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version https://git-lfs.github.com/spec/v1 -oid sha256:ee2698a1cef17c60ec400f6124d8c7ba02dcf5ab7c68277ebd22802ae47d98a6 -size 53888 +oid sha256:76bd3acaa29378bf4bea3970e9cf03d7d5045e7081af1748fc27cdcf56f1ffe5 +size 53767 diff --git a/Source/Shooter/Item.h b/Source/Shooter/Item.h index 46aa78a3..d821d542 100644 --- a/Source/Shooter/Item.h +++ b/Source/Shooter/Item.h @@ -316,7 +316,10 @@ public: 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; } @@ -327,6 +330,22 @@ public: 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); diff --git a/Source/Shooter/ShooterAnimInstance.cpp b/Source/Shooter/ShooterAnimInstance.cpp index 47e37581..0bdc83d1 100644 --- a/Source/Shooter/ShooterAnimInstance.cpp +++ b/Source/Shooter/ShooterAnimInstance.cpp @@ -6,6 +6,8 @@ #include "ShooterCharacter.h" #include "GameFramework/CharacterMovementComponent.h" #include "Kismet/KismetMathLibrary.h" +#include "Weapon.h" +#include "WeaponType.h" UShooterAnimInstance::UShooterAnimInstance() : Speed(0.f), @@ -26,7 +28,9 @@ UShooterAnimInstance::UShooterAnimInstance() : CharacterRotationLastFrame(FRotator(0)), YawDelta(0.f), RecoilWeight(1.f), - bTurningInPlace(false) + bTurningInPlace(false), + EquippedWeaponType(EWeaponType::EWT_MAX), + bShouldUseFABRIK(false) { } @@ -63,7 +67,9 @@ void UShooterAnimInstance::UpdateAnimationProperties(float DeltaTime) 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; @@ -80,6 +86,12 @@ void UShooterAnimInstance::UpdateAnimationProperties(float DeltaTime) { OffsetState = EOffsetState::EOS_Hip; } + + // Check if ShooterCharacter has a valid EquippedWeapon + if (ShooterCharacter->GetEquippedWeapon()) + { + EquippedWeaponType = ShooterCharacter->GetEquippedWeapon()->GetWeaponType(); + } TurnInPlace(); Lean(DeltaTime); diff --git a/Source/Shooter/ShooterAnimInstance.h b/Source/Shooter/ShooterAnimInstance.h index 2c983dfe..331684a8 100644 --- a/Source/Shooter/ShooterAnimInstance.h +++ b/Source/Shooter/ShooterAnimInstance.h @@ -4,6 +4,8 @@ #include "CoreMinimal.h" #include "Animation/AnimInstance.h" +#include "WeaponType.h" + #include "ShooterAnimInstance.generated.h" class AShooterCharacter; @@ -123,4 +125,12 @@ private: /** 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.h b/Source/Shooter/ShooterCharacter.h index e04c1dd8..877789b4 100644 --- a/Source/Shooter/ShooterCharacter.h +++ b/Source/Shooter/ShooterCharacter.h @@ -531,4 +531,6 @@ public: void StartEquipSoundTimer(); void UnhighlightInventorySlot(); + + FORCEINLINE AWeapon* GetEquippedWeapon() const { return EquippedWeapon; } }; diff --git a/Source/Shooter/Weapon.cpp b/Source/Shooter/Weapon.cpp index 418ebd21..956fe94e 100644 --- a/Source/Shooter/Weapon.cpp +++ b/Source/Shooter/Weapon.cpp @@ -78,3 +78,63 @@ void AWeapon::StopFalling() 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_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; + } + + if (GetMaterialInstance()) + { + SetDynamicMaterialInstance(UMaterialInstanceDynamic::Create(GetMaterialInstance(), this)); + GetDynamicMaterialInstance()->SetVectorParameterValue(TEXT("FresnelColor"), GetGlowColor()); + GetItemMesh()->SetMaterial(GetMaterialIndex(), GetDynamicMaterialInstance()); + + EnableGlowMaterial(); + } + } +} diff --git a/Source/Shooter/Weapon.h b/Source/Shooter/Weapon.h index 371b68f2..fdc363f0 100644 --- a/Source/Shooter/Weapon.h +++ b/Source/Shooter/Weapon.h @@ -4,19 +4,76 @@ #include "CoreMinimal.h" #include "Item.h" - #include "AmmoType.h" +#include "Engine/DataTable.h" +#include "WeaponType.h" #include "Weapon.generated.h" +class USoundCue; +class UWidgetComponent; -UENUM(BlueprintType) -enum class EWeaponType: uint8 +USTRUCT(BlueprintType) +struct FWeaponDataTable : public FTableRowBase { - EWT_SubmachineGun UMETA(DisplayName = "SubmachineGun"), - EWT_AssaultRifle UMETA(DisplayName = "AssaultRifle"), + GENERATED_BODY() - EWT_MAX UMETA(DisplayName = "DefaultMax"), + 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; }; /** @@ -35,6 +92,8 @@ public: protected: void StopFalling(); + virtual void OnConstruction(const FTransform& Transform) override; + private: FTimerHandle ThrowWeaponTimer; float ThrowWeaponTime; @@ -63,11 +122,32 @@ private: /** 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; public: /** Adds an impulse to the weapon */ void ThrowWeapon(); diff --git a/Source/Shooter/WeaponType.h b/Source/Shooter/WeaponType.h new file mode 100644 index 00000000..f6abcd32 --- /dev/null +++ b/Source/Shooter/WeaponType.h @@ -0,0 +1,10 @@ +#pragma once + +UENUM(BlueprintType) +enum class EWeaponType : uint8 +{ + EWT_SubmachineGun UMETA(DisplayName = "SubmachineGun"), + EWT_AssaultRifle UMETA(DisplayName = "AssaultRifle"), + + EWT_MAX UMETA(DisplayName = "DefaultMax"), +}; \ No newline at end of file