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17 Commits
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0361eb2c00
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Binary file not shown.
BIN
Content/ProofOfConcept/ProjectileBase_BP.uasset
Normal file
BIN
Content/ProofOfConcept/ProjectileBase_BP.uasset
Normal file
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Content/Worlds/_GENERATED/Core/ProjectileBase.uasset
Normal file
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Content/Worlds/_GENERATED/Core/ProjectileBase.uasset
Normal file
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@@ -9,6 +9,7 @@ UDDIHealth::UDDIHealth()
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|||||||
// Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features
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// Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features
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||||||
// off to improve performance if you don't need them.
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// off to improve performance if you don't need them.
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PrimaryComponentTick.bCanEverTick = true;
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PrimaryComponentTick.bCanEverTick = true;
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SetIsReplicatedByDefault(true);
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MaxHealth = 0;
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MaxHealth = 0;
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CurrentHealth = 0;
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CurrentHealth = 0;
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ClassName = ClassNames::Scout;
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ClassName = ClassNames::Scout;
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@@ -41,7 +42,7 @@ void UDDIHealth::BeginPlay()
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MaxHealth += seg;
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MaxHealth += seg;
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CurrentHealth = MaxHealth;
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CurrentHealth = MaxHealth;
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GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Cyan, FString::Printf(TEXT("CurrentHealth: %d"), CurrentHealth));
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GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Emerald, FString::Printf(TEXT("CurrentHealth: %d"), CurrentHealth));
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}
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}
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@@ -81,10 +82,9 @@ void UDDIHealth::Heal()
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// Called to cause damage
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// Called to cause damage
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void UDDIHealth::TakeDamage(int DamageValue)
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void UDDIHealth::TakeDamage(int DamageValue)
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{
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{
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// if (HealTimer.IsValid())
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// HealTimer.Invalidate();
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GetWorld()->GetTimerManager().ClearTimer(HealTimer);
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GetWorld()->GetTimerManager().ClearTimer(HealTimer);
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CurrentHealth -= DamageValue;
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CurrentHealth -= DamageValue;
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GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Cyan, FString::Printf(TEXT("Client Hit\nHealth: %d"), CurrentHealth));
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}
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}
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@@ -36,13 +36,13 @@ protected:
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ClassNames ClassName;
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ClassNames ClassName;
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/*Functions*/
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/*Functions*/
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, Category = "Health")
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void TakeDamage(int DamageValue);
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public:
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public:
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/*Properties*/
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/*Properties*/
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/*Functions*/
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/*Functions*/
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, Category = "Health")
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void TakeDamage(int DamageValue);
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/*C++ only declarations*/
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/*C++ only declarations*/
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private:
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private:
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@@ -9,7 +9,7 @@ struct FHealthSegment : public FTableRowBase
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GENERATED_BODY()
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GENERATED_BODY()
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Health Segments")
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Health Segments")
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ClassNames Class;
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ClassNames Class = ClassNames::Basic;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Health Segments")
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Health Segments")
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TArray<int> SegmentList;
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TArray<int> SegmentList;
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@@ -2,7 +2,10 @@
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#include "DDICharacter.h"
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#include "DDICharacter.h"
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#include "Components/CapsuleComponent.h"
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#include "GameFramework/SpringArmComponent.h"
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#include "GameFramework/SpringArmComponent.h"
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#include "OpenConflict/Weapons/Projectiles/ProjectileBase.h"
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// Sets default values
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// Sets default values
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ADDICharacter::ADDICharacter()
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ADDICharacter::ADDICharacter()
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@@ -17,6 +20,12 @@ ADDICharacter::ADDICharacter()
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CameraComponent->SetRelativeLocation(FVector(0.0f, 0.0f, 50.0f));
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CameraComponent->SetRelativeLocation(FVector(0.0f, 0.0f, 50.0f));
