feat: Working cover and camera system
This commit is contained in:
parent
f3567a115e
commit
abcd8acc6f
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@ -73,4 +73,5 @@ GlobalDefaultServerGameMode=None
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+PropertyRedirects=(OldName="/Script/Exo.ExoPlayerCharacter.CoverEyeHeight",NewName="/Script/Exo.ExoPlayerCharacter.LowEyeHeight")
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+FunctionRedirects=(OldName="/Script/Exo.ExoPlayerController.CalculateCoverAim",NewName="/Script/Exo.ExoPlayerController.CalculateCoverAimOffset")
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+PropertyRedirects=(OldName="/Script/Exo.ExoPlayerController.UseEyeHeight",NewName="/Script/Exo.ExoPlayerController.bUseEyeHeight")
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+FunctionRedirects=(OldName="/Script/Exo.ExoPlayerCharacter.SetEyePositionOffset",NewName="/Script/Exo.ExoPlayerCharacter.SetEyePositionOffsetTarget")
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+FunctionRedirects=(OldName="/Script/Exo.ExoPlayerCharacter.SetEyePositionOffset",NewName="/Script/Exo.ExoPlayerCharacter.SetEyePositionOffsetTarget")
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+FunctionRedirects=(OldName="/Script/Exo.ExoPlayerCharacter.UnCrouchCustom",NewName="/Script/Exo.ExoPlayerCharacter.TryUnCrouchCustom")
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Binary file not shown.
Binary file not shown.
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@ -60,7 +60,6 @@ void AExoPlayerCharacter::BeginPlay()
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CameraComponent->SetRelativeLocation(FVector(0.0f, 0.0f, FromFeet(TargetEyeHeight)));
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GetCapsuleComponent()->OnComponentBeginOverlap.AddDynamic(this, &AExoPlayerCharacter::OnActorBeginOverlap);
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//UGameplayStatics::GetPlayerCameraManager(GetWorld(), 0)->SetViewTarget(this);
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PlayerHud = CreateWidget<UWBP_PlayerUI>(GetWorld(),PlayerHudClass);
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@ -83,12 +82,6 @@ void AExoPlayerCharacter::BeginPlay()
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void AExoPlayerCharacter::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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//// NOT FINAL SOLUTION ///
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/** Reset camera offset at the start of every frame */
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//TargetEyeLocationOffset = FVector::ZeroVector;
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//TargetEyeRoll = 0.f;
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//////////////////////////
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UpdateCameraHeight(DeltaTime);
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ApplyCameraOffsets(DeltaTime);
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@ -115,11 +108,6 @@ void AExoPlayerCharacter::UpdateCameraHeight(float DeltaTime)
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void AExoPlayerCharacter::ApplyCameraOffsets(float DeltaTime)
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{
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bool HasChanged = false;
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//FVector NewOffset = EyeLocationOffset;
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//FVector NoOffsetCameraPosition = FVector(0, 0, EyeHeight);
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//FVector NoOffsetCameraPosition = CameraComponent->GetRelativeLocation() - EyeLocationOffset;
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//UE_LOG(LogTemp, Log, TEXT("%s"), *NoOffsetCameraPosition.ToString());
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if (!FVector::PointsAreNear(EyeLocationOffset, TargetEyeLocationOffset, 0.01f))
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{
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// Smoothly offset view
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@ -141,15 +129,10 @@ void AExoPlayerCharacter::ApplyCameraOffsets(float DeltaTime)
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}
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// Update actual camera position
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//FVector BaseLocation = FVector(0, 0, GetCurrentEyeHeightBase(true));
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//CameraComponent->SetRelativeLocation(NoOffsetCameraPosition + NewOffset);
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//FVector CapsuleRelativeOffset = BaseLocation + EyeLocationOffset;
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//CapsuleRelativeOffset.Z += GetCurrentEyeHeightBase(true);
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const FVector FinalOffset = FVector(EyeLocationOffset.X, EyeLocationOffset.Y,
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EyeLocationOffset.Z + TargetEyeHeight + GetFootOffset());
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CameraComponent->SetRelativeLocation(FinalOffset);
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//UE_LOG(LogTemp, Log, TEXT("Camera relative: %s"), *CameraComponent->GetRelativeLocation().ToString());
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// Update actual camera rotation (Roll)
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FRotator NewRotator = GetController()->GetControlRotation();
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NewRotator.Roll = EyeRoll;
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@ -192,21 +175,22 @@ void AExoPlayerCharacter::CrouchCustom()
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{
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SetTargetEyeHeight(CrouchedEyeHeight);
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GetCharacterMovement()->MaxWalkSpeed = CrouchSpeed;
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bIsCrouched = true;
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float CurrentCamHeight = GetCurrentEyeHeight();
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GetCapsuleComponent()->SetCapsuleHalfHeight(44.f);
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GetCapsuleComponent()->SetCapsuleHalfHeight(GetCharacterMovement()->CrouchedHalfHeight);
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CameraComponent->SetRelativeLocation(
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FVector(0, 0, GetFootOffset()) +
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FVector(0, 0, CurrentCamHeight));
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}
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void AExoPlayerCharacter::UnCrouchCustom()
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void AExoPlayerCharacter::TryUnCrouchCustom()
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{
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SetTargetEyeHeight(StandingEyeHeight);
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GetCharacterMovement()->MaxWalkSpeed = WalkSpeed;
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float CurrentCamHeight = GetCurrentEyeHeight();
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GetCapsuleComponent()->SetCapsuleHalfHeight(88.f);
