306 lines
9.0 KiB
C++
306 lines
9.0 KiB
C++
// Fill out your copyright notice in the Description page of Project Settings.
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#include "Characters/ExoPlayerCharacter.h"
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#include "Blueprint/UserWidget.h"
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#include "Characters/Components/ShootingComponent.h"
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#include "Components/CapsuleComponent.h"
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#include "GameFramework/CharacterMovementComponent.h"
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#include "Items/AmmoBoxBase.h"
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#include "Items/HealthBoxBase.h"
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#include "Player/InteractionComponent.h"
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#include "Widget/WBP_PlayerUI.h"
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AExoPlayerCharacter::AExoPlayerCharacter()
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{
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PrimaryActorTick.bCanEverTick = true;
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// Setup eye height values
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StandingEyeHeight = 175.f;
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CrouchedEyeHeight = 50.f;
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LowEyeHeightOffset = -20.f;
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// Create camera component
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CameraComponent = CreateDefaultSubobject<UCameraComponent>(TEXT("CameraComponent"));
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CameraComponent->AttachToComponent(RootComponent, FAttachmentTransformRules::KeepRelativeTransform);
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CameraComponent->bUsePawnControlRotation = true;
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GetCharacterMovement()->bSnapToPlaneAtStart = true;
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InteractionComponent = CreateDefaultSubobject<UInteractionComponent>(TEXT("Interaction Component"));
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ShootingComponent = CreateDefaultSubobject<UShootingComponent>(TEXT("Shooting Component"));
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Weapon = CreateDefaultSubobject<USkeletalMeshComponent>("Weapon");
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Weapon->SetupAttachment(GetMesh());
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Weapon->SetCollisionEnabled(ECollisionEnabled::NoCollision);
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Weapon->bCastDynamicShadow = false;
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Weapon->CastShadow = false;
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Weapon->SetRelativeLocation(FVector(-50.f, 0.f, -90.f));
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//bUseControllerRotationPitch = false;
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//bUseControllerRotationYaw = true;
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//bUseControllerRotationRoll = false;
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}
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void AExoPlayerCharacter::BeginPlay()
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{
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Super::BeginPlay();
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// Set correct starting camera height
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SetTargetEyeHeight(StandingEyeHeight);
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CameraComponent->SetRelativeLocation(FVector(0.0f, 0.0f, TargetEyeHeight + GetFootOffset()));
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GetCapsuleComponent()->OnComponentBeginOverlap.AddDynamic(this, &AExoPlayerCharacter::OnActorBeginOverlap);
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// Setup crouch timeline
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FOnTimelineFloat ProgressUpdate;
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ProgressUpdate.BindUFunction(this, FName("CrouchingUpdate"));
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FOnTimelineEvent FinishedEvent;
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FinishedEvent.BindUFunction(this, FName("CrouchingFinished"));
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CrouchTimeline.AddInterpFloat(CapsuleResizeCurve, ProgressUpdate);
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CrouchTimeline.SetTimelineFinishedFunc(FinishedEvent);
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PlayerHud = CreateWidget<UWBP_PlayerUI>(GetWorld(),PlayerHudClass);
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if (PlayerHud)
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{
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PlayerHud->AddToViewport();
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PlayerHud->AddToPlayerScreen();
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if (PlayerHud)
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{
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PlayerHud->SetHp(CurrentHealth,MaxHealth);
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PlayerHud->SetAmmoNumber(10);
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PlayerHud->SetAmmoType(EAmmoType::Revolver);
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for (int i=0;i<4;i++)
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PlayerHud->AddBuf(NULL,0.25f*i);
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PlayerHud->SetVisibilityHP(false);
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PlayerHud->SetVisibilityBuf(false);
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PlayerHud->SetVisibilityAmmo(false);
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PlayerHud->SetVisibilityViewFinder(false);
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PlayerHud->SetShootingViewFinder(false);
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PlayerHud->SetVisibilityDialogue(false);
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PlayerHud->SetDialogueText(FText::FromString(TEXT("Przykładowy tekst")));
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}
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}
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}
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void AExoPlayerCharacter::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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CrouchTimeline.TickTimeline(DeltaTime);
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UpdateCameraHeight(DeltaTime);
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ApplyCameraOffsets(DeltaTime);
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}
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float AExoPlayerCharacter::GetFootOffset()
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{
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return -GetCapsuleComponent()->GetScaledCapsuleHalfHeight();
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}
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void AExoPlayerCharacter::CrouchingUpdate(float Alpha)
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{
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float CurrentCamHeight = GetCurrentEyeHeight();
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float NewHalfHeight = FMath::Lerp(
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StandingHalfHeight, GetCharacterMovement()->GetCrouchedHalfHeight(), Alpha);
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GetCapsuleComponent()->SetCapsuleHalfHeight(NewHalfHeight);
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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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UE_LOG(LogTemp, Display, TEXT("Crouching Update"));
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}
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void AExoPlayerCharacter::CrouchingFinished()
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{
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}
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void AExoPlayerCharacter::UpdateCameraHeight(float DeltaTime)
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{
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//if (FMath::IsNearlyEqual(EyeHeight, TargetEyeHeight, 0.01f))
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//{
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//CameraComponent->SetRelativeLocation(FVector(0.f, 0.f,EyeHeight));
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//return;
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//}
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const float LerpDelta = 1.0 - exp(-5 * DeltaTime);
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EyeHeight = FMath::Lerp(EyeHeight, TargetEyeHeight, LerpDelta);
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//const FVector CamRelXY = CameraComponent->GetRelativeLocation();
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const float RelEyeHeight = GetFootOffset() + EyeHeight;
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//CameraComponent->SetRelativeLocation(FVector(CamRelXY.X, CamRelXY.Y,EyeHeight));
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CameraComponent->SetRelativeLocation(FVector(0.f, 0.f,RelEyeHeight));
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}
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void AExoPlayerCharacter::ApplyCameraOffsets(float DeltaTime)
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{