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CameraComponent->bUsePawnControlRotation = true;
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CameraComponent->bUsePawnControlRotation = true;
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HealthComponent = CreateDefaultSubobject<UDDIHealth>(TEXT("HealthComponent"));
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GetCapsuleComponent()->SetCollisionProfileName(TEXT("BlockAllDynamic"));
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GetCapsuleComponent()->SetGenerateOverlapEvents(true);
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GetCapsuleComponent()->SetNotifyRigidBodyCollision(true);
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}
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}
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@@ -24,6 +33,11 @@ ADDICharacter::ADDICharacter()
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void ADDICharacter::BeginPlay()
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void ADDICharacter::BeginPlay()
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{
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{
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Super::BeginPlay();
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Super::BeginPlay();
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if (GetCapsuleComponent())
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{
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GetCapsuleComponent()->OnComponentHit.AddDynamic(this, &ADDICharacter::OnHit);
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}
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}
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}
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@@ -34,4 +48,69 @@ void ADDICharacter::Tick(float DeltaTime)
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}
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}
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void ADDICharacter::OnHit(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit)
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{
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Server_CharacterHit(HitComponent, OtherActor, OtherComp, NormalImpulse, Hit);
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}
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void ADDICharacter::TakeDamage(int Damage)
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{
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HealthComponent->TakeDamage(Damage);
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}
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bool ADDICharacter::Server_SpawnProjectile_Validate()
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{
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return true;
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}
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void ADDICharacter::Server_SpawnProjectile_Implementation()
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{
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FVector Location = GetActorLocation();
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FRotator Rotation = GetActorRotation();
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FVector Dir = GetActorForwardVector();
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Location += Dir * 200.f;
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if (!ProjectileClass)
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{
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GEngine->AddOnScreenDebugMessage(1, 10.f, FColor::Emerald, "No Projectile Set");
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return;
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}
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GetWorld()->SpawnActor<AActor>(ProjectileClass, Location, Rotation);
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}
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void ADDICharacter::Client_CharacterHit_Implementation()
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{
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TakeDamage(10);
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OnDamageTaken();
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}
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bool ADDICharacter::Client_CharacterHit_Validate()
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{
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return true;
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}
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void ADDICharacter::Server_CharacterHit_Implementation(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit)
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{
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if (AProjectileBase* Projectile = Cast<AProjectileBase>(OtherActor))
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{
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// if (Cast<ADDICharacter>(Projectile->Owner) == this)
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GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Emerald, "Damage dealt");
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Client_CharacterHit();
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}
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}
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bool ADDICharacter::Server_CharacterHit_Validate(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit)
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{
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return true;
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}
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void ADDICharacter::OnRep_Health()
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{
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GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, "Health Replicated");
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}
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void ADDICharacter::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
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{
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(ADDICharacter, HealthComponent);
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}
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@@ -4,7 +4,9 @@
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#include "CoreMinimal.h"
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#include "CoreMinimal.h"
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#include "Camera/CameraComponent.h"
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#include "Camera/CameraComponent.h"
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#include "Components/DDIHealth.h"
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#include "GameFramework/Character.h"
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#include "GameFramework/Character.h"
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#include "Net/UnrealNetwork.h"
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#include "DDICharacter.generated.h"
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#include "DDICharacter.generated.h"
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@@ -12,20 +14,69 @@ UCLASS()
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class OPENCONFLICT_API ADDICharacter : public ACharacter
