diff --git a/AGRARIAN_DEVELOPMENT_ROADMAP.md b/AGRARIAN_DEVELOPMENT_ROADMAP.md index 7d7aae4..5f87b42 100644 --- a/AGRARIAN_DEVELOPMENT_ROADMAP.md +++ b/AGRARIAN_DEVELOPMENT_ROADMAP.md @@ -178,7 +178,7 @@ Remaining version 0.01 cleanup before moving deeper into new gameplay: - [x] Create repeatable dedicated server build instructions. - [x] Finish required plugin documentation. - [x] Confirm the project opens cleanly from a fresh checkout, not just the current working share. -- [ ] Organize `Content/Agrarian/` folders and move starter/prototype assets into clearly named locations. +- [x] Organize `Content/Agrarian/` folders and move starter/prototype assets into clearly named locations. - [ ] Launch near-term MVP map-tile serving cloud VM. - [ ] Define MVP day/night length, survival pressure target, success loop, failure conditions, and closed-test readiness criteria. @@ -261,7 +261,7 @@ Current tooling decisions: ## 0.4 Project Structure -- [ ] Organize `Content/Agrarian/` root folder. +- [x] Organize `Content/Agrarian/` root folder. - [ ] Create folders for Characters. - [ ] Create folders for Environment. - [ ] Create folders for Items. @@ -274,7 +274,8 @@ Current tooling decisions: - [ ] Create folders for Prototypes. - [ ] Create folders for Developer-only test assets. - [ ] Create naming convention for assets. -- [ ] Move any starter content into clear prototype folders. +- [x] Remove unused Combat, Platforming, and SideScrolling starter variant content. +- [~] Move any starter content into clear prototype folders. Remaining ThirdPerson and LevelPrototyping assets are still referenced by current player Blueprints and automation. ## 0.5 MVP Definition @@ -1432,10 +1433,10 @@ Earliest incomplete foundation items: - [ ] Launch near-term MVP map-tile serving cloud VM and prove Ground Zero tile lookup/download/cache flow. - [ ] Create economy and AGR design document. - [ ] Create art direction, UX/HUD direction, coding standards, Blueprint standards, and asset/folder naming standards. -- [ ] Organize `Content/Agrarian/` root folder and move starter/prototype assets into clear prototype folders. +- [x] Organize `Content/Agrarian/` root folder and remove unused starter variant content. - [ ] Define what qualifies as the 6-month MVP and what is explicitly excluded. - [ ] Define MVP day/night length, survival pressure target, success loop, failure conditions, first playable internal milestone, and closed-test readiness criteria. Immediate next item: -- [ ] Organize `Content/Agrarian/` folders and move starter/prototype assets into clearly named locations. +- [ ] Launch near-term MVP map-tile serving cloud VM. diff --git a/AgrarianGame.uproject b/AgrarianGame.uproject index 9134a37..069d03c 100644 --- a/AgrarianGame.uproject +++ b/AgrarianGame.uproject @@ -14,14 +14,6 @@ { "Name": "ModelingToolsEditorMode", "Enabled": true - }, - { - "Name": "StateTree", - "Enabled": true - }, - { - "Name": "GameplayStateTree", - "Enabled": true } ], "TargetPlatforms": [], diff --git a/Config/DefaultEditor.ini b/Config/DefaultEditor.ini index 79b70b5..03f386f 100644 --- a/Config/DefaultEditor.ini +++ b/Config/DefaultEditor.ini @@ -1,9 +1,8 @@ [UnrealEd.SimpleMap] -SimpleMapName=/Game/ThirdPersonCPP/Maps/ThirdPersonExampleMap +SimpleMapName=/Game/Agrarian/Maps/L_GroundZeroTerrain_Test [EditoronlyBP] bAllowClassAndBlueprintPinMatching=true bReplaceBlueprintWithClass= true bDontLoadBlueprintOutsideEditor= true 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workflow. ## Current Enabled Plugins -These are the only plugins intentionally enabled in `AgrarianGame.uproject`. +This is the only plugin intentionally enabled in `AgrarianGame.uproject`. | Plugin | Required For | Runtime Needed | Notes | | --- | --- | --- | --- | -| `StateTree` | Template AI code that still compiles under `Variant_Combat` and `Variant_SideScrolling` | Yes, until those template variants are removed or rewritten | Required by `StateTreeModule` includes and dependencies. | -| `GameplayStateTree` | StateTree