Implement sprinting
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@@ -16,9 +16,12 @@
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#include "EnhancedInputSubsystems.h"
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#include "InputActionValue.h"
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#include "AgrarianGame.h"
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#include "Net/UnrealNetwork.h"
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AAgrarianGameCharacter::AAgrarianGameCharacter()
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{
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PrimaryActorTick.bCanEverTick = true;
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// Set size for collision capsule
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GetCapsuleComponent()->InitCapsuleSize(42.f, 96.0f);
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@@ -35,7 +38,7 @@ AAgrarianGameCharacter::AAgrarianGameCharacter()
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// instead of recompiling to adjust them
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GetCharacterMovement()->JumpZVelocity = 500.f;
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GetCharacterMovement()->AirControl = 0.35f;
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GetCharacterMovement()->MaxWalkSpeed = 500.f;
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GetCharacterMovement()->MaxWalkSpeed = WalkSpeed;
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GetCharacterMovement()->MinAnalogWalkSpeed = 20.f;
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GetCharacterMovement()->BrakingDecelerationWalking = 2000.f;
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GetCharacterMovement()->BrakingDecelerationFalling = 1500.0f;
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@@ -60,6 +63,37 @@ AAgrarianGameCharacter::AAgrarianGameCharacter()
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// are set in the derived blueprint asset named ThirdPersonCharacter (to avoid direct content references in C++)
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}
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void AAgrarianGameCharacter::Tick(float DeltaSeconds)
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{
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Super::Tick(DeltaSeconds);
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if (!HasAuthority() || !bWantsToSprint)
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{
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return;
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}
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if (!CanSprint())
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{
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SetWantsToSprint(false);
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return;
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}
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if (GetVelocity().SizeSquared2D() > KINDA_SMALL_NUMBER && SurvivalComponent)
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{
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SurvivalComponent->SpendStamina(SprintStaminaCostPerSecond * DeltaSeconds);
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if (!CanSprint())
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{
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SetWantsToSprint(false);
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}
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}
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}
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void AAgrarianGameCharacter::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
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{
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(AAgrarianGameCharacter, bWantsToSprint);
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}
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void AAgrarianGameCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
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{
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// Set up action bindings
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@@ -81,6 +115,13 @@ void AAgrarianGameCharacter::SetupPlayerInputComponent(UInputComponent* PlayerIn
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EnhancedInputComponent->BindAction(InteractAction, ETriggerEvent::Started, this, &AAgrarianGameCharacter::Interact);
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}
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if (SprintAction)
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{
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EnhancedInputComponent->BindAction(SprintAction, ETriggerEvent::Started, this, &AAgrarianGameCharacter::StartSprint);
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EnhancedInputComponent->BindAction(SprintAction, ETriggerEvent::Completed, this, &AAgrarianGameCharacter::StopSprint);
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EnhancedInputComponent->BindAction(SprintAction, ETriggerEvent::Canceled, this, &AAgrarianGameCharacter::StopSprint);
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}
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if (ToggleCameraAction)
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{
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EnhancedInputComponent->BindAction(ToggleCameraAction, ETriggerEvent::Started, this, &AAgrarianGameCharacter::ToggleCameraPerspective);
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@@ -115,6 +156,16 @@ void AAgrarianGameCharacter::Interact()
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TryInteract();
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}
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void AAgrarianGameCharacter::StartSprint()
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{
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SetWantsToSprint(true);
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}
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void AAgrarianGameCharacter::StopSprint()
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{
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SetWantsToSprint(false);
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}
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void AAgrarianGameCharacter::ToggleCameraPerspective()
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{
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SetFirstPersonCamera(!bFirstPersonCamera);
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@@ -155,6 +206,48 @@ void AAgrarianGameCharacter::SetFirstPersonCamera(bool bEnableFirstPerson)
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}
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}
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void AAgrarianGameCharacter::SetWantsToSprint(bool bNewWantsToSprint)
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{
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const bool bAllowedSprintIntent = bNewWantsToSprint && CanSprint();
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if (bWantsToSprint == bAllowedSprintIntent)
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{
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return;
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}
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bWantsToSprint = bAllowedSprintIntent;
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ApplyMovementSpeed();
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if (!HasAuthority())
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{
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ServerSetWantsToSprint(bAllowedSprintIntent);
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}
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}
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bool AAgrarianGameCharacter::CanSprint() const
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{
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return SurvivalComponent
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&& SurvivalComponent->IsAlive()
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&& SurvivalComponent->Survival.Stamina > MinSprintStamina;
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}
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bool AAgrarianGameCharacter::IsSprinting() const
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{
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return bWantsToSprint && CanSprint();
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}
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void AAgrarianGameCharacter::ApplyMovementSpeed()
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{
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if (UCharacterMovementComponent* MovementComponent = GetCharacterMovement())
