Initial Commit - Lesson 31 (Commit #1)

This commit is contained in:
Norman Lansing
2026-02-24 22:39:26 -05:00
commit 9591e7f503
4631 changed files with 1019212 additions and 0 deletions

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// Fill out your copyright notice in the Description page of Project Settings.
#include "UI/Elims/ScoreWidget.h"
#include "Components/TextBlock.h"
#include "Player/MatchPlayerState.h"
#include "Player/ShooterPlayerController.h"
void UScoreWidget::NativeConstruct()
{
Super::NativeConstruct();
AMatchPlayerState* PlayerState = GetPlayerState();
if (IsValid(PlayerState))
{
PlayerState->OnScoreChanged.AddDynamic(this, &UScoreWidget::OnScoreChanged);
OnScoreChanged(PlayerState->GetScoredElims());
}
else
{
AShooterPlayerController* ShooterPlayerController = Cast<AShooterPlayerController>(GetOwningPlayer());
if (IsValid(ShooterPlayerController))
{
ShooterPlayerController->OnPlayerStateReplicated.AddUniqueDynamic(this, &UScoreWidget::OnPlayerStateInitialized);
}
}
}
void UScoreWidget::OnScoreChanged(int32 NewScore)
{
if (IsValid(ScoreText))
{
ScoreText->SetText(FText::AsNumber(NewScore));
}
}
void UScoreWidget::OnPlayerStateInitialized()
{
// Get the PlayerState and bind to the score changed delegate
AMatchPlayerState* PlayerState = GetPlayerState();
if (IsValid(PlayerState))
{
PlayerState->OnScoreChanged.AddDynamic(this, &UScoreWidget::OnScoreChanged);
OnScoreChanged(PlayerState->GetScoredElims());
}
// Unsubscribe from the OnPlayerStateChanged delegate
AShooterPlayerController* ShooterPlayerController = Cast<AShooterPlayerController>(GetOwningPlayer());
if (IsValid(ShooterPlayerController))
{
ShooterPlayerController->OnPlayerStateReplicated.RemoveDynamic(this, &UScoreWidget::OnPlayerStateInitialized);
}
}
AMatchPlayerState* UScoreWidget::GetPlayerState() const
{
APlayerController* PlayerController = GetOwningPlayer();
if (IsValid(PlayerController))
{
return PlayerController->GetPlayerState<AMatchPlayerState>();
}
return nullptr;
}

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// Fill out your copyright notice in the Description page of Project Settings.
#include "UI/Elims/SpecialElimWidget.h"
#include "Blueprint/WidgetLayoutLibrary.h"
#include "Components/TextBlock.h"
#include "Components/Image.h"
void USpecialElimWidget::InitializeWidget(const FString& InElimMessage, UTexture2D* InElimTexture)
{
if (IsValid(ElimText))
{
ElimText->SetText(FText::FromString(InElimMessage));
}
if (IsValid(ElimImage) && InElimTexture)
{
ElimImage->SetBrushFromTexture(InElimTexture);
}
}
void USpecialElimWidget::CenterWidget(UUserWidget* Widget, float VerticalRatio)
{
if (!IsValid(Widget))
{
return;
}
FVector2D ViewportSize = UWidgetLayoutLibrary::GetViewportSize(Widget);
const float VerticalFraction = VerticalRatio == 0.f ? 1.f : VerticalRatio * 2.f;
FVector2D CenterPosition(ViewportSize.X / 2.0f, VerticalFraction * ViewportSize.Y / 2.0f);
Widget->SetAlignmentInViewport(FVector2D(0.5f, 0.5f)); // Align widget center to the center of the viewport
Widget->SetPositionInViewport(CenterPosition, true);
}

