From a635927bfd72521e3906723b88b9b6b3ca19f7ab Mon Sep 17 00:00:00 2001 From: charnet3d Date: Sat, 3 Jun 2023 21:30:00 +0100 Subject: [PATCH] Section 10: Outline and Glow Effects - Lecture 148 Outline Effect Theory --- Content/AnimStarterPack/Aim_Space_Hip.uasset | 4 +- .../Aim_Space_Ironsights.uasset | 4 +- Content/AnimStarterPack/BS_CrouchWalk.uasset | 4 +- Content/AnimStarterPack/BS_Jog.uasset | 4 +- .../Crouch_Idle_Rifle_Hip.uasset | 4 +- .../Crouch_Idle_Rifle_Ironsights.uasset | 4 +- .../Crouch_Walk_Bwd_Rifle_Hip.uasset | 4 +- .../Crouch_Walk_Bwd_Rifle_Ironsights.uasset | 4 +- .../Crouch_Walk_Fwd_Rifle_Hip.uasset | 4 +- .../Crouch_Walk_Fwd_Rifle_Ironsights.uasset | 4 +- .../Crouch_Walk_Lt_Rifle_Hip.uasset | 4 +- .../Crouch_Walk_Lt_Rifle_Ironsights.uasset | 4 +- .../Crouch_Walk_Rt_Rifle_Hip.uasset | 4 +- .../Crouch_Walk_Rt_Rifle_Ironsights.uasset | 4 +- .../Crouch_to_Stand_Rifle_Hip.uasset | 4 +- .../Crouch_to_Stand_Rifle_Ironsights.uasset | 4 +- 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"EngineAssociation": "5.2", "Category": "", "Description": "", "Modules": [ @@ -41,23 +41,6 @@ { "Name": "BlueprintSnapNodes", "Enabled": true - }, - { - "Name": "VisualStudioTools", - "Enabled": true, - "MarketplaceURL": "com.epicgames.launcher://ue/marketplace/product/362651520df94e4fa65492dbcba44ae2", - "SupportedTargetPlatforms": [ - "Win64" - ] - }, - { - "Name": "ElectronicNodes", - "Enabled": true, - "MarketplaceURL": "com.epicgames.launcher://ue/marketplace/content/5cb2a394d0c04e73891762be4cbd7216" - }, - { - "Name": "VisualStudioSourceCodeAccess", - "Enabled": false } ] } \ No newline at end of file diff --git a/Source/Shooter/Ammo.cpp b/Source/Shooter/Ammo.cpp new file mode 100644 index 00000000..a4cfbd30 --- /dev/null +++ b/Source/Shooter/Ammo.cpp @@ -0,0 +1,90 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "Ammo.h" +#include "Components/BoxComponent.h" +#include "Components/WidgetComponent.h" +#include "Components/SphereComponent.h" +#include "ShooterCharacter.h" + +AAmmo::AAmmo() +{ + // Construct the AmmoMesh component and set it as root + AmmoMesh = CreateDefaultSubobject(TEXT("AmmoMesh")); + SetRootComponent(AmmoMesh); + + CollisionBox->SetupAttachment(GetRootComponent()); + PickupWidget->SetupAttachment(GetRootComponent()); + AreaSphere->SetupAttachment(GetRootComponent()); + + AmmoCollisionSphere = CreateDefaultSubobject(TEXT("AmmoCollisionSphere")); + AmmoCollisionSphere->SetupAttachment(GetRootComponent()); + AmmoCollisionSphere->SetSphereRadius(50.f); +} + +void 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); + } + } +} diff --git a/Source/Shooter/Ammo.h b/Source/Shooter/Ammo.h new file mode 100644 index 00000000..26ae12e1 --- /dev/null +++ b/Source/Shooter/Ammo.h @@ -0,0 +1,56 @@ +// 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; } +}; diff --git a/Source/Shooter/Item.cpp b/Source/Shooter/Item.cpp index 23dcbf36..0425ba32 100644 --- a/Source/Shooter/Item.cpp +++ b/Source/Shooter/Item.cpp @@ -8,6 +8,8 @@ #include "Components/SphereComponent.h" #include "Components/WidgetComponent.h" #include "Camera/CameraComponent.h" +#include "Kismet/GameplayStatics.h" +#include "Sound/SoundCue.h" // Sets default values AItem::AItem() : @@ -22,7 +24,9 @@ AItem::AItem() : ZCurveTime(0.7f), ItemIntepX(0.f), ItemIntepY(0.f), - InterpInitialYawOffset(0.f) + InterpInitialYawOffset(0.f), + ItemType(EItemType::EIT_MAX), + InterpLocIndex(0) { // 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; @@ -100,6 +104,36 @@ void AItem::setActiveStars() } } +void AItem::PlayPickupSound() +{ + if (Character) + { + if (Character->ShouldPlayPickupSound()) + { + Character->StartPickupSoundTimer(); + if (PickupSound) + { + UGameplayStatics::PlaySound2D(this, PickupSound); + } + } + } +} + +void AItem::PlayEquipSound() +{ + if (Character) + { + if (Character->ShouldPlayEquipSound()) + { + Character->StartEquipSoundTimer(); + if (EquipSound) + { + UGameplayStatics::PlaySound2D(this, EquipSound); + } + } + } +} + // Called every frame void AItem::Tick(float DeltaTime) { @@ -153,7 +187,7 @@ void