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GetCapsuleComponent()->SetCapsuleHalfHeight(StandingHalfHeight);
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CameraComponent->SetRelativeLocation(
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FVector(0, 0, GetFootOffset()) +
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FVector(0, 0, CurrentCamHeight));
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@ -255,6 +239,11 @@ float AExoPlayerCharacter::GetCrouchingEyeHeight(const bool bCapsuleRelative) co
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: CrouchedEyeHeight;
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}
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bool AExoPlayerCharacter::IsCrouching() const
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{
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return bIsCrouched;
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}
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void AExoPlayerCharacter::SetEyePositionOffsetTarget(const FVector LocationOffset)
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{
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@ -36,27 +36,17 @@ void AExoPlayerController::BeginPlay()
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PlayerCharacter->GetCharacterMovement()->MaxWalkSpeed = PlayerCharacter->WalkSpeed;
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}
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void AExoPlayerController::PlayerTick(float DeltaTime)
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void AExoPlayerController::PlayerTick(const float DeltaTime)
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{
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Super::PlayerTick(DeltaTime);
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bIsCoverAiming = (PlayerCharacter->bIsInCover && PlayerCharacter->bIsAimingMode);
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if (PlayerCharacter->bIsInCover)
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if (bIsCoverAiming)
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{
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//PlayerCharacter->SetEyePositionOffsetTarget(
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// FVector(0, 0, PlayerCharacter->LowEyeHeightOffset)
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// );
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if (PlayerCharacter->bIsAimingMode)
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{
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CoverAimHeightOffset = CalculateCoverAimOffset();
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PlayerCharacter->SetEyePositionOffsetTarget(
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FVector(0.f, 0.f, CoverAimHeightOffset));
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}
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CoverAimHeightOffset = CalculateCoverAimOffset();
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PlayerCharacter->SetEyePositionOffsetTarget(FVector(0.f, 0.f, CoverAimHeightOffset));
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}
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//else
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//{
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// PlayerCharacter->SetEyePositionOffsetTarget(FVector::ZeroVector);
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//}
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// On screen cover state DEBUG
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if (bShowCoverSystemDebug)
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@ -167,15 +157,8 @@ void AExoPlayerController::PlayerStartCrouch()
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PlayerCharacter->SetTargetEyeHeight(PlayerCharacter->LowEyeHeightOffset);
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GetWorldTimerManager().SetTimer(SlideCooldownTimer, this, &AExoPlayerController::ResetSlide, PlayerCharacter->SlideCooldown, false);
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}
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//PlayerCharacter->Crouch();
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PlayerCharacter->CrouchCustom();
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//PlayerCharacter->SetTargetEyeHeight(PlayerCharacter->CrouchedEyeHeight);
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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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PlayerCharacter->bIsInCover = CheckForCover();
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@ -190,19 +173,11 @@ void AExoPlayerController::PlayerStartCrouch()
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void AExoPlayerController::PlayerStopCrouch()
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{
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//PlayerCharacter->UnCrouch();
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PlayerCharacter->UnCrouchCustom();
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//PlayerCharacter->SetTargetEyeHeight(PlayerCharacter->GetStandingEyeHeight());
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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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PlayerCharacter->TryUnCrouchCustom();
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// Stop checking for cover
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GetWorld()->GetTimerManager().ClearTimer(CoverCheckTimer);
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PlayerCharacter->bIsInCover = false;
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TargetCoverStandAlpha = 0.0f;
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}
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void AExoPlayerController::ResetSlide()
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@ -253,7 +228,7 @@ void AExoPlayerController::PlayerStopAim()
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ShootingComponent->StopAiming();
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if (PlayerCharacter->bIsInCover)
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{
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CalculateCoverAimOffset();
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PlayerCharacter->SetEyePositionOffsetTarget(FVector(0, 0, 0));
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}
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}
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@ -289,9 +264,6 @@ void AExoPlayerController::PlayerReload()
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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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@ -372,16 +344,6 @@ float AExoPlayerController::CalculateCoverAimOffset()
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// Oblicz maksymalną wysokość, na którą można wychylić się znad osłony
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MaxCoverAimHeight = PlayerCharacter->GetStandingEyeHeight() * CoverAimStandFactor;
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FVector ObstacleTraceStart = GetCharacter()->GetActorLocation();
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ObstacleTraceStart.Z +=
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bUseEyeHeight ?
