162 lines
6.6 KiB
C++
162 lines
6.6 KiB
C++
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "UI/ShooterReticle.h"
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#include "Character/ShooterCharacter.h"
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#include "Components/Image.h"
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#include "Combat/CombatComponent.h"
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#include "Weapon/Weapon.h"
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#include "Interfaces/PlayerInterface.h"
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namespace Reticle
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{
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const FName Inner_RGBA = FName("Inner_RGBA");
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const FName RoundedCornerScale = FName("RoundedCornerScale");
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const FName ShapeCutThickness = FName("ShapeCutThickness");
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}
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namespace Ammo
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{
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const FName Rounds_Current = FName("Rounds_Current");
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const FName Rounds_Max = FName("Rounds_Max");
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}
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void UShooterReticle::NativeConstruct()
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{
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Super::NativeConstruct();
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Image_Reticle->SetRenderOpacity(0.f);
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Image_AmmoCounter->SetRenderOpacity(0.f);
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GetOwningPlayer()->OnPossessedPawnChanged.AddDynamic(this, &UShooterReticle::OnPossessedPawnChanged);
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AShooterCharacter* ShooterCharacter = Cast<AShooterCharacter>(GetOwningPlayer()->GetPawn());
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if (!IsValid(ShooterCharacter)) return;
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OnPossessedPawnChanged(nullptr, ShooterCharacter);
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if (ShooterCharacter->bWeaponFirstReplicated)
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{
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AWeapon* CurrentWeapon = IPlayerInterface::Execute_GetCurrentWeapon(ShooterCharacter);
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if (IsValid(CurrentWeapon))
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{
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OnReticleChange(CurrentWeapon->GetReticleDynamicMaterialInstance(), CurrentWeapon->ReticleParams);
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OnAmmoCounterChange(CurrentWeapon->GetAmmoCounterDynamicMaterialInstance(), CurrentWeapon->Ammo, CurrentWeapon->MagCapacity);
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}
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}
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else
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{
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ShooterCharacter->OnWeaponFirstReplicated.AddDynamic(this, &UShooterReticle::OnWeaponFirstReplicated);
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}
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}
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void UShooterReticle::OnWeaponFirstReplicated(AWeapon* Weapon)
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{
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OnReticleChange(Weapon->GetReticleDynamicMaterialInstance(), Weapon->ReticleParams);
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OnAmmoCounterChange(Weapon->GetAmmoCounterDynamicMaterialInstance(), Weapon->Ammo, Weapon->MagCapacity);
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}
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void UShooterReticle::OnPossessedPawnChanged(APawn* OldPawn, APawn* NewPawn)
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{
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UCombatComponent* OldPawnCombat = UCombatComponent::FindCombatComponent(OldPawn);
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if (IsValid(OldPawnCombat))
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{
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OldPawnCombat->OnReticleChanged.RemoveDynamic(this, &UShooterReticle::OnReticleChange);
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OldPawnCombat->OnAmmoCounterChanged.RemoveDynamic(this, &UShooterReticle::OnAmmoCounterChange);
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OldPawnCombat->OnTargetingPlayerStatusChanged.RemoveDynamic(this, &UShooterReticle::OnTargetingPlayerStatusChanged);
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OldPawnCombat->OnRoundFired.RemoveDynamic(this, &UShooterReticle::OnRoundFired);
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OldPawnCombat->OnAimingStatusChanged.RemoveDynamic(this, &UShooterReticle::OnAimingStatusChanged);
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}
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UCombatComponent* NewPawnCombat = UCombatComponent::FindCombatComponent(NewPawn);
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if (IsValid(NewPawnCombat))
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{
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Image_Reticle->SetRenderOpacity(1.f);
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Image_AmmoCounter->SetRenderOpacity(1.f);
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NewPawnCombat->OnReticleChanged.AddDynamic(this, &UShooterReticle::OnReticleChange);
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NewPawnCombat->OnAmmoCounterChanged.AddDynamic(this, &UShooterReticle::OnAmmoCounterChange);
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NewPawnCombat->OnTargetingPlayerStatusChanged.AddDynamic(this, &UShooterReticle::OnTargetingPlayerStatusChanged);
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NewPawnCombat->OnRoundFired.AddDynamic(this, &UShooterReticle::OnRoundFired);
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NewPawnCombat->OnAimingStatusChanged.AddDynamic(this, &UShooterReticle::OnAimingStatusChanged);
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}
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}
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void UShooterReticle::NativeTick(const FGeometry& MyGeometry, float InDeltaTime)
