ExoWest/Source/Exo/Private/Player/ExoPlayerController.cpp

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// Fill out your copyright notice in the Description page of Project Settings.
#include "Player/ExoPlayerController.h"
#include "EnhancedInputComponent.h"
#include "EnhancedInputSubsystems.h"
#include "Characters/ExoPlayerCharacter.h"
#include "GameFramework/Character.h"
#include "GameFramework/CharacterMovementComponent.h"
#include "Kismet/GameplayStatics.h"
AExoPlayerController::AExoPlayerController()
{
PrimaryActorTick.bCanEverTick = true;
}
void AExoPlayerController::BeginPlay()
{
Super::BeginPlay();
check(InputContext);
PlayerCharacter = Cast<AExoPlayerCharacter>(GetPawn<ACharacter>());
check(PlayerCharacter);
UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(GetLocalPlayer());
if (Subsystem)
{
Subsystem->AddMappingContext(InputContext, 0);
}
//InteractionComponent = PlayerCharacter->FindComponentByClass<UInteractionComponent>();
//ShootingComponent = PlayerCharacter->FindComponentByClass<UShootingComponent>();
InteractionComponent = PlayerCharacter->InteractionComponent;
ShootingComponent = PlayerCharacter->ShootingComponent;
// Ustawianie w komponencie poruszania pr<70>dko<6B>ci zapisanej w characterze
PlayerCharacter->GetCharacterMovement()->MaxWalkSpeed = PlayerCharacter->WalkSpeed;
// Oblicz prawidłową maksymalną wysokość na którą można wychylić się z nad osłony
UE_LOG(LogTemp, Display, TEXT("MaxCoverAimHeight: %f"), MaxCoverAimHeight);
}
void AExoPlayerController::PlayerTick(float DeltaTime)
{
Super::PlayerTick(DeltaTime);
// TESTING
if (bIsInCover)
{
AdjustCameraWhileInCover();
}
UpdateCoverStandHeight(DeltaTime);
if (bShowCoverSystemDebug)
{
GEngine->AddOnScreenDebugMessage(2, -1, FColor::Red, FString::Printf(TEXT("In cover: %s"), bIsInCover ? "true" : "false"));
}
}
void AExoPlayerController::SetupInputComponent()
{
Super::SetupInputComponent();
UEnhancedInputComponent* EnhancedInputComponent = CastChecked<UEnhancedInputComponent>(InputComponent);
EnhancedInputComponent->BindAction(MoveAction, ETriggerEvent::Triggered, this, &AExoPlayerController::Move);
EnhancedInputComponent->BindAction(LookAction, ETriggerEvent::Triggered, this, &AExoPlayerController::Look);
EnhancedInputComponent->BindAction(InteractAction, ETriggerEvent::Triggered, this, &AExoPlayerController::Interact);
EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Started, this, &AExoPlayerController::PlayerJump);
EnhancedInputComponent->BindAction(DodgeAction, ETriggerEvent::Started, this, &AExoPlayerController::PlayerDodge);
EnhancedInputComponent->BindAction(CrouchAction, ETriggerEvent::Started, this, &AExoPlayerController::PlayerStartCrouch);
EnhancedInputComponent->BindAction(CrouchAction, ETriggerEvent::Completed, this, &AExoPlayerController::PlayerStopCrouch);
EnhancedInputComponent->BindAction(SprintAction, ETriggerEvent::Started, this, &AExoPlayerController::PlayerStartSprint);
EnhancedInputComponent->BindAction(SprintAction, ETriggerEvent::Completed, this, &AExoPlayerController::PlayerStopSprint);
EnhancedInputComponent->BindAction(ShootAction, ETriggerEvent::Started, this, &AExoPlayerController::PlayerShoot);
