Files
DedicatedServerCourse/Source/FPSTemplate/Private/Character/ShooterCharacter.cpp

416 lines
12 KiB
C++
Raw Normal View History

2026-02-24 22:39:26 -05:00
// Fill out your copyright notice in the Description page of Project Settings.
#include "Character/ShooterCharacter.h"
#include "EnhancedInputComponent.h"
#include "Camera/CameraComponent.h"
#include "Character/ShooterHealthComponent.h"
#include "Data/WeaponData.h"
#include "GameFramework/CharacterMovementComponent.h"
#include "GameFramework/SpringArmComponent.h"
#include "Combat/CombatComponent.h"
#include "Components/CapsuleComponent.h"
#include "Elimination/EliminationComponent.h"
#include "FPSTemplate/FPSTemplate.h"
#include "Game/ShooterGameModeBase.h"
#include "Kismet/GameplayStatics.h"
#include "Kismet/KismetMathLibrary.h"
#include "Player/ShooterPlayerController.h"
#include "Weapon/Weapon.h"
AShooterCharacter::AShooterCharacter()
{
PrimaryActorTick.bCanEverTick = true;
SpringArm = CreateDefaultSubobject<USpringArmComponent>("SpringArm");
SpringArm->SetupAttachment(GetRootComponent());
SpringArm->TargetArmLength = 0.f;
SpringArm->bEnableCameraLag = true;
SpringArm->CameraLagSpeed = 15.f;
SpringArm->bUsePawnControlRotation = true;
FirstPersonCamera = CreateDefaultSubobject<UCameraComponent>("FirstPersonCamera");
FirstPersonCamera->SetupAttachment(SpringArm);
FirstPersonCamera->bUsePawnControlRotation = false;
Mesh1P = CreateDefaultSubobject<USkeletalMeshComponent>("Mesh1P");
Mesh1P->SetupAttachment(FirstPersonCamera);
Mesh1P->bOnlyOwnerSee = true;
Mesh1P->bOwnerNoSee = false;
Mesh1P->bCastDynamicShadow = false;
Mesh1P->bReceivesDecals = false;
Mesh1P->VisibilityBasedAnimTickOption = EVisibilityBasedAnimTickOption::OnlyTickPoseWhenRendered;
Mesh1P->PrimaryComponentTick.TickGroup = TG_PrePhysics;
GetMesh()->bOnlyOwnerSee = false;
GetMesh()->bOwnerNoSee = true;
GetMesh()->bReceivesDecals = false;
Combat = CreateDefaultSubobject<UCombatComponent>("Combat");
Combat->SetIsReplicated(true);
HealthComponent = CreateDefaultSubobject<UShooterHealthComponent>("Health");
HealthComponent->SetIsReplicated(true);
EliminationComponent = CreateDefaultSubobject<UEliminationComponent>("EliminationComponent");
EliminationComponent->SetIsReplicated(false);
DefaultFieldOfView = 90.f;
TurningStatus = ETurningInPlace::NotTurning;
bWeaponFirstReplicated = false;
}
void AShooterCharacter::OnDeathStarted(AActor* DyingActor, AActor* DeathInstigator)
{
int32 Index = FMath::RandRange(0, DeathMontages.Num() - 1);
UAnimMontage* DeathMontage = DeathMontages[Index];
AShooterPlayerController* VictimController = Cast<AShooterPlayerController>(GetController());
if (HasAuthority() && IsValid(VictimController))
{
if (IsValid(Combat))
{
Combat->DestroyInventory();
}
if (AShooterGameModeBase* GameMode = Cast<AShooterGameModeBase>(UGameplayStatics::GetGameMode(this)))
{
ACharacter* InstigatorCharacter = Cast<ACharacter>(DeathInstigator);
if (IsValid(InstigatorCharacter))
{
APlayerController* InstigatorController = Cast<APlayerController>(InstigatorCharacter->GetController());
if (IsValid(InstigatorController))
{
GameMode->StartPlayerElimination(DeathMontage->GetPlayLength(), this, VictimController, InstigatorController);
}
}
}
}
if (GetNetMode() != NM_DedicatedServer)
{
DeathEffects(DeathInstigator, DeathMontage);
if (IsValid(VictimController))
{
DisableInput(VictimController);
if (IsLocallyControlled())
{
VictimController->bPawnAlive = false;
}
}
}
GetCapsuleComponent()->SetCollisionResponseToChannel(ECC_Pawn, ECR_Ignore);
GetCapsuleComponent()->SetCollisionResponseToChannel(ECC_Weapon, ECR_Ignore);
GetMesh()->SetCollisionResponseToChannel(ECC_Weapon, ECR_Ignore);
}
void AShooterCharacter::BeginPlay()
{
Super::BeginPlay();
if (IsValid(HealthComponent))
{
HealthComponent->OnDeathStarted.AddDynamic(this, &AShooterCharacter::OnDeathStarted);
}
AShooterPlayerController* VictimController = Cast<AShooterPlayerController>(GetController());
if (IsLocallyControlled() && IsValid(VictimController))