AItem::ItemInterp(float DeltaTime) FVector ItemLocation = ItemInterpStartLocation; // Get location in front of the camera - const FVector CameraInterpLocation{ Character->GetCameraInterpLocation() }; + 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) }; @@ -196,6 +230,23 @@ void AItem::ItemInterp(float DeltaTime) } } +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::SetItemState(EItemState State) { ItemState = State; @@ -282,6 +333,14 @@ void AItem::StartItemCurve(AShooterCharacter* Char) // 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(); + // Store the initial locatino of the Item ItemInterpStartLocation = GetActorLocation(); @@ -308,6 +367,9 @@ 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); } // Set scale back to normal diff --git a/Source/Shooter/Item.h b/Source/Shooter/Item.h index 49324b04..6ddeea55 100644 --- a/Source/Shooter/Item.h +++ b/Source/Shooter/Item.h @@ -37,6 +37,15 @@ enum class EItemState : uint8 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") +}; + UCLASS() class SHOOTER_API AItem : public AActor { @@ -54,10 +63,25 @@ protected: void setActiveStars(); /** Sets properties of the Item's components based on State */ - void SetItemProperties(EItemState 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(); + public: // Called every frame virtual void Tick(float DeltaTime) override; @@ -75,24 +99,18 @@ public: /** 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(); private: /* Skeletal mesh for the item */ UPROPERTY(VisibleAnywhere, BlueprintReadonly, Category = "Item Properties", meta = (AllowPrivateAccess = true)) USkeletalMeshComponent* ItemMesh; - /* 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; - /* The name which appears on the Pickup Widget */ UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Item Properties", meta = (AllowPrivateAccess = true)) FString ItemName; @@ -161,6 +179,14 @@ private: 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; + public: FORCEINLINE UWidgetComponent* GetPickupWidget() const { return PickupWidget; } @@ -177,6 +203,8 @@ public: FORCEINLINE USoundCue* GetPickupSound() const { return PickupSound; } FORCEINLINE USoundCue* GetEquipSound() const { return EquipSound; } + FORCEINLINE int32 GetItemCount() const { return ItemCount; } + /** Called from the AShooterCharacter class */ void StartItemCurve(AShooterCharacter* Char); }; diff --git a/Source/Shooter/ShooterAnimInstance.cpp b/Source/Shooter/ShooterAnimInstance.cpp index 1328f3a9..278d912f 100644 --- a/Source/Shooter/ShooterAnimInstance.cpp +++ b/Source/Shooter/ShooterAnimInstance.cpp @@ -22,7 +22,9 @@ UShooterAnimInstance::UShooterAnimInstance() : OffsetState(EOffsetState::EOS_Hip), CharacterRotation(FRotator(0)), CharacterRotationLastFrame(FRotator(0)), - YawDelta(0.f) + YawDelta(0.f), + RecoilWeight(1.f), + bTurningInPlace(false) { } @@ -115,6 +117,7 @@ void UShooterAnimInstance::TurnInPlace() const float Turning { GetCurveValue(TEXT("Turning")) }; if (Turning) { + bTurningInPlace = true; RotationCurveLastFrame = RotationCurve; RotationCurve = GetCurveValue(TEXT("Rotation")); const float DeltaRotation { RotationCurve = RotationCurveLastFrame }; @@ -129,6 +132,48 @@ void UShooterAnimInstance::TurnInPlace() RootYawOffset > 0 ? RootYawOffset -= YawExcess : RootYawOffset += YawExcess; } } + else + { + bTurningInPlace = false; + } + } + + // Set the recoil weight + if (bTurningInPlace) + { + if (bReloading) + { + RecoilWeight = 1.f; + } + else + { + RecoilWeight = 0.f; + } + } + else + { + if (bCrouching) + { + if (bReloading) + { + RecoilWeight = 1.f; + } + else + { + RecoilWeight = 0.1f; + } + } + else + { + if (bAiming || bReloading) + { + RecoilWeight = 1.f; + } + else + { + RecoilWeight = 0.5f; + } + } } } diff --git a/Source/Shooter/ShooterAnimInstance.h b/Source/Shooter/ShooterAnimInstance.h index 5d9bee89..321f9444 100644 --- a/Source/Shooter/ShooterAnimInstance.h +++ b/Source/Shooter/ShooterAnimInstance.h @@ -111,4 +111,12 @@ private: /** True when crouching */ UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = "Crouching", meta = (AllowPrivateAccess = true)) bool bCrouching; + + /** 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 = "Combat", meta = (AllowPrivateAccess = true)) + bool bTurningInPlace; }; diff --git a/Source/Shooter/ShooterCharacter.cpp b/Source/Shooter/ShooterCharacter.cpp index b318969a..c95715f0 100644 --- a/Source/Shooter/ShooterCharacter.cpp +++ b/Source/Shooter/ShooterCharacter.cpp @@ -8,6 +8,7 @@ #include "Camera/CameraComponent.h" #include "Components/SphereComponent.h" #include "Components/BoxComponent.h" +#include "Components/CapsuleComponent.h" #include "Components/WidgetComponent.h" #include "Engine/SkeletalMeshSocket.h" #include "GameFramework/SpringArmComponent.h" @@ -15,6 +16,7 @@ #include "Kismet/GameplayStatics.h" #include "Particles/ParticleSystemComponent.h" #include "Sound/SoundCue.h" +#include "Ammo.h" // Sets default values AShooterCharacter::AShooterCharacter() : @@ -29,13 +31,13 @@ AShooterCharacter::AShooterCharacter() : // Mouse look sensitivity scale factors MouseHipTurnRate(1.0f), MouseHipLookUpRate(1.0f), - MouseAimingTurnRate(0.2f), - MouseAimingLookUpRate(0.2f), + 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(35.f), + CameraZoomedFOV(20.f), CameraCurrentFOV(0.f), ZoomInterpSpeed(20.f), // Crosshair spread factors @@ -61,7 +63,18 @@ AShooterCharacter::AShooterCharacter() : StartingARAmmo(120), // Combat variables CombatState(ECombatState::ECS_Unoccupied), - bCrouching(false) + bCrouching(false), + BaseMovementSpeed(650.f), + CrouchMovementSpeed(300.f), + StandingCapsuleHalfHeight(88.f), + CrouchingCapsuleHalfHeight(54.f), + BaseGroundFriction(2.f), + CrouchingGroundFriction(100.f), + bAimingButtonPressed(false), + bShouldPlayPickupSound(true), + bShouldPlayEquipSound(true), + PickupSoundResetTime(0.2f), + EquipSoundResetTime(0.2f) { // 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; @@ -71,12 +84,12 @@ AShooterCharacter::AShooterCharacter() : CameraBoom->SetupAttachment(RootComponent); // The camera follows at this distance behind the character - CameraBoom->TargetArmLength = 180.f; + CameraBoom->TargetArmLength = 240.f; // Rotate the arm based on the controller CameraBoom->bUsePawnControlRotation = true; - CameraBoom->SocketOffset = FVector(0.f, 50.f, 70.f); + CameraBoom->SocketOffset = FVector(0.f, 35.f, 70.f); // Create a follow camera @@ -98,6 +111,30 @@ AShooterCharacter::AShooterCharacter() : // 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 @@ -115,6 +152,11 @@ void AShooterCharacter::BeginPlay() EquipWeapon(SpawnDefaultWeapon()); InitializeAmmoMap(); + + GetCharacterMovement()->MaxWalkSpeed = BaseMovementSpeed; + + // Create FInterpLocation structs for each interp location. Add to array + InitializeInterpLocations(); } // Called to bind functionality to input @@ -130,7 +172,7 @@ void AShooterCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputCo PlayerInputComponent->BindAxis("Turn", this, &AShooterCharacter::Turn); PlayerInputComponent->BindAxis("LookUp", this, &AShooterCharacter::LookUp); - PlayerInputComponent->BindAction("Jump", IE_Pressed, this, &ACharacter::Jump); + PlayerInputComponent->BindAction("Jump", IE_Pressed, this, &AShooterCharacter::Jump); PlayerInputComponent->BindAction("Jump", IE_Released, this, &ACharacter::StopJumping); PlayerInputComponent->BindAction("FireButton", IE_Pressed, this, @@ -170,6 +212,9 @@ void AShooterCharacter::Tick(float DeltaTime) CalculateCrosshairSpread(DeltaTime); TraceForItems(); + + // Interpolate capsule half height based on crouching/standing + InterpCapsuleHalfHeight(DeltaTime); } void AShooterCharacter::MoveForward(float Value) @@ -239,14 +284,135 @@ void AShooterCharacter::LookUp(float Value) void AShooterCharacter::AimingButtonPressed() { - bAiming = true; + bAimingButtonPressed = true; + if (CombatState != ECombatState::ECS_Reloading) + { + Aim(); + } } void AShooterCharacter::AimingButtonReleased() { - bAiming = false; + 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; +} + +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 @@ -604,11 +770,6 @@ void AShooterCharacter::SelectButtonPressed() if (TraceHitItem) { TraceHitItem->StartItemCurve(this); - - if (TraceHitItem->GetPickupSound()) - { - UGameplayStatics::PlaySound2D(this, TraceHitItem->GetPickupSound()); - } } } @@ -654,29 +815,42 @@ void AShooterCharacter::IncrementOverlappedItemCount(int8 Amount) } } -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); -} +// 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) { - if (Item->GetEquipSound()) - { - UGameplayStatics::PlaySound2D(this, Item->GetEquipSound()); - } - + Item->PlayEquipSound(); + auto Weapon = Cast(Item); if (Weapon) { 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() @@ -692,6 +866,8 @@ void AShooterCharacter::ReloadWeapon() // 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) @@ -705,6 +881,12 @@ void AShooterCharacter::ReloadWeapon() void AShooterCharacter::FinishReloading() { CombatState = ECombatState::ECS_Unoccupied; + + if (bAimingButtonPressed) + { + Aim(); + } + if (!EquippedWeapon) return; if (const auto AmmoType { EquippedWeapon->GetAmmoType() }; AmmoMap.Contains(AmmoType)) @@ -770,4 +952,53 @@ void AShooterCharacter::CrouchButtonPressed() { bCrouching = !bCrouching; } + if (bCrouching) + { + GetCharacterMovement()->MaxWalkSpeed = CrouchMovementSpeed; + GetCharacterMovement()->GroundFriction = CrouchingGroundFriction; + } + else + { + GetCharacterMovement()->MaxWalkSpeed = BaseMovementSpeed; + GetCharacterMovement()->GroundFriction = BaseGroundFriction; + } } + +void AShooterCharacter::Jump() +{ + if (bCrouching) + { + bCrouching = false; + GetCharacterMovement()->MaxWalkSpeed = BaseMovementSpeed; + GetCharacterMovement()->GroundFriction = BaseGroundFriction; + } + else + { + Super::Jump(); + } +} + +void AShooterCharacter::InterpCapsuleHalfHeight(float DeltaTime) +{ + float TargetCapsuleHalfHeight{}; + + if (bCrouching) + { + TargetCapsuleHalfHeight = CrouchingCapsuleHalfHeight; + } + else + { + TargetCapsuleHalfHeight = StandingCapsuleHalfHeight; + } + + const float InterpHalfHeight{ FMath::FInterpTo( + GetCapsuleComponent()->GetScaledCapsuleHalfHeight(), + TargetCapsuleHalfHeight, DeltaTime, 20.f)}; + + // Negative value if crouching, positive if standing + const float DeltaCapsuleHalfHeight{ InterpHalfHeight - GetCapsuleComponent()->GetScaledCapsuleHalfHeight() }; + 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 index 614c9d99..b5dcd31c 100644 --- a/Source/Shooter/ShooterCharacter.h +++ b/Source/Shooter/ShooterCharacter.h @@ -16,7 +16,7 @@ class UParticleSystem; class UAnimMontage; class AItem; class AWeapon; - +class AAmmo; UENUM(BlueprintType) enum class ECombatState : uint8 @@ -28,6 +28,20 @@ enum class ECombatState : uint8 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; +}; + UCLASS() class SHOOTER_API AShooterCharacter : public ACharacter { @@ -163,7 +177,23 @@ protected: 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(); + private: UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = true)) USpringArmComponent* CameraBoom; @@ -240,12 +270,15 @@ private: 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 */ @@ -345,6 +378,71 @@ private: 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; + + /** 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; + public: /* Returns CameraBoom SubObject */ FORCEINLINE USpringArmComponent* GetCameraBoom() const { return CameraBoom; } @@ -362,11 +460,25 @@ public: /* Adds/Subtracts to/from OverlappedItemCount and updates bShouldTraceForItems */ void IncrementOverlappedItemCount(int8 Amount); - FVector GetCameraInterpLocation(); + // 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(); }; diff --git a/Source/ShooterEditor.Target.cs b/Source/ShooterEditor.Target.cs index d89da5f3..6ba95104 100644 --- a/Source/ShooterEditor.Target.cs +++ b/Source/ShooterEditor.Target.cs @@ -9,7 +9,7 @@ public class ShooterEditorTarget : TargetRules { Type = TargetType.Editor; DefaultBuildSettings = BuildSettingsVersion.V2; - IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_1; + IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_2; ExtraModuleNames.AddRange( new string[] { "Shooter" } ); } }