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class OPENCONFLICT_API ADDICharacter : public ACharacter
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{
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{
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GENERATED_BODY()
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GENERATED_BODY()
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||||||
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/*UPROPERTY and UFUNCTION declarations*/
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||||||
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private:
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||||||
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/*Properties*/
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||||||
|
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||||||
public:
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/*Functions*/
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||||||
// Sets default values for this character's properties
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ADDICharacter();
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protected:
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protected:
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||||||
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/*Properties*/
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||||||
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||||||
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/*Functions*/
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||||||
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UFUNCTION(BlueprintImplementableEvent, Category = "Events")
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void OnDamageTaken();
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public:
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||||||
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/*Properties*/
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Camera")
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UCameraComponent* CameraComponent;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Health", ReplicatedUsing=OnRep_Health)
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UDDIHealth* HealthComponent;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Projectile")
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TSubclassOf<AActor> ProjectileClass;
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||||||
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/*Functions*/
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||||||
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UFUNCTION()
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||||||
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void OnHit(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit);
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||||||
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||||||
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UFUNCTION()
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||||||
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void TakeDamage(int Damage);
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UFUNCTION(Server, Reliable, WithValidation, BlueprintCallable)
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void Server_SpawnProjectile();
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||||||
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UFUNCTION(Client, Reliable, WithValidation, BlueprintCallable)
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||||||
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void Client_CharacterHit();
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||||||
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UFUNCTION(Server, Reliable, WithValidation, BlueprintCallable)
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||||||
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void Server_CharacterHit(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit);
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||||||
|
|
||||||
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UFUNCTION()
|
||||||
|
void OnRep_Health();
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||||||
|
|
||||||
|
/*C++ only declarations*/
|
||||||
|
private:
|
||||||
|
/*Properties*/
|
||||||
|
|
||||||
|
/*Functions*/
|
||||||
|
|
||||||
|
protected:
|
||||||
|
/*Properties*/
|
||||||
|
|
||||||
|
/*Functions*/
|
||||||
// Called when the game starts or when spawned
|
// Called when the game starts or when spawned
|
||||||
virtual void BeginPlay() override;
|
virtual void BeginPlay() override;
|
||||||
|
|
||||||
public:
|
public:
|
||||||
|
/*Properties*/
|
||||||
|
|
||||||
|
/*Functions*/
|
||||||
|
// Sets default values for this character's properties
|
||||||
|
ADDICharacter();
|
||||||
// Called every frame
|
// Called every frame
|
||||||
virtual void Tick(float DeltaTime) override;
|
virtual void Tick(float DeltaTime) override;
|
||||||
|
|
||||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Camera")
|
|
||||||
UCameraComponent* CameraComponent;
|
|
||||||
|
|
||||||
};
|
};
|
||||||
|
|||||||
52
Source/OpenConflict/Weapons/Projectiles/ProjectileBase.cpp
Normal file
52
Source/OpenConflict/Weapons/Projectiles/ProjectileBase.cpp
Normal file
@@ -0,0 +1,52 @@
|
|||||||
|
// Fill out your copyright notice in the Description page of Project Settings.
|
||||||
|
|
||||||
|
|
||||||
|
#include "ProjectileBase.h"
|
||||||
|
|
||||||
|
#include "OpenConflict/PlayerCharacter/DDICharacter.h"
|
||||||
|
|
||||||
|
// Sets default values
|
||||||
|
AProjectileBase::AProjectileBase()
|
||||||
|
{
|
||||||
|
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
|
||||||
|
PrimaryActorTick.bCanEverTick = true;
|
||||||
|
bReplicates = true;
|
||||||
|
bNetLoadOnClient = true;
|
||||||
|
|
||||||
|
InitialLifeSpan = 3.f;
|
||||||
|
|
||||||
|
|
||||||
|
collision = CreateDefaultSubobject<USphereComponent>("Collision");
|
||||||
|
RootComponent = collision;
|
||||||
|
collision->BodyInstance.SetCollisionProfileName(TEXT("BlockAllDynamic"));
|
||||||
|
|
||||||
|
projectileMesh = CreateDefaultSubobject<UStaticMeshComponent>("ProjectileMesh");
|
||||||
|
projectileMesh->SetupAttachment(collision);
|
||||||
|
|
||||||
|
projectileMotion = CreateDefaultSubobject<UProjectileMovementComponent>("ProjectileMovementComponent");
|
||||||
|
}
|
||||||
|
|
||||||
|
// Called when the game starts or when spawned
|
||||||
|
void AProjectileBase::BeginPlay()
|
||||||
|
{
|
||||||
|
Super::BeginPlay();
|
||||||
|
|
||||||
|
if (collision)
|
||||||
|
collision->OnComponentHit.AddDynamic(this, &AProjectileBase::OnHit);
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
// Called every frame
|
||||||
|
void AProjectileBase::Tick(float DeltaTime)
|
||||||
|
{
|
||||||
|
Super::Tick(DeltaTime);
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void AProjectileBase::OnHit(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit)
|
||||||
|
{
|
||||||
|
// if (ADDICharacter* character = Cast<ADDICharacter>(OtherActor))
|
||||||
|
Destroy();
|
||||||
|
|
||||||
|
}
|
||||||
64
Source/OpenConflict/Weapons/Projectiles/ProjectileBase.h
Normal file
64
Source/OpenConflict/Weapons/Projectiles/ProjectileBase.h
Normal file
@@ -0,0 +1,64 @@
|
|||||||
|
// Fill out your copyright notice in the Description page of Project Settings.
