refactor: solved duplicate code for shooting and fix raycast for interaction
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@ -27,32 +27,15 @@ void UShootingComponent::Shoot()
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{
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{
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if (!IsValid(CurrentGun) || CurrentGun->CurrentAmmo == 0 || bIsReloading || !bCanShoot) return;
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if (!IsValid(CurrentGun) || CurrentGun->CurrentAmmo == 0 || bIsReloading || !bCanShoot) return;
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APawn* PawnOwner = Cast<APawn>(PlayerCharacter);
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if (!PawnOwner || !PawnOwner->GetController()) return;
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bCanShoot = false;
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bCanShoot = false;
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CurrentGun->CurrentAmmo--;
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CurrentGun->CurrentAmmo--;
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FVector ViewLocation;
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AActor* HitActor = ExecuteLineTrace(CurrentGun->MaxRange);
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FRotator ViewRotation;
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if (HitActor)
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PawnOwner->GetController()->GetPlayerViewPoint(ViewLocation, ViewRotation);
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FVector ForwardVector = ViewRotation.Vector();
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FVector LineStart = ViewLocation; //PlayerCharacter->GetActorLocation();
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FVector LineEnd = LineStart + (ForwardVector * CurrentGun->MaxRange);
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FHitResult HitResult;
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FCollisionQueryParams QueryParams;
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QueryParams.AddIgnoredActor(PlayerCharacter);
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// Strza<7A>
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bool bHit = GetWorld()->LineTraceSingleByChannel(HitResult, LineStart, LineEnd, ECC_Visibility, QueryParams);
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if (bHit && HitResult.GetActor() && HitResult.GetActor()->Implements<UDamageable>())
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{
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{
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IDamageable::Execute_TakeDamage(HitResult.GetActor(), CurrentGun->DamageValue);
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IDamageable::Execute_TakeDamage(HitActor, CurrentGun->DamageValue);
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UE_LOG(LogTemp, Display, TEXT("Shoot. Ammo: %d/%d"), CurrentGun->CurrentAmmo, CurrentGun->MaxAmmo); // Docelowo tutaj wywo<EFBFBD>anie UI aktualizuj<75>ce stan ammo
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UE_LOG(LogTemp, Display, TEXT("Shoot. Ammo: %d/%d"), CurrentGun->CurrentAmmo, CurrentGun->MaxAmmo); // Docelowo tutaj wywołanie UI aktualizujące stan ammo
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}
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}
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PlayerCharacter->GetWorldTimerManager().SetTimer(ShootCooldownTimer, this, &UShootingComponent::ResetFireCooldown, CurrentGun->FireRateCooldown, false);
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PlayerCharacter->GetWorldTimerManager().SetTimer(ShootCooldownTimer, this, &UShootingComponent::ResetFireCooldown, CurrentGun->FireRateCooldown, false);
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@ -63,35 +46,41 @@ void UShootingComponent::Shoot()
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PlayerCharacter->AddControllerPitchInput(RecoilPitch * CurrentGun->RecoilForceMultiplier);
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PlayerCharacter->AddControllerPitchInput(RecoilPitch * CurrentGun->RecoilForceMultiplier);
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PlayerCharacter->AddControllerYawInput(RecoilYaw * CurrentGun->RecoilForceMultiplier);
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PlayerCharacter->AddControllerYawInput(RecoilYaw * CurrentGun->RecoilForceMultiplier);
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// DEBUG
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if (bShowDebugLine)
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DrawDebugLine(GetWorld(), LineStart, LineEnd, FColor::Red, false, 1.0f, 0, 1.0f);
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}
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}
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void UShootingComponent::MeleAttack()
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void UShootingComponent::MeleAttack()
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{
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AActor* HitActor = ExecuteLineTrace(MeleRange);
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if (HitActor)
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{
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IDamageable::Execute_TakeDamage(HitActor, MeleDamageValue);
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}
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}
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AActor* UShootingComponent::ExecuteLineTrace(float LineRange)
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{
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{
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FVector ForwardVector = PlayerCharacter->GetActorForwardVector();
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FVector ForwardVector = PlayerCharacter->GetActorForwardVector();
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FVector ViewLocation;
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FVector ViewLocation;
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FRotator ViewRotation;
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FRotator ViewRotation;
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PlayerCharacter->GetController()->GetPlayerViewPoint(ViewLocation, ViewRotation);
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PlayerCharacter->GetController()->GetPlayerViewPoint(ViewLocation, ViewRotation);
