2025-02-12 19:10:23 +01:00
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "Player/ExoPlayerController.h"
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#include "EnhancedInputComponent.h"
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#include "EnhancedInputSubsystems.h"
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2025-02-21 15:59:46 +01:00
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#include "Characters/ExoPlayerCharacter.h"
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2025-02-12 19:10:23 +01:00
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#include "GameFramework/Character.h"
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2025-02-20 18:00:26 +01:00
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#include "GameFramework/CharacterMovementComponent.h"
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2025-05-22 21:32:39 +02:00
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#include "Kismet/GameplayStatics.h"
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2025-02-12 19:10:23 +01:00
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AExoPlayerController::AExoPlayerController()
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{
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PrimaryActorTick.bCanEverTick = true;
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}
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void AExoPlayerController::BeginPlay()
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{
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Super::BeginPlay();
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check(InputContext);
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2025-02-20 18:00:26 +01:00
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2025-02-21 15:59:46 +01:00
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PlayerCharacter = Cast<AExoPlayerCharacter>(GetPawn<ACharacter>());
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check(PlayerCharacter);
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2025-02-12 19:10:23 +01:00
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UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(GetLocalPlayer());
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if (Subsystem)
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{
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Subsystem->AddMappingContext(InputContext, 0);
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}
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2025-02-21 15:59:46 +01:00
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2025-05-22 21:32:39 +02:00
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//InteractionComponent = PlayerCharacter->FindComponentByClass<UInteractionComponent>();
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//ShootingComponent = PlayerCharacter->FindComponentByClass<UShootingComponent>();
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InteractionComponent = PlayerCharacter->InteractionComponent;
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ShootingComponent = PlayerCharacter->ShootingComponent;
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2025-02-22 23:31:23 +01:00
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2025-03-07 11:11:22 +01:00
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// Ustawianie w komponencie poruszania pr<70>dko<6B>ci zapisanej w characterze
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2025-02-22 23:31:23 +01:00
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PlayerCharacter->GetCharacterMovement()->MaxWalkSpeed = PlayerCharacter->WalkSpeed;
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2025-05-22 21:32:39 +02:00
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// Oblicz prawidłową maksymalną wysokość na którą można wychylić się z nad osłony
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UE_LOG(LogTemp, Display, TEXT("MaxCoverAimHeight: %f"), MaxCoverAimHeight);
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2025-02-12 19:10:23 +01:00
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}
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void AExoPlayerController::PlayerTick(float DeltaTime)
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{
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Super::PlayerTick(DeltaTime);
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2025-05-22 21:32:39 +02:00
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// TESTING
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if (bIsInCover)
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{
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AdjustCameraWhileInCover();
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}
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UpdateCoverStandHeight(DeltaTime);
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if (bShowCoverSystemDebug)
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{
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GEngine->AddOnScreenDebugMessage(2, -1, FColor::Red, FString::Printf(TEXT("In cover: %s"), bIsInCover ? "true" : "false"));
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}
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2025-02-12 19:10:23 +01:00
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}
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void AExoPlayerController::SetupInputComponent()
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{
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Super::SetupInputComponent();
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UEnhancedInputComponent* EnhancedInputComponent = CastChecked<UEnhancedInputComponent>(InputComponent);
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EnhancedInputComponent->BindAction(MoveAction, ETriggerEvent::Triggered, this, &AExoPlayerController::Move);
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EnhancedInputComponent->BindAction(LookAction, ETriggerEvent::Triggered, this, &AExoPlayerController::Look);
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2025-02-17 15:28:18 +01:00
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EnhancedInputComponent->BindAction(InteractAction, ETriggerEvent::Triggered, this, &AExoPlayerController::Interact);
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2025-02-20 18:00:26 +01:00
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EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Started, this, &AExoPlayerController::PlayerJump);
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EnhancedInputComponent->BindAction(DodgeAction, ETriggerEvent::Started, this, &AExoPlayerController::PlayerDodge);
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2025-02-22 23:31:23 +01:00
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EnhancedInputComponent->BindAction(CrouchAction, ETriggerEvent::Started, this, &AExoPlayerController::PlayerStartCrouch);
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EnhancedInputComponent->BindAction(CrouchAction, ETriggerEvent::Completed, this, &AExoPlayerController::PlayerStopCrouch);
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EnhancedInputComponent->BindAction(SprintAction, ETriggerEvent::Started, this, &AExoPlayerController::PlayerStartSprint);
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EnhancedInputComponent->BindAction(SprintAction, ETriggerEvent::Completed, this, &AExoPlayerController::PlayerStopSprint);
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2025-02-21 20:42:52 +01:00
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EnhancedInputComponent->BindAction(ShootAction, ETriggerEvent::Started, this, &AExoPlayerController::PlayerShoot);