|
||||||
|
|
||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include "CoreMinimal.h"
|
||||||
|
#include "Components/SphereComponent.h"
|
||||||
|
#include "GameFramework/Actor.h"
|
||||||
|
#include "GameFramework/ProjectileMovementComponent.h"
|
||||||
|
#include "ProjectileBase.generated.h"
|
||||||
|
|
||||||
|
UCLASS()
|
||||||
|
class OPENCONFLICT_API AProjectileBase : public AActor
|
||||||
|
{
|
||||||
|
GENERATED_BODY()
|
||||||
|
/*UPROPERTY and UFUNCTION declarations*/
|
||||||
|
private:
|
||||||
|
/*Properties*/
|
||||||
|
|
||||||
|
/*Functions*/
|
||||||
|
|
||||||
|
protected:
|
||||||
|
/*Properties*/
|
||||||
|
|
||||||
|
/*Functions*/
|
||||||
|
|
||||||
|
public:
|
||||||
|
/*Properties*/
|
||||||
|
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Projectile")
|
||||||
|
UStaticMeshComponent* projectileMesh;
|
||||||
|
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Projectile")
|
||||||
|
USphereComponent* collision;
|
||||||
|
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Projectile")
|
||||||
|
UProjectileMovementComponent* projectileMotion;
|
||||||
|
|
||||||
|
/*Functions*/
|
||||||
|
UFUNCTION()
|
||||||
|
void OnHit(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit);
|
||||||
|
|
||||||
|
|
||||||
|
/*C++ only declarations*/
|
||||||
|
private:
|
||||||
|
/*Properties*/
|
||||||
|
|
||||||
|
/*Functions*/
|
||||||
|
|
||||||
|
protected:
|
||||||
|
/*Properties*/
|
||||||
|
|
||||||
|
/*Functions*/
|
||||||
|
// Called when the game starts
|
||||||
|
virtual void BeginPlay() override;
|
||||||
|
|
||||||
|
public:
|
||||||
|
/*Properties*/
|
||||||
|
|
||||||
|
/*Functions*/
|
||||||
|
|
||||||
|
// Called every frame
|
||||||
|
virtual void Tick(float DeltaTime) override;
|
||||||
|
|
||||||
|
// Sets default values for this actor's properties
|
||||||
|
AProjectileBase();
|
||||||
|
|
||||||
|
};
|
||||||
27
Source/OpenConflict/Weapons/WeaponBase.cpp
Normal file
27
Source/OpenConflict/Weapons/WeaponBase.cpp
Normal file
@@ -0,0 +1,27 @@
|
|||||||
|
// Fill out your copyright notice in the Description page of Project Settings.
|
||||||
|
|
||||||
|
|
||||||
|
#include "WeaponBase.h"
|
||||||
|
|
||||||
|
// Sets default values
|
||||||
|
AWeaponBase::AWeaponBase()
|
||||||
|
{
|
||||||
|
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
|
||||||
|
PrimaryActorTick.bCanEverTick = true;
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
// Called when the game starts or when spawned
|
||||||
|
void AWeaponBase::BeginPlay()
|
||||||
|
{
|
||||||
|
Super::BeginPlay();
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
// Called every frame
|
||||||
|
void AWeaponBase::Tick(float DeltaTime)
|
||||||
|
{
|
||||||
|
Super::Tick(DeltaTime);
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
26
Source/OpenConflict/Weapons/WeaponBase.h
Normal file
26
Source/OpenConflict/Weapons/WeaponBase.h
Normal file
@@ -0,0 +1,26 @@
|
|||||||
|
// Fill out your copyright notice in the Description page of Project Settings.
|
||||||
|
|
||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include "CoreMinimal.h"
|
||||||
|
#include "GameFramework/Actor.h"
|
||||||
|
#include "WeaponBase.generated.h"
|
||||||
|
|
||||||
|
UCLASS()
|
||||||
|
class OPENCONFLICT_API AWeaponBase : public AActor
|
||||||
|
{
|
||||||
|
GENERATED_BODY()
|
||||||
|
|
||||||
|
public:
|
||||||
|
// Sets default values for this actor's properties
|
||||||
|
AWeaponBase();
|
||||||
|
|
||||||
|
protected:
|
||||||
|
// Called when the game starts or when spawned
|
||||||
|
virtual void BeginPlay() override;
|
||||||
|
|
||||||
|
public:
|
||||||
|
// Called every frame
|
||||||
|
virtual void Tick(float DeltaTime) override;
|
||||||
|
|
||||||
|
};
|
||||||
Reference in New Issue
Block a user