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FVector EndVector = ViewLocation + ForwardVector * MeleRange;
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FVector EndVector = ViewLocation + ForwardVector * LineRange;
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FHitResult Hit;
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FHitResult Hit;
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FCollisionQueryParams QueryParams;
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FCollisionQueryParams QueryParams;
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QueryParams.AddIgnoredActor(PlayerCharacter);
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QueryParams.AddIgnoredActor(PlayerCharacter);
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// DEBUG
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if (bShowDebugLine)
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if (bShowDebugLine)
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DrawDebugLine(GetWorld(), ViewLocation, EndVector, FColor::Red, false, 1.0f, 0, 1.0f);
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DrawDebugLine(GetWorld(), ViewLocation, EndVector, FColor::Red, false, 1.0f, 0, 1.0f);
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if (GetWorld()->LineTraceSingleByChannel(Hit, ViewLocation, EndVector, ECC_Visibility, QueryParams))
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if (GetWorld()->LineTraceSingleByChannel(Hit, ViewLocation, EndVector, ECC_Visibility, QueryParams) &&
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IsValid(Hit.GetActor()) && Hit.GetActor()->Implements<UDamageable>())
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{
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{
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if (Hit.GetActor()->Implements<UDamageable>())
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return Hit.GetActor();
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{
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IDamageable::Execute_TakeDamage(Hit.GetActor(), MeleDamageValue);
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}
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}
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}
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return nullptr;
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}
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}
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void UShootingComponent::Reload()
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void UShootingComponent::Reload()
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@ -24,14 +24,13 @@ void UInteractionComponent::CheckForInteractable()
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PawnOwner->GetController()->GetPlayerViewPoint(ViewLocation, ViewRotation);
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PawnOwner->GetController()->GetPlayerViewPoint(ViewLocation, ViewRotation);
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FVector ForwardVector = ViewRotation.Vector();
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FVector ForwardVector = ViewRotation.Vector();
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FVector LineStart = Owner->GetActorLocation();
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FVector LineEnd = ViewLocation + (ForwardVector * InteractionDistance);
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FVector LineEnd = LineStart + (ForwardVector * InteractionDistance);
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FHitResult HitResult;
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FHitResult HitResult;
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FCollisionQueryParams QueryParams;
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FCollisionQueryParams QueryParams;
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QueryParams.AddIgnoredActor(Owner);
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QueryParams.AddIgnoredActor(Owner);
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bool bHit = GetWorld()->LineTraceSingleByChannel(HitResult, LineStart, LineEnd, ECC_Visibility, QueryParams);
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bool bHit = GetWorld()->LineTraceSingleByChannel(HitResult, ViewLocation, LineEnd, ECC_Visibility, QueryParams);
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if (bHit && HitResult.GetActor() && HitResult.GetActor()->Implements<UInteractable>())
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if (bHit && HitResult.GetActor() && HitResult.GetActor()->Implements<UInteractable>())
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{
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{
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@ -43,7 +42,7 @@ void UInteractionComponent::CheckForInteractable()
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}
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}
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if (bShowDebugLine)
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if (bShowDebugLine)
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DrawDebugLine(GetWorld(), LineStart, LineEnd, FColor::Red, false, 1.0f, 0, 1.0f);
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DrawDebugLine(GetWorld(), ViewLocation, LineEnd, FColor::Red, false, 1.0f, 0, 1.0f);
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}
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}
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@ -66,6 +66,7 @@ public:
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private:
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private:
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void ResetFireCooldown();
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void ResetFireCooldown();
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void ReloadCompleted();
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void ReloadCompleted();
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AActor* ExecuteLineTrace(float LineRange);
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FTimerHandle ShootCooldownTimer;
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FTimerHandle ShootCooldownTimer;
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FTimerHandle ReloadTimer;
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FTimerHandle ReloadTimer;
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