Initial Commit - Lesson 31 (Commit #1)
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150
Source/FPSTemplate/Private/Character/ShooterHealthComponent.cpp
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150
Source/FPSTemplate/Private/Character/ShooterHealthComponent.cpp
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "Character/ShooterHealthComponent.h"
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#include "Net/UnrealNetwork.h"
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UShooterHealthComponent::UShooterHealthComponent()
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{
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PrimaryComponentTick.bStartWithTickEnabled = false;
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PrimaryComponentTick.bCanEverTick = false;
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SetIsReplicatedByDefault(true);
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Health = 100.f;
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MaxHealth = 100.f;
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DeathState = EDeathState::NotDead;
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}
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void UShooterHealthComponent::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
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{
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(UShooterHealthComponent, DeathState);
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DOREPLIFETIME_CONDITION(UShooterHealthComponent, Health, COND_OwnerOnly);
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DOREPLIFETIME_CONDITION(UShooterHealthComponent, MaxHealth, COND_OwnerOnly);
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}
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float UShooterHealthComponent::GetHealthNormalized() const
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{
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return ((MaxHealth > 0.0f) ? (Health / MaxHealth) : 0.0f);
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}
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void UShooterHealthComponent::StartDeath(AActor* Instigator)
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{
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if (DeathState != EDeathState::NotDead)
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{
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return;
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}
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DeathState = EDeathState::DeathStarted;
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AActor* Owner = GetOwner();
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check(Owner);
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OnDeathStarted.Broadcast(Owner, Instigator);
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Owner->ForceNetUpdate();
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}
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void UShooterHealthComponent::FinishDeath(AActor* Instigator)
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{
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if (DeathState != EDeathState::DeathStarted)
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{
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return;
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}
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DeathState = EDeathState::DeathFinished;
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AActor* Owner = GetOwner();
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check(Owner);
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OnDeathFinished.Broadcast(Owner, Instigator);
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Owner->ForceNetUpdate();
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}
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void UShooterHealthComponent::BeginPlay()
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{
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Super::BeginPlay();
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}
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bool UShooterHealthComponent::ChangeHealthByAmount(float Amount, AActor* Instigator)
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{
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float OldValue = Health;
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Health = FMath::Clamp(Health + Amount, 0.f, MaxHealth);
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OnHealthChanged.Broadcast(this, OldValue, Health, Instigator);
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if (Health <= 0.f)
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{
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StartDeath(Instigator);
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return true;
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}
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return false;
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}
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void UShooterHealthComponent::ChangeMaxHealthByAmount(float Amount, AActor* Instigator)
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{
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float OldValue = MaxHealth;
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MaxHealth += Amount;
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OnHealthChanged.Broadcast(this, OldValue, MaxHealth, Instigator);
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}
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void UShooterHealthComponent::HandleOutOfHealth()
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{
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}
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void UShooterHealthComponent::OnRep_DeathState(EDeathState OldDeathState)
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{
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const EDeathState NewDeathState = DeathState;
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// Revert the death state for now since we rely on StartDeath and FinishDeath to change it.
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DeathState = OldDeathState;
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if (OldDeathState > NewDeathState)
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{
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// The server is trying to set us back but we've already predicted past the server state.
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UE_LOG(LogTemp, Warning, TEXT("HealthComponent: Predicted past server death state [%d] -> [%d] for owner [%s]."), (uint8)OldDeathState, (uint8)NewDeathState, *GetNameSafe(GetOwner()));
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return;
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}
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if (OldDeathState == EDeathState::NotDead)
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{
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if (NewDeathState == EDeathState::DeathStarted)
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{
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StartDeath(nullptr);
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}
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else if (NewDeathState == EDeathState::DeathFinished)
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{
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StartDeath(nullptr);
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FinishDeath(nullptr);
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}
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else
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{
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UE_LOG(LogTemp, Error, TEXT("HealthComponent: Invalid death transition [%d] -> [%d] for owner [%s]."), (uint8)OldDeathState, (uint8)NewDeathState, *GetNameSafe(GetOwner()));
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}
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}
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else if (OldDeathState == EDeathState::DeathStarted)
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{
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if (NewDeathState == EDeathState::DeathFinished)
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{
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FinishDeath(nullptr);
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}
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else
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{
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UE_LOG(LogTemp, Error, TEXT("HealthComponent: Invalid death transition [%d] -> [%d] for owner [%s]."), (uint8)OldDeathState, (uint8)NewDeathState, *GetNameSafe(GetOwner()));
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}
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}
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}
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void UShooterHealthComponent::OnRep_Health(float OldValue)
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{
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OnHealthChanged.Broadcast(this, OldValue, Health, nullptr);
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}
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void UShooterHealthComponent::OnRep_MaxHealth(float OldValue)
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{
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OnMaxHealthChanged.Broadcast(this, OldValue, MaxHealth, nullptr);
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}
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