EnhancedInputComponent->BindAction(ThrowAction, ETriggerEvent::Completed, this, &AExoPlayerController::PlayerThrow);
EnhancedInputComponent->BindAction(AimAction, ETriggerEvent::Started, this, &AExoPlayerController::PlayerStartAim);
EnhancedInputComponent->BindAction(AimAction, ETriggerEvent::Completed, this, &AExoPlayerController::PlayerStopAim);
EnhancedInputComponent->BindAction(MeleAction, ETriggerEvent::Started, this, &AExoPlayerController::PlayerMeleAttack);
EnhancedInputComponent->BindAction(ChangeWeaponAction, ETriggerEvent::Started, this, &AExoPlayerController::PlayerChangeWeapon);
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EnhancedInputComponent->BindAction(SelectFirstWeaponAction, ETriggerEvent::Started, this, &AExoPlayerController::PlayerSelectFirstWeapon);
EnhancedInputComponent->BindAction(SelectSecondWeaponAction, ETriggerEvent::Started, this, &AExoPlayerController::PlayerSelectSecondWeapon);
EnhancedInputComponent->BindAction(DropWeaponAction, ETriggerEvent::Started, this, &AExoPlayerController::PlayerDropWeapon);
EnhancedInputComponent->BindAction(ReloadAction, ETriggerEvent::Started, this, &AExoPlayerController::PlayerReload);
}
void AExoPlayerController::Move(const FInputActionValue& InputActionValue)
{
const FVector2D InputAxisVector = InputActionValue.Get<FVector2D>();
const FRotator Rotation = GetControlRotation();
const FRotator YawRotation(0.f, Rotation.Yaw, 0.f);
const FVector ForwardDirection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X);
const FVector RightDirection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y);
if (PlayerCharacter)
{
PlayerCharacter->AddMovementInput(ForwardDirection, InputAxisVector.X);
PlayerCharacter->AddMovementInput(RightDirection, InputAxisVector.Y);
}
}
void AExoPlayerController::Look(const FInputActionValue& InputActionValue)
{
FVector2D InputAxisVector = InputActionValue.Get<FVector2D>();
AddYawInput(InputAxisVector.X);
AddPitchInput(InputAxisVector.Y);
}
void AExoPlayerController::Interact()
{
if (InteractionComponent->InteractedActor)
IInteractable::Execute_Interact(InteractionComponent->InteractedActor, PlayerCharacter);
}
void AExoPlayerController::PlayerJump()
{
PlayerCharacter->Jump();
}
void AExoPlayerController::PlayerDodge()
{
UE_LOG(LogTemp, Error, TEXT("Player Dodge"));
if (PlayerCharacter->GetCharacterMovement()->IsFalling()) return;
if (PlayerCharacter->GetCharacterMovement()->IsCrouching()) return;
if (!CanDodge) return;
CanDodge = false;
FVector DodgeDirection = PlayerCharacter->GetVelocity().GetSafeNormal();
DodgeDirection.Z = 0.f;
if (DodgeDirection.IsNearlyZero())
DodgeDirection = PlayerCharacter->GetActorForwardVector();
PlayerCharacter->LaunchCharacter(DodgeDirection * PlayerCharacter->DodgeForce, true, true);
GetWorldTimerManager().SetTimer(DodgeCooldownTimer, this, &AExoPlayerController::ResetDodge, PlayerCharacter->DodgeCooldown, false);
}
void AExoPlayerController::ResetDodge()
{
CanDodge = true;
}
void AExoPlayerController::PlayerStartCrouch()
{
if (bIsSprinting)
{
PlayerCharacter->GetCharacterMovement()->MaxWalkSpeedCrouched = PlayerCharacter->SlideSpeed;
