ExoWest/Source/Exo/Private/Characters/Components/ShootingComponent.cpp

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// Fill out your copyright notice in the Description page of Project Settings.
#include "Characters/Components/ShootingComponent.h"
// Sets default values for this component's properties
UShootingComponent::UShootingComponent()
{
// Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features
// off to improve performance if you don't need them.
PrimaryComponentTick.bCanEverTick = true;
// ...
}
// Called when the game starts
void UShootingComponent::BeginPlay()
{
Super::BeginPlay();
PlayerCharacter = Cast<AExoPlayerCharacter>(GetOwner());
}
void UShootingComponent::Shoot()
{
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if (!IsValid(CurrentGun) || CurrentGun->CurrentAmmo == 0 || bIsReloading || !bCanShoot) return;
APawn* PawnOwner = Cast<APawn>(PlayerCharacter);
if (!PawnOwner || !PawnOwner->GetController()) return;
bCanShoot = false;
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CurrentGun->CurrentAmmo--;
FVector ViewLocation;
FRotator ViewRotation;
PawnOwner->GetController()->GetPlayerViewPoint(ViewLocation, ViewRotation);
FVector ForwardVector = ViewRotation.Vector();
FVector LineStart = ViewLocation; //PlayerCharacter->GetActorLocation();
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FVector LineEnd = LineStart + (ForwardVector * CurrentGun->MaxRange);
FHitResult HitResult;
FCollisionQueryParams QueryParams;
QueryParams.AddIgnoredActor(PlayerCharacter);
// Strza<7A>
bool bHit = GetWorld()->LineTraceSingleByChannel(HitResult, LineStart, LineEnd, ECC_Visibility, QueryParams);
if (bHit && HitResult.GetActor() && HitResult.GetActor()->Implements<UDamageable>())
{
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IDamageable::Execute_TakeDamage(HitResult.GetActor(), CurrentGun->DamageValue);
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UE_LOG(LogTemp, Display, TEXT("Shoot. Ammo: %d/%d"), CurrentGun->CurrentAmmo, CurrentGun->MaxAmmo); // Docelowo tutaj wywo<77>anie UI aktualizuj<75>ce stan ammo
}
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PlayerCharacter->GetWorldTimerManager().SetTimer(ShootCooldownTimer, this, &UShootingComponent::ResetFireCooldown, CurrentGun->FireRateCooldown, false);
// Odrzut
float RecoilPitch = FMath::RandRange(-1.0f, -0.5f);
float RecoilYaw = FMath::RandRange(-0.5f, 0.5f);
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PlayerCharacter->AddControllerPitchInput(RecoilPitch * CurrentGun->RecoilForceMultiplier);
PlayerCharacter->AddControllerYawInput(RecoilYaw * CurrentGun->RecoilForceMultiplier);
// DEBUG
if (bShowDebugLine)
DrawDebugLine(GetWorld(), LineStart, LineEnd, FColor::Red, false, 1.0f, 0, 1.0f);
}
void UShootingComponent::MeleAttack()
{
FVector ForwardVector = PlayerCharacter->GetActorForwardVector();
FVector ViewLocation;
FRotator ViewRotation;
PlayerCharacter->GetController()->GetPlayerViewPoint(ViewLocation, ViewRotation);
FVector EndVector = ViewLocation + ForwardVector * MeleRange;
FHitResult Hit;
FCollisionQueryParams QueryParams;
QueryParams.AddIgnoredActor(PlayerCharacter);
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if (bShowDebugLine)
DrawDebugLine(GetWorld(), ViewLocation, EndVector, FColor::Red, false, 1.0f, 0, 1.0f);
if (GetWorld()->LineTraceSingleByChannel(Hit, ViewLocation, EndVector, ECC_Visibility, QueryParams))
{
if (Hit.GetActor()->Implements<UDamageable>())
{
IDamageable::Execute_TakeDamage(Hit.GetActor(), MeleDamageValue);
}
}
}
void UShootingComponent::Reload()
{
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if (!IsValid(CurrentGun) || bIsReloading) return;
bIsReloading = true;
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CurrentGun->CurrentAmmo = CurrentGun->MaxAmmo;
PlayerCharacter->GetWorldTimerManager().SetTimer(ReloadTimer, this, &UShootingComponent::ReloadCompleted, CurrentGun->ReloadTime, false);
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UE_LOG(LogTemp, Display, TEXT("Reloaded. Ammo: %d/%d"), CurrentGun->CurrentAmmo, CurrentGun->MaxAmmo); // Docelowo tutaj wywo<77>anie UI aktualizuj<75>ce stan ammo
}
void UShootingComponent::PickUpGun(AGunBase* gunItem)
{
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if (IsValid(CurrentGun) && IsValid(SecondaryGun))
DropGun();
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AGunBase* NewGun = NewObject<AGunBase>();
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NewGun->MaxRange = gunItem->MaxRange;
NewGun->DamageValue = gunItem->DamageValue;
NewGun->FireRateCooldown = gunItem->FireRateCooldown;
NewGun->RecoilForceMultiplier = gunItem->RecoilForceMultiplier;
NewGun->ReloadTime = gunItem->ReloadTime;
NewGun->CurrentAmmo = gunItem->CurrentAmmo;
NewGun->MaxAmmo = gunItem->MaxAmmo;
NewGun->SceneItemClass = gunItem->GetClass();
if (IsValid(CurrentGun))
SecondaryGun = NewGun;
else
CurrentGun = NewGun;
}
void UShootingComponent::DropGun()
{
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if (!IsValid(CurrentGun)) return;
FVector ForwardVector = PlayerCharacter->GetActorForwardVector();
FVector PlayerPos = PlayerCharacter->GetActorLocation();
FVector DroppedGunPos = PlayerPos + (ForwardVector * DropGunRange);
FTransform DroppedGunTransform = PlayerCharacter->GetActorTransform();
DroppedGunTransform.SetLocation(DroppedGunPos);
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AGunBase* DroppedGun = GetWorld()->SpawnActor<AGunBase>(CurrentGun->SceneItemClass, DroppedGunTransform);
if (DroppedGun)
{
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DroppedGun->MaxRange = CurrentGun->MaxRange;
DroppedGun->DamageValue = CurrentGun->DamageValue;
DroppedGun->FireRateCooldown = CurrentGun->FireRateCooldown;
DroppedGun->RecoilForceMultiplier = CurrentGun->RecoilForceMultiplier;
DroppedGun->ReloadTime = CurrentGun->ReloadTime;
DroppedGun->CurrentAmmo = CurrentGun->CurrentAmmo;
DroppedGun->MaxAmmo = CurrentGun->MaxAmmo;
CurrentGun->Destroy();
CurrentGun = nullptr;
}
}
void UShootingComponent::ResetFireCooldown()
{
bCanShoot = true;
}
void UShootingComponent::ReloadCompleted()
{
bIsReloading = false;
}
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void UShootingComponent::SelectGun(bool bSelectFirstSlot)
{
if (bSelectFirstSlot != bIsFirstGunSelected)
SwitchGun();
}
void UShootingComponent::SwitchGun()
{
AGunBase* temp = CurrentGun;
CurrentGun = SecondaryGun;
SecondaryGun = temp;
bIsFirstGunSelected = !bIsFirstGunSelected;
// Debug info
if (bIsFirstGunSelected)
{
UE_LOG(LogTemp, Display, TEXT("Zmiana broni na broń 1"));
}
else
{
UE_LOG(LogTemp, Display, TEXT("Zmiana broni na broń 2"));
}
}
// Called every frame
void UShootingComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
// ...
}