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2025-04-08 18:22:33 +02:00
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EnhancedInputComponent->BindAction(ThrowAction, ETriggerEvent::Completed, this, &AExoPlayerController::PlayerThrow);
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2025-04-04 16:33:54 +02:00
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EnhancedInputComponent->BindAction(AimAction, ETriggerEvent::Started, this, &AExoPlayerController::PlayerStartAim);
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EnhancedInputComponent->BindAction(AimAction, ETriggerEvent::Completed, this, &AExoPlayerController::PlayerStopAim);
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2025-02-21 20:42:52 +01:00
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EnhancedInputComponent->BindAction(MeleAction, ETriggerEvent::Started, this, &AExoPlayerController::PlayerMeleAttack);
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EnhancedInputComponent->BindAction(ChangeWeaponAction, ETriggerEvent::Started, this, &AExoPlayerController::PlayerChangeWeapon);
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2025-03-23 21:47:10 +01:00
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EnhancedInputComponent->BindAction(SelectFirstWeaponAction, ETriggerEvent::Started, this, &AExoPlayerController::PlayerSelectFirstWeapon);
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EnhancedInputComponent->BindAction(SelectSecondWeaponAction, ETriggerEvent::Started, this, &AExoPlayerController::PlayerSelectSecondWeapon);
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2025-03-15 22:43:58 +01:00
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EnhancedInputComponent->BindAction(DropWeaponAction, ETriggerEvent::Started, this, &AExoPlayerController::PlayerDropWeapon);
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2025-02-21 20:42:52 +01:00
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EnhancedInputComponent->BindAction(ReloadAction, ETriggerEvent::Started, this, &AExoPlayerController::PlayerReload);
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2025-02-12 19:10:23 +01:00
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}
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void AExoPlayerController::Move(const FInputActionValue& InputActionValue)
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{
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const FVector2D InputAxisVector = InputActionValue.Get<FVector2D>();
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const FRotator Rotation = GetControlRotation();
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const FRotator YawRotation(0.f, Rotation.Yaw, 0.f);
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const FVector ForwardDirection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X);
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const FVector RightDirection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y);
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if (PlayerCharacter)
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{
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PlayerCharacter->AddMovementInput(ForwardDirection, InputAxisVector.X);
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PlayerCharacter->AddMovementInput(RightDirection, InputAxisVector.Y);
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}
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}
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void AExoPlayerController::Look(const FInputActionValue& InputActionValue)
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{
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FVector2D InputAxisVector = InputActionValue.Get<FVector2D>();
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AddYawInput(InputAxisVector.X);
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AddPitchInput(InputAxisVector.Y);
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}
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2025-02-17 15:28:18 +01:00
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2025-02-21 20:42:52 +01:00
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void AExoPlayerController::Interact()
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2025-02-17 15:28:18 +01:00
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{
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if (InteractionComponent->InteractedActor)
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2025-03-15 20:17:03 +01:00
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IInteractable::Execute_Interact(InteractionComponent->InteractedActor, PlayerCharacter);
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2025-02-17 15:28:18 +01:00
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}
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2025-02-20 18:00:26 +01:00
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void AExoPlayerController::PlayerJump()
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{
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2025-02-22 23:31:23 +01:00
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PlayerCharacter->Jump();
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2025-02-20 18:00:26 +01:00
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}
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void AExoPlayerController::PlayerDodge()
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{
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UE_LOG(LogTemp, Error, TEXT("Player Dodge"));
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if (PlayerCharacter->GetCharacterMovement()->IsFalling()) return;
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2025-02-22 23:31:23 +01:00
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if (PlayerCharacter->GetCharacterMovement()->IsCrouching()) return;
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2025-02-20 18:00:26 +01:00
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if (!CanDodge) return;
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CanDodge = false;
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FVector DodgeDirection = PlayerCharacter->GetVelocity().GetSafeNormal();
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DodgeDirection.Z = 0.f;
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if (DodgeDirection.IsNearlyZero())
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DodgeDirection = PlayerCharacter->GetActorForwardVector();
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2025-02-22 23:31:23 +01:00
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PlayerCharacter->LaunchCharacter(DodgeDirection * PlayerCharacter->DodgeForce, true, true);
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2025-02-20 18:00:26 +01:00
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2025-02-22 23:31:23 +01:00
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GetWorldTimerManager().SetTimer(DodgeCooldownTimer, this, &AExoPlayerController::ResetDodge, PlayerCharacter->DodgeCooldown, false);
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2025-02-20 18:00:26 +01:00
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}
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void AExoPlayerController::ResetDodge()
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{
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CanDodge = true;
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}
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2025-02-22 23:31:23 +01:00
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void AExoPlayerController::PlayerStartCrouch()
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2025-02-20 18:00:26 +01:00