GetWorldTimerManager().SetTimer(SlideCooldownTimer, this, &AExoPlayerController::ResetSlide, PlayerCharacter->SlideCooldown, false);
}
PlayerCharacter->Crouch();
PlayerCharacter->CameraComponent->SetRelativeLocation(FVector(
0.0f,
0.0f,
PlayerCharacter->CrouchedEyeHeight)
);
// Start checking for cover
bIsInCover = CheckForCover();
GetWorld()->GetTimerManager().SetTimer(
CoverCheckTimer,
this,
&AExoPlayerController::OnCoverTimer,
CoverCheckRate,
true
);
}
void AExoPlayerController::PlayerStopCrouch()
{
PlayerCharacter->UnCrouch();
PlayerCharacter->CameraComponent->SetRelativeLocation(FVector(
0.0f,
0.0f,
PlayerCharacter->BaseEyeHeight)
);
// Stop checking for cover
GetWorld()->GetTimerManager().ClearTimer(CoverCheckTimer);
bIsInCover = false;
TargetCoverStandAlpha = 0.0f;
}
void AExoPlayerController::ResetSlide()
{
PlayerCharacter->GetCharacterMovement()->MaxWalkSpeedCrouched = PlayerCharacter->CrouchSpeed;
}
void AExoPlayerController::PlayerStartSprint()
{
if (!PlayerCharacter->bIsAimingMode)
{
UE_LOG(LogTemp, Display, TEXT("Start sprint"));
bIsSprinting = true;
PlayerCharacter->GetCharacterMovement()->MaxWalkSpeed = PlayerCharacter->SprintSpeed;
}
}
void AExoPlayerController::PlayerStopSprint()
{
if (!PlayerCharacter->bIsAimingMode)
{
UE_LOG(LogTemp, Display, TEXT("Stop sprint"));
bIsSprinting = false;
PlayerCharacter->GetCharacterMovement()->MaxWalkSpeed = PlayerCharacter->WalkSpeed;
}
}
void AExoPlayerController::PlayerShoot()
{
ShootingComponent->Shoot();
}
void AExoPlayerController::PlayerThrow()
{
ShootingComponent->Throw();
}
void AExoPlayerController::PlayerStartAim()
{
ShootingComponent->StartAiming();
}
void AExoPlayerController::PlayerStopAim()
{
ShootingComponent->StopAiming();
}
void AExoPlayerController::PlayerMeleAttack()
{
ShootingComponent->MeleAttack();
}
void AExoPlayerController::PlayerChangeWeapon()
{
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ShootingComponent->SwitchGun();
}
void AExoPlayerController::PlayerSelectFirstWeapon()
{
ShootingComponent->SelectGun(true);
}
void AExoPlayerController::PlayerSelectSecondWeapon()
{
ShootingComponent->SelectGun(false);
}
void AExoPlayerController::PlayerDropWeapon()
{
ShootingComponent->DropGun();
}
void AExoPlayerController::PlayerReload()
{
ShootingComponent->Reload();
}
bool AExoPlayerController::CheckForCover()
{
// Cover is recalculated every time the player crouches or stops moving while crouched
// Cover targets are cleared completely when player stands up again or dies
// Do a simple 8-directional line trace
FVector TraceDirection = PlayerCharacter->GetActorForwardVector();
FVector TraceStart = PlayerCharacter->GetActorLocation();
TraceStart.Z -= PlayerCharacter->GetCapsuleComponent()->GetScaledCapsuleHalfHeight() - CoverObstacleMinHeight;
FCollisionQueryParams QueryParams;
QueryParams.AddIgnoredActor(PlayerCharacter);
TArray<FHitResult> ValidHits;
for (int i = 0; i <= 8; i++)
{
// Trace for possible cover at set distance
FHitResult Hit;
FVector TraceEnd = TraceStart + (TraceDirection * MaxDistanceFromCover);
GetWorld()->LineTraceSingleByChannel(
Hit,
TraceStart,