AI component support used by the template AI controllers | Yes, until those template variants are removed or rewritten | Required by `GameplayStateTreeModule` and `UStateTreeAIComponent`. | | `ModelingToolsEditorMode` | Editor-side terrain, mesh, and prototype world-building workflow | No | Keep enabled for developer/editor use. Revisit before shipping if it adds unnecessary packaging overhead. | ## Module Dependencies Tied To Plugins -`Source/AgrarianGame/AgrarianGame.Build.cs` currently depends on: +`Source/AgrarianGame/AgrarianGame.Build.cs` has no current plugin-specific +module dependencies. -- `StateTreeModule` -- `GameplayStateTreeModule` - -Do not disable `StateTree` or `GameplayStateTree` until the template AI source -under these folders is removed or refactored: - -- `Source/AgrarianGame/Variant_Combat/` -- `Source/AgrarianGame/Variant_SideScrolling/` - -The template variant decision is captured in `Docs/TemplateVariantDecision.md`. -When those variants are removed, revisit this document and remove the StateTree -plugin/module dependencies if no Agrarian-specific AI code needs them. +The template variant cleanup removed the unused Combat, Platforming, and +SideScrolling starter source/content. That allowed `StateTree`, +`GameplayStateTree`, `StateTreeModule`, and `GameplayStateTreeModule` to be +removed from the baseline. ## Explicitly Not Enabled Yet @@ -72,9 +63,7 @@ Before disabling a plugin: ## Current Decision -Keep `StateTree`, `GameplayStateTree`, and `ModelingToolsEditorMode` enabled for -version `0.01`. +Keep `ModelingToolsEditorMode` enabled for version `0.01` as an editor workflow +plugin. -Do not add additional plugins until a roadmap item requires them. The next -plugin review is the template-variant cleanup item, because that may allow the -project to remove StateTree dependencies if the template AI code is deleted. +Do not add additional plugins until a roadmap item requires them. diff --git a/Docs/TemplateVariantDecision.md b/Docs/TemplateVariantDecision.md index 3b145bf..ebc8bdb 100644 --- a/Docs/TemplateVariantDecision.md +++ b/Docs/TemplateVariantDecision.md @@ -1,21 +1,20 @@ # Unreal Template Variant Decision Version `0.01` decision: remove unused Unreal starter variants from the -long-term Agrarian project, but do the actual source/content cleanup as the -next focused cleanup item instead of mixing it with this decision record. +long-term Agrarian project. ## Decision Agrarian should not keep the unused starter gameplay variants as normal project surface area. -Remove or quarantine: +Removed: - `Variant_Combat` - `Variant_Platforming` - `Variant_SideScrolling` -- Their maps, external actors, input assets, UI assets, VFX, and prototype - content when no Agrarian-specific map depends on them. +- Their maps, external actors, external objects, input assets, UI assets, VFX, + and prototype content. Keep temporarily: @@ -31,33 +30,28 @@ The extra starter variants increase compile time, plugin dependencies, content noise, and risk during packaging. They also make the project look like a generic Unreal template instead of an Agrarian-specific survival game. -The current compiled variant source still pulls in `StateTree` and -`GameplayStateTree` through Combat and SideScrolling template AI code. Once the -unused variants are removed, those plugin dependencies should be rechecked and -removed if no Agrarian-specific AI code needs them. +The removed compiled variant source pulled in `StateTree` and +`GameplayStateTree` through Combat and SideScrolling template AI code. After the +variant source/content cleanup, those plugin dependencies were removed from the +baseline. ## Cleanup Rules -Perform the cleanup in the editor-aware content organization pass: +Cleanup performed: -1. Create a backup or ensure the current project backup timer has a fresh - snapshot before deleting content. -2. Remove unused variant C++ folders and include paths. -3. Remove matching content folders and external actor/object