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{
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Super::NativeTick(MyGeometry, InDeltaTime);
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_BaseCornerScaleFactor_TargetingPlayer = FMath::FInterpTo(_BaseCornerScaleFactor_TargetingPlayer, bTargetingPlayer ? CurrentReticleParams.ScaleFactor_Targeting : CurrentReticleParams.ScaleFactor_NotTargeting, InDeltaTime, CurrentReticleParams.TargetingPlayerInterpSpeed);
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_BaseCornerScaleFactor_Aiming = FMath::FInterpTo(_BaseCornerScaleFactor_Aiming, bAiming ? CurrentReticleParams.ScaleFactor_Aiming : CurrentReticleParams.ScaleFactor_NotAiming, InDeltaTime, CurrentReticleParams.AimingInterpSpeed);
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_BaseCornerScaleFactor_RoundFired = FMath::FInterpTo(_BaseCornerScaleFactor_RoundFired, 0.f, InDeltaTime, CurrentReticleParams.RoundFiredInterpSpeed);
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_BaseShapeCutFactor_Aiming = FMath::FInterpTo(BaseShapeCutFactor, bAiming ? CurrentReticleParams.ShapeCutFactor_Aiming : CurrentReticleParams.ShapeCutFactor_NotAiming, InDeltaTime, CurrentReticleParams.AimingInterpSpeed);
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_BaseShapeCutFactor_RoundFired = FMath::FInterpTo(_BaseShapeCutFactor_RoundFired, 0.f, InDeltaTime, CurrentReticleParams.RoundFiredInterpSpeed);
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BaseCornerScaleFactor = _BaseCornerScaleFactor_TargetingPlayer + _BaseCornerScaleFactor_Aiming + _BaseCornerScaleFactor_RoundFired;
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BaseShapeCutFactor = _BaseShapeCutFactor_Aiming + _BaseShapeCutFactor_RoundFired;
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if (IsValid(CurrentReticle_DynMatInst))
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{
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CurrentReticle_DynMatInst->SetScalarParameterValue(Reticle::RoundedCornerScale, BaseCornerScaleFactor);
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CurrentReticle_DynMatInst->SetScalarParameterValue(Reticle::ShapeCutThickness, BaseShapeCutFactor);
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}
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}
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void UShooterReticle::OnReticleChange(UMaterialInstanceDynamic* ReticleDynMatInst, const FReticleParams& ReticleParams,
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bool bCurrentlyTargetingPlayer)
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{
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CurrentReticleParams = ReticleParams;
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CurrentReticle_DynMatInst = ReticleDynMatInst;
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FSlateBrush Brush;
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Brush.SetResourceObject(ReticleDynMatInst);
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if (IsValid(Image_Reticle))
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{
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Image_Reticle->SetBrush(Brush);
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}
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OnTargetingPlayerStatusChanged(bCurrentlyTargetingPlayer);
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}
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void UShooterReticle::OnAmmoCounterChange(UMaterialInstanceDynamic* AmmoCounterDynMatInst, int32 RoundsCurrent,
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int32 RoundsMax)
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{
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CurrentAmmoCounter_DynMatInst = AmmoCounterDynMatInst;
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CurrentAmmoCounter_DynMatInst->SetScalarParameterValue(Ammo::Rounds_Current, RoundsCurrent);
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CurrentAmmoCounter_DynMatInst->SetScalarParameterValue(Ammo::Rounds_Max, RoundsMax);
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FSlateBrush Brush;
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Brush.SetResourceObject(CurrentAmmoCounter_DynMatInst);
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if (IsValid(Image_AmmoCounter))
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{
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Image_AmmoCounter->SetBrush(Brush);
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}
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}
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void UShooterReticle::OnTargetingPlayerStatusChanged(bool bIsTargetingPlayer)
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{
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if (IsValid(CurrentReticle_DynMatInst))
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{
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FLinearColor ReticleColor = bIsTargetingPlayer ? FLinearColor::Red : FLinearColor::White;
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CurrentReticle_DynMatInst->SetVectorParameterValue(Reticle::Inner_RGBA, ReticleColor);
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}
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bTargetingPlayer = bIsTargetingPlayer;
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}
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void UShooterReticle::OnRoundFired(int32 RoundsCurrent, int32 RoundsMax, int32 RoundsCarried)
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{
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_BaseCornerScaleFactor_RoundFired += CurrentReticleParams.ScaleFactor_RoundFired;
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_BaseShapeCutFactor_RoundFired += CurrentReticleParams.ShapeCutFactor_RoundFired;
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if (IsValid(CurrentAmmoCounter_DynMatInst))
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{
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CurrentAmmoCounter_DynMatInst->SetScalarParameterValue(Ammo::Rounds_Current, RoundsCurrent);
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CurrentAmmoCounter_DynMatInst->SetScalarParameterValue(Ammo::Rounds_Max, RoundsMax);
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}
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}
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void UShooterReticle::OnAimingStatusChanged(bool bIsAiming)
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{
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bAiming = bIsAiming;
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}
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