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{
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2025-04-18 15:14:43 +02:00
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if (bIsSprinting)
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{
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PlayerCharacter->GetCharacterMovement()->MaxWalkSpeedCrouched = PlayerCharacter->SlideSpeed;
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GetWorldTimerManager().SetTimer(SlideCooldownTimer, this, &AExoPlayerController::ResetSlide, PlayerCharacter->SlideCooldown, false);
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}
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2025-05-22 21:32:39 +02:00
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2025-02-22 23:31:23 +01:00
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PlayerCharacter->Crouch();
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2025-05-22 21:32:39 +02:00
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PlayerCharacter->CameraComponent->SetRelativeLocation(FVector(
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0.0f,
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0.0f,
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PlayerCharacter->CrouchedEyeHeight)
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);
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// Start checking for cover
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bIsInCover = CheckForCover();
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GetWorld()->GetTimerManager().SetTimer(
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CoverCheckTimer,
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this,
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&AExoPlayerController::OnCoverTimer,
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CoverCheckRate,
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true
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);
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2025-02-22 23:31:23 +01:00
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}
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void AExoPlayerController::PlayerStopCrouch()
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{
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PlayerCharacter->UnCrouch();
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2025-05-22 21:32:39 +02:00
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PlayerCharacter->CameraComponent->SetRelativeLocation(FVector(
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0.0f,
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0.0f,
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PlayerCharacter->BaseEyeHeight)
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);
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// Stop checking for cover
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GetWorld()->GetTimerManager().ClearTimer(CoverCheckTimer);
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bIsInCover = false;
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TargetCoverStandAlpha = 0.0f;
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2025-02-22 23:31:23 +01:00
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}
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2025-04-18 15:14:43 +02:00
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void AExoPlayerController::ResetSlide()
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{
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PlayerCharacter->GetCharacterMovement()->MaxWalkSpeedCrouched = PlayerCharacter->CrouchSpeed;
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}
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2025-02-22 23:31:23 +01:00
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void AExoPlayerController::PlayerStartSprint()
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{
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2025-04-04 19:53:32 +02:00
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if (!PlayerCharacter->bIsAimingMode)
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{
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UE_LOG(LogTemp, Display, TEXT("Start sprint"));
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2025-02-22 23:31:23 +01:00
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2025-04-18 15:14:43 +02:00
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bIsSprinting = true;
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2025-04-04 19:53:32 +02:00
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PlayerCharacter->GetCharacterMovement()->MaxWalkSpeed = PlayerCharacter->SprintSpeed;
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}
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2025-02-20 18:00:26 +01:00
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}
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2025-02-22 23:31:23 +01:00
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void AExoPlayerController::PlayerStopSprint()
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2025-02-20 18:00:26 +01:00
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{
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2025-04-04 19:53:32 +02:00
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if (!PlayerCharacter->bIsAimingMode)
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{
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UE_LOG(LogTemp, Display, TEXT("Stop sprint"));
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2025-02-20 18:00:26 +01:00
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2025-04-18 15:14:43 +02:00
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bIsSprinting = false;
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2025-04-04 19:53:32 +02:00
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PlayerCharacter->GetCharacterMovement()->MaxWalkSpeed = PlayerCharacter->WalkSpeed;
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}
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2025-02-20 18:00:26 +01:00
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}
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void AExoPlayerController::PlayerShoot()
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{
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2025-02-21 20:42:52 +01:00
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ShootingComponent->Shoot();
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2025-02-20 18:00:26 +01:00
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}
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2025-04-08 18:22:33 +02:00
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void AExoPlayerController::PlayerThrow()
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{
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ShootingComponent->Throw();
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}
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2025-04-04 16:33:54 +02:00
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void AExoPlayerController::PlayerStartAim()
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2025-02-20 18:00:26 +01:00
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{
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2025-04-04 16:33:54 +02:00
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ShootingComponent->StartAiming();
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}
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void AExoPlayerController::PlayerStopAim()
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{
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ShootingComponent->StopAiming();
