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.
158 lines
4.3 KiB
C++
158 lines
4.3 KiB
C++
// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "Characters/Components/ShootingComponent.h"
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#include "Player/InteractionComponent.h"
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#include "CoreMinimal.h"
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#include "GameFramework/PlayerController.h"
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#include "ExoPlayerController.generated.h"
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class AExoPlayerCharacter;
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class UInputMappingContext;
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class UInputAction;
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struct FInputActionValue;
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UCLASS()
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class EXO_API AExoPlayerController : public APlayerController
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{
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GENERATED_BODY()
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public:
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AExoPlayerController();
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virtual void BeginPlay() override;
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virtual void PlayerTick(float DeltaTime) override;
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protected:
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virtual void SetupInputComponent() override;
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// Po prawej przypisane aktualnie klawisze
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UFUNCTION(BlueprintCallable, Category = "Input")
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void Move(const FInputActionValue& InputActionValue); // WSAD
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UFUNCTION(BlueprintCallable, Category = "Input")
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void Look(const FInputActionValue& InputActionValue); // MouseXY
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UFUNCTION(BlueprintCallable, Category = "Input")
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void Interact(); // E
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UFUNCTION(BlueprintCallable, Category = "Input")
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void PlayerJump(); // Space
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UFUNCTION(BlueprintCallable, Category = "Input")
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void PlayerDodge(); // Left Alt
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UFUNCTION(BlueprintCallable, Category = "Input")
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void ResetDodge();
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UFUNCTION(BlueprintCallable, Category = "Input")
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void PlayerStartCrouch(); // LCtrl\C\X
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UFUNCTION(BlueprintCallable, Category = "Input")
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void PlayerStopCrouch(); // LCtrl\C\X
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UFUNCTION(BlueprintCallable, Category = "Input")
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void PlayerStartSprint(); // LShift(Hold)
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UFUNCTION(BlueprintCallable, Category = "Input")
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void PlayerStopSprint();
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UFUNCTION(BlueprintCallable, Category = "Input")
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void PlayerShoot(); // LPM
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UFUNCTION(BlueprintCallable, Category = "Input")
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void PlayerThrow(); // G
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UFUNCTION(BlueprintCallable, Category = "Input")
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void PlayerStartAim(); // PPM (pressed)
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UFUNCTION(BlueprintCallable, Category = "Input")
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void PlayerStopAim(); // PPM (released)
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UFUNCTION(BlueprintCallable, Category = "Input")
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void PlayerMeleAttack(); // V - nieprzypisane
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UFUNCTION(BlueprintCallable, Category = "Input")
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void PlayerChangeWeapon(); // MouseScroll
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UFUNCTION(BlueprintCallable, Category = "Input")
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void PlayerSelectFirstWeapon(); // 1
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UFUNCTION(BlueprintCallable, Category = "Input")
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void PlayerSelectSecondWeapon(); // 2
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UFUNCTION(BlueprintCallable, Category = "Input")
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void PlayerDropWeapon(); // F
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UFUNCTION(BlueprintCallable, Category = "Input")
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void PlayerReload(); // R
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UPROPERTY(EditAnywhere, Category = "Input")
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TObjectPtr<UInputMappingContext> InputContext;
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UPROPERTY(EditAnywhere, Category= "Input")
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TObjectPtr<UInputAction> MoveAction;
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UPROPERTY(EditAnywhere, Category = "Input")
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TObjectPtr<UInputAction> InteractAction;
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UPROPERTY(EditAnywhere, Category = "Input")
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TObjectPtr<UInputAction> LookAction;
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UPROPERTY(EditAnywhere, Category = "Input")
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TObjectPtr<UInputAction> JumpAction;
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UPROPERTY(EditAnywhere, Category = "Input")
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TObjectPtr<UInputAction> SprintAction;
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UPROPERTY(EditAnywhere, Category = "Input")
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TObjectPtr<UInputAction> CrouchAction;
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UPROPERTY(EditAnywhere, Category = "Input")
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TObjectPtr<UInputAction> DodgeAction;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Dodge Properties")
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FTimerHandle DodgeCooldownTimer;
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UPROPERTY(EditAnywhere, Category = "Dodge Properties")
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bool CanDodge = true;
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UPROPERTY(EditAnywhere, Category = "Input")
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TObjectPtr<UInputAction> ShootAction;
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UPROPERTY(EditAnywhere, Category = "Input")
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TObjectPtr<UInputAction> ThrowAction;
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UPROPERTY(EditAnywhere, Category = "Input")
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TObjectPtr<UInputAction> ReloadAction;
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UPROPERTY(EditAnywhere, Category = "Input")
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TObjectPtr<UInputAction> AimAction;
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UPROPERTY(EditAnywhere, Category = "Input")
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TObjectPtr<UInputAction> MeleAction;
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UPROPERTY(EditAnywhere, Category = "Input")
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TObjectPtr<UInputAction> ChangeWeaponAction;
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UPROPERTY(EditAnywhere, Category = "Input")
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TObjectPtr<UInputAction> SelectFirstWeaponAction;
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UPROPERTY(EditAnywhere, Category = "Input")
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TObjectPtr<UInputAction> SelectSecondWeaponAction;
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UPROPERTY(EditAnywhere, Category = "Input")
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TObjectPtr<UInputAction> DropWeaponAction;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Character")
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TObjectPtr<AExoPlayerCharacter> PlayerCharacter;
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private:
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UInteractionComponent* InteractionComponent;
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UShootingComponent* ShootingComponent;
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};
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