ExoWest/Source/Exo/Public/Characters/Components/ShootingComponent.h
Foxim 2b6bdf9f80 feat: add grenade pickup, throw, and drop mechanics
Implemented basic grenade interaction:
- Player can pick up, throw, and drop grenades.

To-do:
- Refine throwing mechanics (e.g. direction, force).
- Clean up and refactor related code.
2025-04-08 18:22:33 +02:00

114 lines
2.8 KiB
C++

// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include <Characters/ExoPlayerCharacter.h>
#include "GameFramework/CharacterMovementComponent.h"
#include <Items/GunBase.h>
#include "Interfaces/Damageable.h"
#include "ShootingComponent.generated.h"
class AThrowableBase;
UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
class EXO_API UShootingComponent : public UActorComponent
{
GENERATED_BODY()
public:
// Sets default values for this component's properties
UShootingComponent();
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Debug")
bool bShowDebugLine = true;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Character")
TObjectPtr<AExoPlayerCharacter> PlayerCharacter;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Camera")
TObjectPtr<APlayerCameraManager> CameraManager;
protected:
// Called when the game starts
virtual void BeginPlay() override;
public:
// Called every frame
virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
UFUNCTION(Category = "Shooting")
void Shoot();
UFUNCTION(Category = "Mele Attack")
void MeleAttack();
UFUNCTION(Category = "Shooting")
void Reload();
UFUNCTION(BlueprintCallable, Category = "Shooting")
void PickUpGun(AGunBase* gunItem);
UFUNCTION(BlueprintCallable, Category = "Shooting")
bool PickUpThrow(AThrowableBase* ThrowItem);
UFUNCTION(Category = "Shooting")
void DropGun();
UFUNCTION(Category = "Shooting")
void DropThrow();
UFUNCTION(Category = "Shooting")
void SwitchGun();
UFUNCTION(Category = "Shooting")
void SelectGun(bool bSelectFirstSlot);
UFUNCTION(Category = "Shooting")
void StartAiming();
UFUNCTION(Category = "Shooting")
void StopAiming();
UFUNCTION(Category = "Shooting")
void Throw();
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Aiming")
float AimingAnimationSpeed = 30.0f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Aiming")
float AimingMoveSpeedScale = 0.70f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Shooting")
float DropGunRange = 20.0f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Mele Attack")
float MeleRange = 75.f;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Shooting")
AThrowableBase* ThrowableItem = nullptr;
AGunBase* CurrentGun = nullptr;
AGunBase* SecondaryGun = nullptr;
private:
void ResetFireCooldown();
void ReloadCompleted();
AActor* ExecuteLineTrace(float LineRange);
FTimerHandle ShootCooldownTimer;
FTimerHandle ReloadTimer;
bool bCanShoot = true;
bool bIsReloading = false;
float DefaultFOV;
float TargetFOV;
bool bIsFirstGunSelected = true;
float MeleDamageValue = 50.f;
};