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PlayerCharacter->GetCurrentEyeHeight(true)
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:
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PlayerCharacter->CrouchedEyeHeight - GetCharacter()->GetCapsuleComponent()->GetScaledCapsuleHalfHeight();
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FVector ObstacleTraceEnd =
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ObstacleTraceStart + PlayerCameraManager->GetCameraRotation().Vector() * CoverAimFreeDistance;
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FCollisionQueryParams QueryParams;
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QueryParams.AddIgnoredActor(PlayerCharacter);
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@ -390,40 +352,9 @@ float AExoPlayerController::CalculateCoverAimOffset()
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FHitResult Hit;
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bool bFreeSpace = false;
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// SphereTrace until no hit is found (free space to aim)
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// for (int i = 0; i < MaxCoverAimHeight; i += CoverAimWindowRadius)
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// {
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// ObstacleTraceStart.Z += i;
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// ObstacleTraceEnd.Z += i;
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//
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// GetWorld()->SweepSingleByChannel(
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// Hit,
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// ObstacleTraceStart,
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// ObstacleTraceEnd,
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// FQuat::Identity,
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// ObstacleTraceChannel,
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// FCollisionShape::MakeSphere(CoverAimWindowRadius),
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// QueryParams
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// );
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//
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// if (bShowCoverSystemDebug)
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// {
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// DrawDebugSphere(GetWorld(), Hit.Location, CoverAimWindowRadius, 8,
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// Hit.bBlockingHit ? FColor::Blue : FColor::Red,
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// false, 0.0f, 0, 0);
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// }
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//
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// if (Hit.bBlockingHit == false)
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// {
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// UE_LOG(LogTemp, Display, TEXT("Free space"));
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// bFreeSpace = true;
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// break;
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// }
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// }
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ObstacleTraceStart = PlayerCharacter->GetPlayerLocationAtFeet();
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FVector ObstacleTraceStart = PlayerCharacter->GetPlayerLocationAtFeet();
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ObstacleTraceStart.Z += PlayerCharacter->CrouchedEyeHeight;
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ObstacleTraceEnd = ObstacleTraceStart + PlayerCameraManager->GetCameraRotation().Vector() * CoverAimFreeDistance;
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FVector ObstacleTraceEnd = ObstacleTraceStart + PlayerCameraManager->GetCameraRotation().Vector() * CoverAimFreeDistance;
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float SafeCoverAimZOffset = 0.f;
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while (SafeCoverAimZOffset < MaxCoverAimHeight)
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@ -457,6 +388,7 @@ float AExoPlayerController::CalculateCoverAimOffset()
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// If this is true that means that free space was found
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if (FinalHitHeight <= MaxCoverAimHeight)
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{
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PlayerCharacter->bIsCrouched = false;
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//// DEBUG ////
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if (bShowCoverSystemDebug)
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{
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@ -469,44 +401,13 @@ float AExoPlayerController::CalculateCoverAimOffset()
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}
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// Return 0 offset if no free space to aim was found
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return 0.f;
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}
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void AExoPlayerController::UpdateSmoothCoverCamera(float DeltaTime)
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{
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if (FMath::IsNearlyEqual(CoverStandAlpha, TargetCoverStandAlpha, 0.01f))
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{
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return;
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}
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CoverStandAlpha = FMath::Lerp(CoverStandAlpha, TargetCoverStandAlpha, DeltaTime * 5.0f);
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// BANDAID SOLUTION
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const float NewZ = FMath::Lerp(
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PlayerCharacter->GetCrouchingEyeHeight(),
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PlayerCharacter->GetStandingEyeHeight(),
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CoverStandAlpha
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);
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PlayerCharacter->CameraComponent->SetRelativeLocation(
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FVector(0.0f, 0.0f, NewZ)
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);
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// DEBUG
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if (bShowCoverSystemDebug && GEngine)
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{
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GEngine->AddOnScreenDebugMessage(1, -1, FColor::Red, FString::Printf(TEXT("Current cover stand alpha: %f"), CoverStandAlpha));
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}
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//return 0.f;
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return MaxCoverAimHeight - PlayerCharacter->CrouchedEyeHeight;
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}
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void AExoPlayerController::OnCoverTimer()
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{
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PlayerCharacter->bIsInCover = CheckForCover();
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if (PlayerCharacter->bIsInCover == false)
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{
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TargetCoverStandAlpha = 0.0f;
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UpdateSmoothCoverCamera(GetWorld()->GetDeltaSeconds());
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}
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}
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void AExoPlayerController::DebugCoverSystem(bool show)
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@ -19,6 +19,7 @@ class EXO_API AExoPlayerCharacter : public AExoCharacterBase
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public:
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AExoPlayerCharacter();
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/// U PROPERTIES ///