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2025-02-20 18:00:26 +01:00
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}
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void AExoPlayerController::PlayerMeleAttack()
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{
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2025-03-22 13:46:05 +01:00
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ShootingComponent->MeleAttack();
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2025-02-20 18:00:26 +01:00
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}
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void AExoPlayerController::PlayerChangeWeapon()
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{
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2025-03-23 21:47:10 +01:00
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ShootingComponent->SwitchGun();
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}
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void AExoPlayerController::PlayerSelectFirstWeapon()
|
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|
{
|
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|
ShootingComponent->SelectGun(true);
|
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}
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void AExoPlayerController::PlayerSelectSecondWeapon()
|
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{
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|
ShootingComponent->SelectGun(false);
|
2025-02-20 18:00:26 +01:00
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}
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|
2025-03-15 22:43:58 +01:00
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void AExoPlayerController::PlayerDropWeapon()
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{
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ShootingComponent->DropGun();
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}
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|
2025-02-20 18:00:26 +01:00
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void AExoPlayerController::PlayerReload()
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{
|
2025-02-22 01:28:07 +01:00
|
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ShootingComponent->Reload();
|
2025-02-20 18:00:26 +01:00
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}
|
2025-05-22 21:32:39 +02:00
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bool AExoPlayerController::CheckForCover()
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{
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// Cover is recalculated every time the player crouches or stops moving while crouched
|
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// Cover targets are cleared completely when player stands up again or dies
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// Do a simple 8-directional line trace
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FVector TraceDirection = PlayerCharacter->GetActorForwardVector();
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FVector TraceStart = PlayerCharacter->GetActorLocation();
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TraceStart.Z -= PlayerCharacter->GetCapsuleComponent()->GetScaledCapsuleHalfHeight() - CoverObstacleMinHeight;
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FCollisionQueryParams QueryParams;
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QueryParams.AddIgnoredActor(PlayerCharacter);
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TArray<FHitResult> ValidHits;
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for (int i = 0; i <= 8; i++)
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{
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// Trace for possible cover at set distance
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FHitResult Hit;
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FVector TraceEnd = TraceStart + (TraceDirection * MaxDistanceFromCover);
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GetWorld()->LineTraceSingleByChannel(
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Hit,
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TraceStart,
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TraceEnd,
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CoverTraceChannel,
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QueryParams
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);
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if (bShowCoverSystemDebug)
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{
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// DEBUG
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DrawDebugLine(GetWorld(), TraceStart,TraceEnd,
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Hit.bBlockingHit ? FColor::Blue : FColor::Red,
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false, 5.0f, 0, 1.0f);
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}
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if (Hit.bBlockingHit == true) {
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|
// Check if this particular hit isn't against a wall (>CoverMaxHeight)
|
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|
FHitResult SphereHit;
|
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|
FVector SpherePosition = Hit.ImpactPoint +
|
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FVector(
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|
0.0f, 0.0f,
|
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|
CoverObstacleMaxHeight + CoverAimWindowRadius - CoverObstacleMinHeight);
|
|
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GetWorld()->SweepSingleByChannel(
|
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SphereHit,
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|
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|
SpherePosition,
|
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SpherePosition,
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|
FQuat::Identity,
|
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CoverTraceChannel,
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|
FCollisionShape::MakeSphere(CoverAimWindowRadius),
|
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|
|
QueryParams);
|
|
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|
|
|
if (bShowCoverSystemDebug)
|
|
|
|
|
|
{
|
|
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|
|
DrawDebugSphere(GetWorld(), SphereHit.TraceStart, CoverAimWindowRadius, 8,
|
|
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|
|
Hit.bBlockingHit ? FColor::Blue : FColor::Red,
|
|
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|
|
false, 5.0f, 0, 1);
|
|
|
|
|
|
}
|
|
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|
|
if (SphereHit.bBlockingHit == false)
|
|
|
|
|
|
{
|
|
|
|
|
|
ValidHits.Add(Hit);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
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|
|
// Rotate trace to search in another direction next time
|
|
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|
|
TraceDirection = TraceDirection.RotateAngleAxis(45, FVector(0, 0, 1));
|
|
|
|
|
|
//UE_LOG(LogTemp, Display, TEXT("Check Cover %d"), i);
|
|
|
|
|
|
}
|
|
|
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|
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|
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|
|
return ValidHits.Num() > 0;
|
|
|
|
|
|
}
|
|
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|
|
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|
|
|
|
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;
|
|
|
|
|
|
}
|