data. -4. Remove `StateTreeModule` and `GameplayStateTreeModule` if no remaining code - needs them. -5. Disable `StateTree` and `GameplayStateTree` in `AgrarianGame.uproject` if no - remaining content needs them. -6. Keep the current `ThirdPerson` character path until the MVP landing page and +1. Removed unused variant C++ folders and include paths. +2. Removed matching content folders and external actor/object data. +3. Removed `StateTreeModule` and `GameplayStateTreeModule`. +4. Disabled `StateTree` and `GameplayStateTree` in `AgrarianGame.uproject`. +5. Kept the current `ThirdPerson` character path until the MVP landing page and male/female character selection flow are implemented. -7. Build `AgrarianGameEditor`. -8. Open the Ground Zero map and run map check. -9. Run the existing automation smoke checks that cover interaction, resources, - wildlife, and Ground Zero placement. ## Current State -Decision is complete. Cleanup is intentionally deferred to the next roadmap -item, `Organize Content/Agrarian/ folders and move starter/prototype assets into -clearly named locations`, so deletions and redirects can be validated in one -focused pass. +Decision and cleanup are complete for the unused starter variants. Remaining +starter/prototype dependencies are intentionally narrow: + +- `ThirdPerson` stays until Agrarian-specific player character assets and the + MVP character selection flow replace it. +- `LevelPrototyping` stays because current Agrarian setup scripts and prototype + Blueprints still use its simple cube/cylinder meshes. diff --git a/Source/AgrarianGame/AgrarianGame.Build.cs b/Source/AgrarianGame/AgrarianGame.Build.cs index a61f3d4..5020dcc 100644 --- a/Source/AgrarianGame/AgrarianGame.Build.cs +++ b/Source/AgrarianGame/AgrarianGame.Build.cs @@ -15,8 +15,6 @@ public class AgrarianGame : ModuleRules "InputCore", "EnhancedInput", "AIModule", - "StateTreeModule", - "GameplayStateTreeModule", "UMG", "Landscape", "Slate", @@ -33,20 +31,7 @@ public class AgrarianGame : ModuleRules } PublicIncludePaths.AddRange(new string[] { - "AgrarianGame", - "AgrarianGame/Variant_Platforming", - "AgrarianGame/Variant_Platforming/Animation", - "AgrarianGame/Variant_Combat", - "AgrarianGame/Variant_Combat/AI", - "AgrarianGame/Variant_Combat/Animation", - "AgrarianGame/Variant_Combat/Gameplay", - "AgrarianGame/Variant_Combat/Interfaces", - "AgrarianGame/Variant_Combat/UI", - "AgrarianGame/Variant_SideScrolling", - "AgrarianGame/Variant_SideScrolling/AI", - "AgrarianGame/Variant_SideScrolling/Gameplay", - "AgrarianGame/Variant_SideScrolling/Interfaces", - "AgrarianGame/Variant_SideScrolling/UI" + "AgrarianGame" }); // Uncomment if you are using Slate UI diff --git a/Source/AgrarianGame/Variant_Combat/AI/CombatAIController.cpp b/Source/AgrarianGame/Variant_Combat/AI/CombatAIController.cpp deleted file mode 100644 index 0ef8de1..0000000 --- a/Source/AgrarianGame/Variant_Combat/AI/CombatAIController.cpp +++ /dev/null @@ -1,19 +0,0 @@ -// Copyright Epic Games, Inc. All Rights Reserved. - - -#include "CombatAIController.h" -#include "Components/StateTreeAIComponent.h" - -ACombatAIController::ACombatAIController() -{ - // create the StateTree AI Component - StateTreeAI = CreateDefaultSubobject(TEXT("StateTreeAI")); - check(StateTreeAI); - - // ensure we start the StateTree when we possess the pawn - bStartAILogicOnPossess = true; - - // ensure we're attached to the possessed character. - // this is necessary for EnvQueries to work correctly - bAttachToPawn = true; -} diff --git a/Source/AgrarianGame/Variant_Combat/AI/CombatAIController.h b/Source/AgrarianGame/Variant_Combat/AI/CombatAIController.h deleted file mode 100644 index 6da1d69..0000000 --- a/Source/AgrarianGame/Variant_Combat/AI/CombatAIController.h +++ /dev/null @@ -1,27 +0,0 @@ -// Copyright Epic Games, Inc. All Rights Reserved. - -#pragma once - -#include "CoreMinimal.h" -#include "AIController.h" -#include "CombatAIController.generated.h" - -class UStateTreeAIComponent; - -/** - * A basic AI Controller