Files
DedicatedServerCourse/Source/FPSTemplate/Private/UI/ShooterReticle.cpp
2026-02-24 22:39:26 -05:00

162 lines
6.6 KiB
C++

// 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;
}