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{
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MovementComponent->MaxWalkSpeed = IsSprinting() ? SprintSpeed : WalkSpeed;
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}
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}
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void AAgrarianGameCharacter::OnRep_SprintState()
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{
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ApplyMovementSpeed();
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}
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void AAgrarianGameCharacter::DoMove(float Right, float Forward)
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{
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if (GetController() != nullptr)
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@@ -240,6 +333,11 @@ void AAgrarianGameCharacter::TryInteract()
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}
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}
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void AAgrarianGameCharacter::ServerSetWantsToSprint_Implementation(bool bNewWantsToSprint)
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{
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SetWantsToSprint(bNewWantsToSprint);
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}
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void AAgrarianGameCharacter::ServerInteract_Implementation(AActor* TargetActor)
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{
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if (!TargetActor || !TargetActor->GetClass()->ImplementsInterface(UAgrarianInteractable::StaticClass()))
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@@ -73,6 +73,10 @@ protected:
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UPROPERTY(EditAnywhere, Category="Input")
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UInputAction* InteractAction;
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/** Hold to sprint while stamina allows it. */
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UPROPERTY(EditAnywhere, Category="Input")
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UInputAction* SprintAction;
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/** Toggle between third-person and first-person camera views. */
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UPROPERTY(EditAnywhere, Category="Input")
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UInputAction* ToggleCameraAction;
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@@ -81,6 +85,22 @@ protected:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Agrarian|Interaction", meta = (ClampMin = "100"))
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float InteractionDistance = 450.0f;
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/** Baseline movement speed before sprint, skill, injury, load, and terrain modifiers. */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Agrarian|Movement", meta = (ClampMin = "0"))
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float WalkSpeed = 500.0f;
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/** Short-burst movement speed used by the first sprinting pass. */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Agrarian|Movement", meta = (ClampMin = "0"))
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float SprintSpeed = 750.0f;
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/** Stamina spent each second while sprinting and moving. */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Agrarian|Movement", meta = (ClampMin = "0"))
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float SprintStaminaCostPerSecond = 18.0f;
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/** Minimum stamina required to start or continue sprinting. */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Agrarian|Movement", meta = (ClampMin = "0", ClampMax = "100"))
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float MinSprintStamina = 5.0f;
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/** Third-person spring arm distance used when returning from first person. */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Agrarian|Camera", meta = (ClampMin = "0"))
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float ThirdPersonCameraDistance = 400.0f;
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@@ -93,6 +113,10 @@ protected:
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Agrarian|Camera", meta = (AllowPrivateAccess = "true"))
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bool bFirstPersonCamera = false;
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/** Replicated player intent to sprint; actual sprinting also depends on stamina and alive state. */
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UPROPERTY(ReplicatedUsing = OnRep_SprintState, VisibleAnywhere, BlueprintReadOnly, Category="Agrarian|Movement", meta = (AllowPrivateAccess = "true"))
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bool bWantsToSprint = false;
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public:
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/** Constructor */
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@@ -100,6 +124,9 @@ public:
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protected:
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virtual void Tick(float DeltaSeconds) override;
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virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
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/** Initialize input action bindings */
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virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
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@@ -114,12 +141,30 @@ protected:
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/** Called for interaction input */
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void Interact();
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/** Called when sprint input is pressed. */
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void StartSprint();
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/** Called when sprint input is released. */
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void StopSprint();
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/** Called for camera perspective toggle input */
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void ToggleCameraPerspective();
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/** Applies local camera presentation state. */
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void SetFirstPersonCamera(bool bEnableFirstPerson);
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/** Applies the requested sprint intent locally and, when needed, on the server. */
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void SetWantsToSprint(bool bNewWantsToSprint);
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/** Returns true when the character has enough survival state to sprint. */
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bool CanSprint() const;
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/** Applies current walk or sprint speed to character movement. */
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void ApplyMovementSpeed();
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UFUNCTION()
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void OnRep_SprintState();
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public:
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/** Handles move inputs from either controls or UI interfaces */
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@@ -146,10 +191,18 @@ public:
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UFUNCTION(BlueprintPure, Category="Agrarian|Camera")
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bool IsFirstPersonCamera() const { return bFirstPersonCamera; }
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/** Returns true when sprint intent and current stamina allow sprinting. */
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UFUNCTION(BlueprintPure, Category="Agrarian|Movement")
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bool IsSprinting() const;
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/** Server-authoritative interaction entry point. */
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UFUNCTION(Server, Reliable)
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void ServerInteract(AActor* TargetActor);
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/** Server-authoritative sprint intent update. */
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UFUNCTION(Server, Reliable)
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void ServerSetWantsToSprint(bool bNewWantsToSprint);
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public:
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/** Returns CameraBoom subobject **/
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