capable of running StateTree - */ -UCLASS(abstract) -class ACombatAIController : public AAIController -{ - GENERATED_BODY() - - /** StateTree Component */ - UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components", meta = (AllowPrivateAccess = "true")) - UStateTreeAIComponent* StateTreeAI; - -public: - - /** Constructor */ - ACombatAIController(); -}; diff --git a/Source/AgrarianGame/Variant_Combat/AI/CombatEnemy.cpp b/Source/AgrarianGame/Variant_Combat/AI/CombatEnemy.cpp deleted file mode 100644 index 393957f..0000000 --- a/Source/AgrarianGame/Variant_Combat/AI/CombatEnemy.cpp +++ /dev/null @@ -1,343 +0,0 @@ -// Copyright Epic Games, Inc. All Rights Reserved. - - -#include "CombatEnemy.h" -#include "Components/CapsuleComponent.h" -#include "GameFramework/CharacterMovementComponent.h" -#include "CombatAIController.h" -#include "Components/WidgetComponent.h" -#include "Engine/DamageEvents.h" -#include "CombatLifeBar.h" -#include "TimerManager.h" -#include "Components/SkeletalMeshComponent.h" -#include "Animation/AnimInstance.h" - -ACombatEnemy::ACombatEnemy() -{ - PrimaryActorTick.bCanEverTick = true; - - // bind the attack montage ended delegate - OnAttackMontageEnded.BindUObject(this, &ACombatEnemy::AttackMontageEnded); - - // set the AI Controller class by default - AIControllerClass = ACombatAIController::StaticClass(); - - // use an AI Controller regardless of whether we're placed or spawned - AutoPossessAI = EAutoPossessAI::PlacedInWorldOrSpawned; - - // ignore the controller's yaw rotation - bUseControllerRotationYaw = false; - - // create the life bar - LifeBar = CreateDefaultSubobject(TEXT("LifeBar")); - LifeBar->SetupAttachment(RootComponent); - - // set the collision capsule size - GetCapsuleComponent()->SetCapsuleSize(35.0f, 90.0f); - - // set the character movement properties - GetCharacterMovement()->bUseControllerDesiredRotation = true; - - // reset HP to maximum - CurrentHP = MaxHP; -} - -void ACombatEnemy::DoAIComboAttack() -{ - // ignore if we're already playing an attack animation - if (bIsAttacking) - { - return; - } - - // raise the attacking flag - bIsAttacking = true; - - // choose how many times we're going to attack - TargetComboCount = FMath::RandRange(1, ComboSectionNames.Num() - 1); - - // reset the attack counter - CurrentComboAttack = 0; - - // play the attack montage - if (UAnimInstance* AnimInstance = GetMesh()->GetAnimInstance()) - { - const float MontageLength = AnimInstance->Montage_Play(ComboAttackMontage, 1.0f, EMontagePlayReturnType::MontageLength, 0.0f, true); - - // subscribe to montage completed and interrupted events - if (MontageLength > 0.0f) - { - // set the end delegate for the montage - AnimInstance->Montage_SetEndDelegate(OnAttackMontageEnded, ComboAttackMontage); - } - } -} - -void ACombatEnemy::DoAIChargedAttack() -{ - // ignore if we're already playing an attack animation - if (bIsAttacking) - { - return; - } - - // raise the attacking flag - bIsAttacking = true; - - // choose how many loops are we going to charge for - TargetChargeLoops = FMath::RandRange(MinChargeLoops, MaxChargeLoops); - - // reset the charge loop counter - CurrentChargeLoop = 0; - - // play the attack montage - if (UAnimInstance* AnimInstance = GetMesh()->GetAnimInstance()) - { - const float MontageLength = AnimInstance->Montage_Play(ChargedAttackMontage, 1.0f, EMontagePlayReturnType::MontageLength, 0.0f, true); - - // subscribe to montage completed and interrupted events - if (MontageLength > 0.0f) - { - // set the end delegate for the montage - AnimInstance->Montage_SetEndDelegate(OnAttackMontageEnded, ChargedAttackMontage); - } - } -} - -void ACombatEnemy::AttackMontageEnded(UAnimMontage* Montage, bool bInterrupted) -{ - // reset the attacking flag - bIsAttacking = false; - - // call the attack completed delegate so the StateTree can continue execution - OnAttackCompleted.ExecuteIfBound(); -} - -const FVector& ACombatEnemy::GetLastDangerLocation() const -{ - return LastDangerLocation; -} - -float