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// Fill out your copyright notice in the Description page of Project Settings.
#include "UI/ShooterAmmoCounter.h"
#include "Character/ShooterCharacter.h"
#include "Combat/CombatComponent.h"
#include "Interfaces/PlayerInterface.h"
#include "Weapon/Weapon.h"
#include "Components/Image.h"
#include "Components/TextBlock.h"
void UShooterAmmoCounter::NativeConstruct()
{
Super::NativeConstruct();
Image_WeaponIcon->SetRenderOpacity(0.f);
Text_Ammo->SetRenderOpacity(0.f);
GetOwningPlayer()->OnPossessedPawnChanged.AddDynamic(this, &UShooterAmmoCounter::OnPossessedPawnChanged);
AShooterCharacter* ShooterCharacter = Cast<AShooterCharacter>(GetOwningPlayer()->GetPawn());
if (!IsValid(ShooterCharacter)) return;
OnPossessedPawnChanged(nullptr, ShooterCharacter);
if (ShooterCharacter->bWeaponFirstReplicated)
{
AWeapon* CurrentWeapon = IPlayerInterface::Execute_GetCurrentWeapon(ShooterCharacter);
if (IsValid(CurrentWeapon))
{
OnCarriedAmmoChanged(CurrentWeapon->GetAmmoCounterDynamicMaterialInstance(), IPlayerInterface::Execute_GetCarriedAmmo(ShooterCharacter), CurrentWeapon->Ammo);
}
}
else
{
ShooterCharacter->OnWeaponFirstReplicated.AddDynamic(this, &UShooterAmmoCounter::OnWeaponFirstReplicated);
}
}
void UShooterAmmoCounter::OnWeaponFirstReplicated(AWeapon* Weapon)
{
OnCarriedAmmoChanged(Weapon->GetAmmoCounterDynamicMaterialInstance(), IPlayerInterface::Execute_GetCarriedAmmo(GetOwningPlayer()->GetPawn()), Weapon->Ammo);
}
void UShooterAmmoCounter::OnPossessedPawnChanged(APawn* OldPawn, APawn* NewPawn)
{
UCombatComponent* OldPawnCombat = UCombatComponent::FindCombatComponent(OldPawn);
if (IsValid(OldPawnCombat))
{
OldPawnCombat->OnCarriedAmmoChanged.RemoveDynamic(this, &UShooterAmmoCounter::OnCarriedAmmoChanged);
OldPawnCombat->OnRoundFired.RemoveDynamic(this, &UShooterAmmoCounter::OnRoundFired);
}
UCombatComponent* NewPawnCombat = UCombatComponent::FindCombatComponent(NewPawn);
if (IsValid(NewPawnCombat))
{
Image_WeaponIcon->SetRenderOpacity(1.f);
Text_Ammo->SetRenderOpacity(1.f);
NewPawnCombat->OnCarriedAmmoChanged.AddDynamic(this, &UShooterAmmoCounter::OnCarriedAmmoChanged);
NewPawnCombat->OnRoundFired.AddDynamic(this, &UShooterAmmoCounter::OnRoundFired);
}
}
void UShooterAmmoCounter::OnCarriedAmmoChanged(UMaterialInstanceDynamic* WeaponIconDynMatInst, int32 InCarriedAmmo, int32 RoundsInWeapon)
{
CurrentWeaponIcon_DynMatInst = WeaponIconDynMatInst;
FSlateBrush Brush;
Brush.SetResourceObject(CurrentWeaponIcon_DynMatInst);
if (IsValid(Image_WeaponIcon))
{
Image_WeaponIcon->SetBrush(Brush);
}
TotalAmmo = InCarriedAmmo + RoundsInWeapon;
if (IsValid(Text_Ammo))
{
FText AmmoText = FText::Format(NSLOCTEXT("AmmoText", "AmmoKey", "{0}"), TotalAmmo);
Text_Ammo->SetText(AmmoText);
}
}
void UShooterAmmoCounter::OnRoundFired(int32 RoundsCurrent, int32 RoundsMax, int32 RoundsCarried)
{
TotalAmmo = RoundsCarried + RoundsCurrent;
if (IsValid(Text_Ammo))
{
FText AmmoText = FText::Format(NSLOCTEXT("AmmoText", "AmmoKey", "{0}"), TotalAmmo);
Text_Ammo->SetText(AmmoText);
}
}

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// Fill out your copyright notice in the Description page of Project Settings.
#include "UI/ShooterHUD.h"
#include "Blueprint/UserWidget.h"
void AShooterHUD::BeginPlay()
{
Super::BeginPlay();
APlayerController* PlayerController = GetOwningPlayerController();
if (IsValid(PlayerController) && ShooterOverlayClass)
{
Overlay = CreateWidget<UUserWidget>(PlayerController, ShooterOverlayClass);
Overlay->AddToViewport();
}
}

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