TraceEnd,
CoverTraceChannel,
QueryParams
);
if (bShowCoverSystemDebug)
{
// DEBUG
DrawDebugLine(GetWorld(), TraceStart,TraceEnd,
Hit.bBlockingHit ? FColor::Blue : FColor::Red,
false, 5.0f, 0, 1.0f);
}
if (Hit.bBlockingHit == true) {
// Check if this particular hit isn't against a wall (>CoverMaxHeight)
FHitResult SphereHit;
FVector SpherePosition = Hit.ImpactPoint +
FVector(
0.0f, 0.0f,
CoverObstacleMaxHeight + CoverAimWindowRadius - CoverObstacleMinHeight);
GetWorld()->SweepSingleByChannel(
SphereHit,
SpherePosition,
SpherePosition,
FQuat::Identity,
CoverTraceChannel,
FCollisionShape::MakeSphere(CoverAimWindowRadius),
QueryParams);
if (bShowCoverSystemDebug)
{
DrawDebugSphere(GetWorld(), SphereHit.TraceStart, CoverAimWindowRadius, 8,
Hit.bBlockingHit ? FColor::Blue : FColor::Red,
false, 5.0f, 0, 1);
}
if (SphereHit.bBlockingHit == false)
{
ValidHits.Add(Hit);
}
}
// Rotate trace to search in another direction next time
TraceDirection = TraceDirection.RotateAngleAxis(45, FVector(0, 0, 1));
//UE_LOG(LogTemp, Display, TEXT("Check Cover %d"), i);
}
return ValidHits.Num() > 0;
}
void AExoPlayerController::AdjustCameraWhileInCover()
{
if (!bIsInCover)
{
return;
}
MaxCoverAimHeight = PlayerCharacter->StandingEyeHeight * CoverAimStandFactor;
//FVector StartOffset = GetCharacter()->GetActorForwardVector() * 20.0f;
FVector ObstacleTraceStart = GetCharacter()->GetActorLocation();
ObstacleTraceStart.Z += GetCharacter()->CrouchedEyeHeight;
FVector ObstacleTraceEnd =
ObstacleTraceStart + PlayerCameraManager->GetCameraRotation().Vector() * CoverAimFreeDistance;
FCollisionQueryParams QueryParams;
QueryParams.AddIgnoredActor(PlayerCharacter);
TEnumAsByte<ECollisionChannel> ObstacleTraceChannel = ECC_WorldStatic;
FHitResult Hit;
bool bFreeSpace = false;
// Trace until no hit is found (free space to aim)
for (int i = 0; i < MaxCoverAimHeight; i += 2*CoverAimWindowRadius)
{
ObstacleTraceStart.Z += i;
ObstacleTraceEnd.Z += i;
GetWorld()->SweepSingleByChannel(
Hit,
ObstacleTraceStart,
ObstacleTraceEnd,
FQuat::Identity,
ObstacleTraceChannel,
FCollisionShape::MakeSphere(CoverAimWindowRadius),
QueryParams
);
if (bShowCoverSystemDebug)
{
DrawDebugSphere(GetWorld(), Hit.Location, CoverAimWindowRadius, 8,
Hit.bBlockingHit ? FColor::Blue : FColor::Red,
false, 0.0f, 0, 0);
}
if (Hit.bBlockingHit == false)
{
UE_LOG(LogTemp, Display, TEXT("Free space"));
bFreeSpace = true;
break;
}
}
if (bFreeSpace)
{
TargetCoverStandAlpha = FMath::GetMappedRangeValueClamped(
UE::Math::TVector2<float>(GetCharacter()->CrouchedEyeHeight, GetCharacter()->CrouchedEyeHeight + MaxCoverAimHeight),
UE::Math::TVector2(0.0f, 1.0f),
Hit.TraceStart.Z
);
if (bShowCoverSystemDebug)
{
DrawDebugLine(GetWorld(), Hit.TraceStart, Hit.TraceEnd, FColor::Red);
}
}
// IDEA FOR A MORE COMPLEX SYSTEM IN THE FUTURE:
//vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv
// To not introduce accidental flickering and optimize it a bit, all of this should run
// ONLY on cover update
// FVector CrouchedEyeWorldPosition = PlayerCharacter->GetActorLocation();
// CrouchedEyeWorldPosition.Z += PlayerCharacter->CrouchedEyeHeight;