ACombatEnemy::GetLastDangerTime() const -{ - return LastDangerTime; -} - -void ACombatEnemy::DoAttackTrace(FName DamageSourceBone) -{ - // sweep for objects in front of the character to be hit by the attack - TArray OutHits; - - // start at the provided socket location, sweep forward - const FVector TraceStart = GetMesh()->GetSocketLocation(DamageSourceBone); - const FVector TraceEnd = TraceStart + (GetActorForwardVector() * MeleeTraceDistance); - - // enemies only affect Pawn collision objects; they don't knock back boxes - FCollisionObjectQueryParams ObjectParams; - ObjectParams.AddObjectTypesToQuery(ECC_Pawn); - - // use a sphere shape for the sweep - FCollisionShape CollisionShape; - CollisionShape.SetSphere(MeleeTraceRadius); - - // ignore self - FCollisionQueryParams QueryParams; - QueryParams.AddIgnoredActor(this); - - if (GetWorld()->SweepMultiByObjectType(OutHits, TraceStart, TraceEnd, FQuat::Identity, ObjectParams, CollisionShape, QueryParams)) - { - // iterate over each object hit - for (const FHitResult& CurrentHit : OutHits) - { - /** does the actor have the player tag? */ - if (CurrentHit.GetActor()->ActorHasTag(FName("Player"))) - { - // check if the actor is damageable - ICombatDamageable* Damageable = Cast(CurrentHit.GetActor()); - - if (Damageable) - { - // knock upwards and away from the impact normal - const FVector Impulse = (CurrentHit.ImpactNormal * -MeleeKnockbackImpulse) + (FVector::UpVector * MeleeLaunchImpulse); - - // pass the damage event to the actor - Damageable->ApplyDamage(MeleeDamage, this, CurrentHit.ImpactPoint, Impulse); - - } - } - } - } -} - -void ACombatEnemy::CheckCombo() -{ - // increase the combo counter - ++CurrentComboAttack; - - // do we still have attacks to play in this string? - if (CurrentComboAttack < TargetComboCount) - { - // jump to the next attack section - if (UAnimInstance* AnimInstance = GetMesh()->GetAnimInstance()) - { - AnimInstance->Montage_JumpToSection(ComboSectionNames[CurrentComboAttack], ComboAttackMontage); - } - } -} - -void ACombatEnemy::CheckChargedAttack() -{ - // increase the charge loop counter - ++CurrentChargeLoop; - - // jump to either the loop or attack section of the montage depending on whether we hit the loop target - if (UAnimInstance* AnimInstance = GetMesh()->GetAnimInstance()) - { - AnimInstance->Montage_JumpToSection(CurrentChargeLoop >= TargetChargeLoops ? ChargeAttackSection : ChargeLoopSection, ChargedAttackMontage); - } -} - -void ACombatEnemy::ApplyDamage(float Damage, AActor* DamageCauser, const FVector& DamageLocation, const FVector& DamageImpulse) -{ - - // pass the damage event to the actor - FDamageEvent DamageEvent; - const float ActualDamage = TakeDamage(Damage, DamageEvent, nullptr, DamageCauser); - - // only process knockback and effects if we received nonzero damage - if (ActualDamage > 0.0f) - { - // apply the knockback impulse - GetCharacterMovement()->AddImpulse(DamageImpulse, true); - - // is the character ragdolling? - if (GetMesh()->IsSimulatingPhysics()) - { - // apply an impulse to the ragdoll - GetMesh()->AddImpulseAtLocation(DamageImpulse * GetMesh()->GetMass(), DamageLocation); - } - - // stop the attack montages to interrupt the attack - if (UAnimInstance* AnimInstance = GetMesh()->GetAnimInstance()) - { - AnimInstance->Montage_Stop(0.1f, ComboAttackMontage); - AnimInstance->Montage_Stop(0.1f, ChargedAttackMontage); - } - - // pass control to BP to play effects, etc. - ReceivedDamage(ActualDamage, DamageLocation, DamageImpulse.GetSafeNormal()); - } -} - -void ACombatEnemy::HandleDeath() -{ - // hide the life bar - LifeBar->SetHiddenInGame(true); - - // disable the collision capsule to avoid being hit again while dead - GetCapsuleComponent()->SetCollisionEnabled(ECollisionEnabled::NoCollision); - - // disable character movement - GetCharacterMovement()->DisableMovement(); - - // enable full ragdoll physics - GetMesh()->SetSimulatePhysics(true); - - // call the died delegate to notify any subscribers - OnEnemyDied.Broadcast(); - - // set up