),
Health(100.f), Health(80.f),
MaxHealth(100.f), MaxHealth(80.f),
StunChance(.25f), StunChance(.25f),
bDying(false) bDying(false)
{ {
@ -206,6 +206,8 @@ void AShooterCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputCo
PlayerInputComponent->BindAction("3Key", IE_Pressed, this, &AShooterCharacter::Key3Pressed); PlayerInputComponent->BindAction("3Key", IE_Pressed, this, &AShooterCharacter::Key3Pressed);
PlayerInputComponent->BindAction("4Key", IE_Pressed, this, &AShooterCharacter::Key4Pressed); PlayerInputComponent->BindAction("4Key", IE_Pressed, this, &AShooterCharacter::Key4Pressed);
PlayerInputComponent->BindAction("5Key", IE_Pressed, this, &AShooterCharacter::Key5Pressed); 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, float AShooterCharacter::TakeDamage(float DamageAmount, FDamageEvent const& DamageEvent, AController* EventInstigator,
@ -470,6 +472,11 @@ void AShooterCharacter::Key5Pressed()
ExchangeInventoryItems(EquippedWeapon->GetSlotIndex(), 5); ExchangeInventoryItems(EquippedWeapon->GetSlotIndex(), 5);
} }
void AShooterCharacter::QuitPressed()
{
UKismetSystemLibrary::QuitGame(GetWorld(), Cast<APlayerController>(GetController()), EQuitPreference::Quit, false);
}
void AShooterCharacter::ExchangeInventoryItems(int32 CurrentItemIndex, int32 NewItemIndex) void AShooterCharacter::ExchangeInventoryItems(int32 CurrentItemIndex, int32 NewItemIndex)
{ {
if (bDying) return; if (bDying) return;
@ -681,7 +688,10 @@ void AShooterCharacter::FireWeapon()
if (bDying) return; if (bDying) return;
if (!EquippedWeapon) return; if (!EquippedWeapon) return;
if (CombatState != ECombatState::ECS_Unoccupied) return; if (CombatState != ECombatState::ECS_Unoccupied) return;
if (!WeaponHasAmmo()) return; if (!WeaponHasAmmo())
{
ReloadWeapon();
}
PlayFireSound(); PlayFireSound();
SendBullet(); SendBullet();

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@ -212,6 +212,8 @@ protected:
void Key3Pressed(); void Key3Pressed();
void Key4Pressed(); void Key4Pressed();
void Key5Pressed(); void Key5Pressed();
void QuitPressed();
void ExchangeInventoryItems(int32 CurrentItemIndex, int32 NewItemIndex); void ExchangeInventoryItems(int32 CurrentItemIndex, int32 NewItemIndex);
@ -525,6 +527,8 @@ private:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Combat, meta = (AllowPrivateAccess = true)) UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Combat, meta = (AllowPrivateAccess = true))
UAnimMontage* DeathMontage; UAnimMontage* DeathMontage;
/** When the Character health is 0 and dying animation started */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Combat, meta = (AllowPrivateAccess = true))
bool bDying; bool bDying;
public: public:
/* Returns CameraBoom SubObject */ /* Returns CameraBoom SubObject */