{
VictimController->bPawnAlive = true;
}
StartingAimRotation = FRotator(0.f, GetBaseAimRotation().Yaw, 0.f);
if (IsValid(Combat) && IsValid(EliminationComponent) && HasAuthority())
{
Combat->OnRoundReported.AddDynamic(EliminationComponent, &UEliminationComponent::OnRoundReported);
}
FTimerDelegate InitializeWidgetsDelegate;
InitializeWidgetsDelegate.BindLambda([&]
{
if (IsValid(Combat) && IsLocallyControlled())
{
Combat->InitializeWeaponWidgets();
}
});
GetWorldTimerManager().SetTimer(InitiializeWidgets_Timer, InitializeWidgetsDelegate, 0.5f, false);
}
void AShooterCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
UEnhancedInputComponent* ShooterInputComponent = CastChecked<UEnhancedInputComponent>(PlayerInputComponent);
ShooterInputComponent->BindAction(CycleWeaponAction, ETriggerEvent::Started, this, &AShooterCharacter::Input_CycleWeapon);
ShooterInputComponent->BindAction(FireWeaponAction, ETriggerEvent::Started, this, &AShooterCharacter::Input_FireWeapon_Pressed);
ShooterInputComponent->BindAction(FireWeaponAction, ETriggerEvent::Completed, this, &AShooterCharacter::Input_FireWeapon_Released);
ShooterInputComponent->BindAction(ReloadWeaponAction, ETriggerEvent::Started, this, &AShooterCharacter::Input_ReloadWeapon);
ShooterInputComponent->BindAction(AimAction, ETriggerEvent::Started, this, &AShooterCharacter::Input_Aim_Pressed);
ShooterInputComponent->BindAction(AimAction, ETriggerEvent::Completed, this, &AShooterCharacter::Input_Aim_Released);
}
void AShooterCharacter::PossessedBy(AController* NewController)
{
Super::PossessedBy(NewController);
if (IsValid(Combat))
{
Combat->SpawnDefaultInventory();
}
APlayerController* PlayerController = Cast<APlayerController>(NewController);
if (IsValid(PlayerController))
{
EnableInput(PlayerController);
}
}
void AShooterCharacter::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
FVector Velocity = GetVelocity();
Velocity.Z = 0.f;
float Speed = Velocity.Size();
bool bIsInAir = GetCharacterMovement()->IsFalling();
if (Speed == 0.f && !bIsInAir) // standing still, not jumping
{
FRotator CurrentAimRotation = FRotator(0.f, GetBaseAimRotation().Yaw, 0.f);
FRotator DeltaAimRotation = UKismetMathLibrary::NormalizedDeltaRotator(CurrentAimRotation, StartingAimRotation);
AO_Yaw = DeltaAimRotation.Yaw;
if (TurningStatus == ETurningInPlace::NotTurning)
{
InterpAO_Yaw = AO_Yaw;
}
TurnInPlace(DeltaTime);
}
if (Speed > 0.f || bIsInAir) // running, or jumping
{
StartingAimRotation = FRotator(0.f, GetBaseAimRotation().Yaw, 0.f);
AO_Yaw = 0.f;
bUseControllerRotationYaw = true;
FRotator AimRotation = GetBaseAimRotation();
FRotator MovementRotation = UKismetMathLibrary::MakeRotFromX(GetVelocity());
MovementOffsetYaw = UKismetMathLibrary::NormalizedDeltaRotator(MovementRotation,AimRotation).Yaw;
TurningStatus = ETurningInPlace::NotTurning;
}
if (IsValid(Combat) && IsValid(Combat->CurrentWeapon) && IsValid(Combat->CurrentWeapon->GetMesh3P()))
{
FABRIK_SocketTransform = Combat->CurrentWeapon->GetMesh3P()->GetSocketTransform(FName("FABRIK_Socket"), RTS_World);
FVector OutLocation;
FRotator OutRotation;
GetMesh()->TransformToBoneSpace(FName("hand_r"), FABRIK_SocketTransform.GetLocation(), FABRIK_SocketTransform.GetRotation().Rotator(), OutLocation, OutRotation);
FABRIK_SocketTransform.SetLocation(OutLocation);
FABRIK_SocketTransform.SetRotation(OutRotation.Quaternion());
}
AO_Yaw *= -1.f;
}
void AShooterCharacter::OnRep_PlayerState()
{
Super::OnRep_PlayerState();
}
void AShooterCharacter::BeginDestroy()
{
Super::BeginDestroy();
if (IsValid(Combat))
{
Combat->DestroyInventory();
}
}
void AShooterCharacter::UnPossessed()
{
if (IsValid(Combat))
{
Combat->DestroyInventory();
}
Super::UnPossessed();
}
void AShooterCharacter::TurnInPlace(float DeltaTime)
{
if (AO_Yaw > 90.f)
{
TurningStatus = ETurningInPlace::Right;
}
else if (AO_Yaw < -90.f)
{
TurningStatus = ETurningInPlace::Left;
}
if (TurningStatus != ETurningInPlace::NotTurning)
{