// FVector CoverCeiling = CrouchedEyeWorldPosition + MaxCoverAimHeight;
// float PlayerCapsuleRadius = PlayerCharacter->GetCapsuleComponent()->GetScaledCapsuleHalfHeight();
// TEnumAsByte<ECollisionChannel> ObstacleTraceChannel = ECC_WorldStatic;
// FCollisionQueryParams QueryParams;
// QueryParams.AddIgnoredActor(PlayerCharacter);
//
// // Shoot ray up at maximum cover length to determine how high the player can "stand up"
// FHitResult WallTopHit;
// GetWorld()->SweepSingleByChannel(
// WallTopHit,
// CrouchedEyeWorldPosition,
// CoverCeiling,
// FQuat::Identity,
// ObstacleTraceChannel,
// FCollisionShape::MakeSphere(PlayerCapsuleRadius),
// QueryParams
// );
//
// FVector CeilingWorldLocation;
// if (WallTopHit.bBlockingHit == true)
// {
// CeilingWorldLocation = WallTopHit.Location;
// }
// else
// {
// CeilingWorldLocation = WallTopHit.TraceEnd;
// }
//
// // From hit location (or if no hit - from end position) shoot ray towards camera's forward
// // vector at minimum cover length
//
// constexpr float WallFinderDistance = 75.0f;
// FVector WallFinderDirection = PlayerCharacter->GetActorForwardVector();
// WallFinderDirection.Z = 0.0f; // Not needed if the player always stays upright
//
// GetWorld()->LineTraceSingleByChannel(
// WallTopHit,
// CeilingWorldLocation,
// CeilingWorldLocation + (WallFinderDirection * WallFinderDistance),
// ObstacleTraceChannel,
// QueryParams
// );
//
// // regardless of the hit result shoot multi-ray downwards from end location
// // with maximum cover length
//
// FVector WallTopTraceStart = WallTopHit.bBlockingHit ? WallTopHit.Location : WallTopHit.TraceEnd;
// TArray<FHitResult> ValidHitsCandidateArray;
//
// GetWorld()->LineTraceMultiByChannel(
// ValidHitsCandidateArray,
// WallTopTraceStart,
// WallTopTraceStart + (FVector(0.0f, 0.0f, 0.0f) * MaxCoverAimHeight),
// ObstacleTraceChannel,
// QueryParams
// );
// On every ray hit trace an in-place sphere to determine if the aiming spot is valid
// All valid aiming spots are collected and the lowest (smallest Z) is chosen
// Sphere trace from camera forward a certain distance to regulate camera position while
// aiming up and down // TODO: elaborate
}
void AExoPlayerController::UpdateCoverStandHeight(float DeltaTime)
{
// if (FMath::IsNearlyEqual(CoverStandAlpha, TargetCoverStandAlpha, 0.01f))
// {
// return;
// }
CoverStandAlpha = FMath::Lerp(CoverStandAlpha, TargetCoverStandAlpha, DeltaTime * 5.0f);
//CoverStandAlpha = TargetCoverStandAlpha;
// BANDAID SOLUTION
const float NewZ = FMath::Lerp(
PlayerCharacter->CrouchedEyeHeight,
PlayerCharacter->StandingEyeHeight,
CoverStandAlpha
);
PlayerCharacter->CameraComponent->SetRelativeLocation(
FVector(0.0f, 0.0f, NewZ)
);
if (bShowCoverSystemDebug && GEngine)
{
GEngine->AddOnScreenDebugMessage(1, -1, FColor::Red, FString::Printf(TEXT("Current cover stand alpha: %f"), CoverStandAlpha));
}
}
void AExoPlayerController::OnCoverTimer()
{
bIsInCover = CheckForCover();
if (bIsInCover == false)
{
TargetCoverStandAlpha = 0.0f;
UpdateCoverStandHeight(GetWorld()->GetDeltaSeconds());
}
}
void AExoPlayerController::DebugCoverSystem(bool show)
{
bShowCoverSystemDebug = show;
}