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UPROPERTY(EditAnywhere, Category = "Combat")
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TObjectPtr<USkeletalMeshComponent> Weapon;
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@ -34,6 +35,9 @@ public:
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
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TObjectPtr<USceneComponent> CapsuleBottom;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "UI")
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TSubclassOf<UUserWidget> PlayerHudClass;
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UPROPERTY(EditAnywhere, Category = "Dodge Properties")
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float DodgeForce = 5000.f;
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@ -61,19 +65,35 @@ public:
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UPROPERTY(EditAnywhere, Category = "Health")
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float CurrentHealth = 50.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "UI")
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TSubclassOf<UUserWidget> PlayerHudClass;
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/// Połowa wysokości kapsuły gracza podczas stania
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UPROPERTY(EditAnywhere, BlueprintReadOnly)
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float StandingHalfHeight = 88.f;
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/** Czy postać gracza jest obecnie schowana za osłoną */
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UPROPERTY(BlueprintReadOnly, Category = "Cover System")
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bool bIsInCover = false;
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/** Offset kamery podczas leżenia (osłona, ślizg) <br>
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* Bezpiecznie będzie założyć że to najniżej jak kamera
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* może zejść podczas gameplaya
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*/
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Camera")
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float LowEyeHeightOffset;
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/// U FUNCTIONS ///
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UFUNCTION()
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void OnActorBeginOverlap(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp,
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int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult
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);
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/// Przełącza gracza w tryb kucania
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UFUNCTION(BlueprintCallable, Category = "Movement")
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void CrouchCustom();
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/// Próbuje wyjść z trybu kucania
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UFUNCTION(BlueprintCallable, Category = "Movement")
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void UnCrouchCustom();
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void TryUnCrouchCustom();
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DECLARE_MULTICAST_DELEGATE(FOnPlayerCrouchEvent);
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FOnPlayerCrouchEvent OnPlayerCrouchStart;
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@ -115,17 +135,9 @@ public:
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UFUNCTION(BlueprintPure, Category="Camera")
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float GetCrouchingEyeHeight(const bool bCapsuleRelative = false) const;
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/** Czy postać gracza jest obecnie schowana za osłoną */
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UPROPERTY(BlueprintReadOnly, Category = "Cover System")
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bool bIsInCover = false;
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/** Offset kamery podczas leżenia (osłona, ślizg) <br>
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* Bezpiecznie będzie założyć że to najniżej jak kamera
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* może zejść podczas gameplaya
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*/
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Camera")
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float LowEyeHeightOffset;
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UFUNCTION(BlueprintPure, Category="Movement")
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bool IsCrouching() const;
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protected:
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@ -25,6 +25,9 @@ public:
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virtual void PlayerTick(float DeltaTime) override;
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UPROPERTY(BlueprintReadOnly)
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bool bIsCoverAiming = false;
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protected:
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virtual void SetupInputComponent() override;
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@ -95,13 +98,7 @@ protected:
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UFUNCTION(BlueprintCallable, Category = "Cover System")
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bool CheckForCover();
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UFUNCTION(BlueprintCallable, Category = "Cover System")
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float CalculateCoverAimOffset();
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UFUNCTION(BlueprintCallable, Category = "Cover System")
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void UpdateSmoothCoverCamera(float DeltaTime);
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void OnCoverTimer();
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//DECLARE_MULTICAST_DELEGATE(FOnPlayerAimEvent);
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// Cover System DEBUG
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UFUNCTION(Exec, Category = "Cover System")
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@ -175,13 +172,6 @@ protected:
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Character")
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TObjectPtr<AExoPlayerCharacter> PlayerCharacter;
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/** Alpha wysokości kamery podczas wychulania zza osłony
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* 0 - Wysokość kucania
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* 1 - Maksymalna wysokość wychylenia określona przez CoverAimStandFactor
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**/
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UPROPERTY(EditAnywhere, Category = "Cover System")
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float TargetCoverStandAlpha = 0.0f;
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/** Częstotliwość okresowego szukania osłon podczas kucania */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Cover System")
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float CoverCheckRate = 0.5f;
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@ -234,15 +224,10 @@ private:
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UShootingComponent* ShootingComponent;
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float CalculateCoverAimOffset();
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void OnCoverTimer();
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float CoverStandAlpha = 0.0f; // deprecated
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FTimerHandle CoverCheckTimer;
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float MaxCoverAimHeight;
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float CoverAimHeightOffset;
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//FTransform TargetCameraOffset;
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//FTransform CameraOffset;
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};
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