InterpAO_Yaw = FMath::FInterpTo(InterpAO_Yaw, 0.f, DeltaTime, 4.f);
AO_Yaw = InterpAO_Yaw;
if (FMath::Abs(AO_Yaw) < 5.f)
{
TurningStatus = ETurningInPlace::NotTurning;
StartingAimRotation = FRotator(0.f, GetBaseAimRotation().Yaw, 0.f);
}
}
}
FName AShooterCharacter::GetWeaponAttachPoint_Implementation(const FGameplayTag& WeaponType) const
{
checkf(Combat->WeaponData, TEXT("No Weapon Data Asset - Please fill out BP_ShooterCharacter"));
return Combat->WeaponData->GripPoints.FindChecked(WeaponType);
}
USkeletalMeshComponent* AShooterCharacter::GetSpecifcPawnMesh_Implementation(bool WantFirstPerson) const
{
return WantFirstPerson == true ? Mesh1P.Get() : GetMesh();
}
USkeletalMeshComponent* AShooterCharacter::GetPawnMesh_Implementation() const
{
return IsLocalFirstPerson() ? Mesh1P.Get() : GetMesh();
}
bool AShooterCharacter::IsFirstPerson_Implementation() const
{
return IsLocalFirstPerson();
}
bool AShooterCharacter::DoDamage_Implementation(float DamageAmount, AActor* DamageInstigator)
{
if (!IsValid(HealthComponent)) return false;
const bool bLethal = HealthComponent->ChangeHealthByAmount(-DamageAmount, DamageInstigator);
const int32 MontageSelection = FMath::RandRange(0, HitReacts.Num() - 1);
Multicast_HitReact(MontageSelection);
return bLethal;
}
void AShooterCharacter::AddAmmo_Implementation(const FGameplayTag& WeaponType, int32 AmmoAmount)
{
if (HasAuthority() && IsValid(Combat))
{
Combat->AddAmmo(WeaponType, AmmoAmount);
}
}
AWeapon* AShooterCharacter::GetCurrentWeapon_Implementation()
{
if (!IsValid(Combat)) return nullptr;
return Combat->CurrentWeapon;
}
int32 AShooterCharacter::GetCarriedAmmo_Implementation()
{
if (!IsValid(Combat)) return -1;
return Combat->CarriedAmmo;
}
void AShooterCharacter::InitializeWidgets_Implementation()
{
if (!IsValid(Combat)) return;
return Combat->InitializeWeaponWidgets();
}
void AShooterCharacter::Multicast_HitReact_Implementation(int32 MontageIndex)
{
if (GetNetMode() != NM_DedicatedServer && !IsLocallyControlled())
{
GetMesh()->GetAnimInstance()->Montage_Play(HitReacts[MontageIndex]);
}
}
FRotator AShooterCharacter::GetFixedAimRotation() const
{
FRotator AimRotation = GetBaseAimRotation();
if (AimRotation.Pitch > 90.f && !IsLocallyControlled())
{
// map pitch from [270, 360) to [-90, 0)
const FVector2D InRange(270.f, 360.f);
const FVector2D OutRange(-90.f, 0.f);
AimRotation.Pitch = FMath::GetMappedRangeValueClamped(InRange, OutRange, AimRotation.Pitch);
}
return AimRotation;
}
bool AShooterCharacter::IsLocalFirstPerson() const
{
return IsValid(Controller) && Controller->IsLocalPlayerController();
}
void AShooterCharacter::Input_CycleWeapon()
{
Combat->Initiate_CycleWeapon();
}
void AShooterCharacter::Notify_CycleWeapon_Implementation()
{
Combat->Notify_CycleWeapon();
}
void AShooterCharacter::Notify_ReloadWeapon_Implementation()
{
Combat->Notify_ReloadWeapon();
}
void AShooterCharacter::Input_FireWeapon_Pressed()
{
Combat->Initiate_FireWeapon_Pressed();
}
void AShooterCharacter::Input_FireWeapon_Released()
{
Combat->Initiate_FireWeapon_Released();
}
void AShooterCharacter::Input_ReloadWeapon()
{
Combat->Initiate_ReloadWeapon();
}
void AShooterCharacter::Input_Aim_Pressed()
{
Combat->Initiate_AimPressed();
OnAim(true);
}
void AShooterCharacter::Input_Aim_Released()
{
Combat->Initiate_AimReleased();
OnAim(false);
}
void AShooterCharacter::Initiate_Crouch_Implementation()
{
GetCharacterMovement()->bWantsToCrouch = !GetCharacterMovement()->bWantsToCrouch;
}
void AShooterCharacter::Initiate_Jump_Implementation()
{
if (GetCharacterMovement()->bWantsToCrouch)
{
GetCharacterMovement()->bWantsToCrouch = false;
}
else
{
Jump();
}
}
bool AShooterCharacter::IsDeadOrDying_Implementation()
{
if (IsValid(HealthComponent))
{
return HealthComponent->IsDeadOrDying();
}
return true;
}
void AShooterCharacter::WeaponReplicated_Implementation()
{
if (!bWeaponFirstReplicated)
{
bWeaponFirstReplicated = true;
OnWeaponFirstReplicated.Broadcast(Combat->CurrentWeapon);
}
}