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bool HasChanged = false;
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const float LerpDelta = 1.0 - exp(-5 * DeltaTime);
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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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EyeLocationOffset = FMath::Lerp(EyeLocationOffset, TargetEyeLocationOffset, LerpDelta);
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HasChanged = true;
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}
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if (!FMath::IsNearlyEqual(EyeRoll, TargetEyeRoll, 0.01f))
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{
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// Smoothly rotate view
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EyeRoll = FMath::Lerp(EyeRoll, TargetEyeRoll, LerpDelta);
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HasChanged = true;
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}
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if (!HasChanged)
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{
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// Do not calculate anything if nothing changed
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CameraComponent->AddRelativeLocation(EyeLocationOffset);
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return;
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}
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// Update actual camera position
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const FVector FinalLocation = FVector(EyeLocationOffset.X, EyeLocationOffset.Y,
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EyeLocationOffset.Z + TargetEyeHeight + GetFootOffset());
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CameraComponent->SetRelativeLocation(FinalLocation);
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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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GetController()->SetControlRotation(NewRotator);
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}
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void AExoPlayerCharacter::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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if (OtherActor && OtherActor != this)
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{
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if (OtherActor->IsA(AHealthBoxBase::StaticClass()))
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{
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AHealthBoxBase* HealthBox = Cast<AHealthBoxBase>(OtherActor);
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if (HealthBox)
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{
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AddHealthPoints(HealthBox->HealthValue);
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HealthBox->Destroy();
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UE_LOG(LogTemp, Warning, TEXT("Zebrano apteczkę"));
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}
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}
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else if (OtherActor->IsA(AAmmoBoxBase::StaticClass()))
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{
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AAmmoBoxBase* AmmoBox = Cast<AAmmoBoxBase>(OtherActor);
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if (AmmoBox)
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{
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if (ShootingComponent->AddAmmo(AmmoBox->AmmoType, AmmoBox->AmmoValue))
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{
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AmmoBox->Destroy();
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UE_LOG(LogTemp, Warning, TEXT("Zebrano amunicję"));
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}
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}
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}
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}
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}
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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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CrouchTimeline.Play();
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//float CurrentCamHeight = GetCurrentEyeHeight();
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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::TryUnCrouchCustom()
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{
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SetTargetEyeHeight(StandingEyeHeight);
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GetCharacterMovement()->MaxWalkSpeed = WalkSpeed;
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bIsCrouched = false;
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CrouchTimeline.Reverse();
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//float CurrentCamHeight = GetCurrentEyeHeight();
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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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}
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void AExoPlayerCharacter::AddHealthPoints(float addValue)
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{
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CurrentHealth += addValue;
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if (CurrentHealth > MaxHealth)
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CurrentHealth = MaxHealth;
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if (PlayerHud)
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PlayerHud->SetHp(CurrentHealth,MaxHealth);
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}
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float AExoPlayerCharacter::GetStandingEyeHeight(const bool bCapsuleRelative) const
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{
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return bCapsuleRelative ? StandingEyeHeight - GetCapsuleComponent()->GetScaledCapsuleHalfHeight()
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: StandingEyeHeight;
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}
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float AExoPlayerCharacter::GetCrouchingEyeHeight(const bool bCapsuleRelative) const
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{
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return bCapsuleRelative ? CrouchedEyeHeight - GetCapsuleComponent()->GetScaledCapsuleHalfHeight()
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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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//LocationOffset.Z = FMath::Clamp(LocationOffset.Z, CoverEyeHeight, StandingEyeHeight);
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UE_LOG(LogTemp, Log, TEXT("Eye offset set to: %s"), *LocationOffset.ToString());
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TargetEyeLocationOffset = LocationOffset;
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}
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void AExoPlayerCharacter::SetEyeRoll(float RollValue)
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{
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TargetEyeRoll = RollValue;
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}
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FVector AExoPlayerCharacter::GetPlayerLocationAtFeet() const
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{
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FVector ReturnVector = GetActorLocation();
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ReturnVector.Z -= GetCapsuleComponent()->GetScaledCapsuleHalfHeight();
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return ReturnVector;
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}
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void AExoPlayerCharacter::SetTargetEyeHeight(float NewEyeHeight, const bool bCapsuleRelative)
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{
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if (bCapsuleRelative)
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{
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NewEyeHeight += GetCapsuleComponent()->GetScaledCapsuleHalfHeight();
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}
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UE_LOG(LogTemp, Log, TEXT("Target eye height set to: %f"), NewEyeHeight);
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TargetEyeHeight = FMath::Clamp(NewEyeHeight,
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CrouchedEyeHeight + LowEyeHeightOffset, StandingEyeHeight
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);
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}
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float AExoPlayerCharacter::GetCurrentEyeHeight(const bool bCapsuleRelative) const
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{
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float ReturnValue = CameraComponent->GetRelativeLocation().Z;
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if (!bCapsuleRelative)
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{
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ReturnValue += GetCapsuleComponent()->GetScaledCapsuleHalfHeight();
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}
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return ReturnValue;
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}
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