the death timer - GetWorld()->GetTimerManager().SetTimer(DeathTimer, this, &ACombatEnemy::RemoveFromLevel, DeathRemovalTime); -} - -void ACombatEnemy::ApplyHealing(float Healing, AActor* Healer) -{ - // stub -} - -void ACombatEnemy::NotifyDanger(const FVector& DangerLocation, AActor* DangerSource) -{ - // ensure we're being attacked by the player - if (DangerSource && DangerSource->ActorHasTag(FName("Player"))) - { - // save the danger location and game time - LastDangerLocation = DangerLocation; - LastDangerTime = GetWorld()->GetTimeSeconds(); - } -} - -void ACombatEnemy::RemoveFromLevel() -{ - // destroy this actor - Destroy(); -} - -float ACombatEnemy::TakeDamage(float Damage, struct FDamageEvent const& DamageEvent, AController* EventInstigator, AActor* DamageCauser) -{ - // only process damage if the character is still alive - if (CurrentHP <= 0.0f) - { - return 0.0f; - } - - // reduce the current HP - CurrentHP -= Damage; - - // have we run out of HP? - if (CurrentHP <= 0.0f) - { - // die - HandleDeath(); - } - else - { - // update the life bar - LifeBarWidget->SetLifePercentage(CurrentHP / MaxHP); - - // enable partial ragdoll physics, but keep the pelvis vertical - GetMesh()->SetPhysicsBlendWeight(0.5f); - GetMesh()->SetBodySimulatePhysics(PelvisBoneName, false); - } - - // return the received damage amount - return Damage; -} - -void ACombatEnemy::Landed(const FHitResult& Hit) -{ - Super::Landed(Hit); - - // is the character still alive? - if (CurrentHP >= 0.0f) - { - // disable ragdoll physics - GetMesh()->SetPhysicsBlendWeight(0.0f); - } - - // call the landed Delegate for StateTree - OnEnemyLanded.ExecuteIfBound(); -} - -void ACombatEnemy::BeginPlay() -{ - // reset HP to maximum - CurrentHP = MaxHP; - - // we top the HP before BeginPlay so StateTree picks it up at the right value - Super::BeginPlay(); - - // get the life bar widget from the widget comp - LifeBarWidget = Cast(LifeBar->GetUserWidgetObject()); - check(LifeBarWidget); - - // fill the life bar - LifeBarWidget->SetLifePercentage(1.0f); -} - -void ACombatEnemy::EndPlay(EEndPlayReason::Type EndPlayReason) -{ - Super::EndPlay(EndPlayReason); - - // clear the death timer - GetWorld()->GetTimerManager().ClearTimer(DeathTimer); -} diff --git a/Source/AgrarianGame/Variant_Combat/AI/CombatEnemy.h b/Source/AgrarianGame/Variant_Combat/AI/CombatEnemy.h deleted file mode 100644 index 1a4a99d..0000000 --- a/Source/AgrarianGame/Variant_Combat/AI/CombatEnemy.h +++ /dev/null @@ -1,232 +0,0 @@ -// Copyright Epic Games, Inc. All Rights Reserved. - -#pragma once - -#include "CoreMinimal.h" -#include "GameFramework/Character.h" -#include "CombatAttacker.h" -#include "CombatDamageable.h" -#include "Animation/AnimMontage.h" -#include "Engine/TimerHandle.h" -#include "CombatEnemy.generated.h" - -class UWidgetComponent; -class UCombatLifeBar; -class UAnimMontage; - -/** Completed attack animation delegate for StateTree */ -DECLARE_DELEGATE(FOnEnemyAttackCompleted); - -/** Landed delegate for StateTree */ -DECLARE_DELEGATE(FOnEnemyLanded); - -/** Enemy died delegate */ -DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnEnemyDied); - -/** - * An AI-controlled character with combat capabilities. - * Its bundled AI Controller runs logic through StateTree - */ -UCLASS(abstract) -class ACombatEnemy : public ACharacter, public ICombatAttacker, public ICombatDamageable -{ - GENERATED_BODY() - - /** Life bar widget component */ - UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Components", meta = (AllowPrivateAccess = "true")) - UWidgetComponent* LifeBar; - -public: - - /** Constructor */ - ACombatEnemy(); - -protected: - - /** Max amount of HP the character will have on respawn */ - UPROPERTY(EditAnywhere, Category="Damage") - float MaxHP = 3.0f; - -public: - - /** Current amount of HP the character has */ - UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Damage", meta = (ClampMin = 0, ClampMax = 100)) - float CurrentHP = 0.0f; - -protected: - - /** Name of the pelvis bone, for damage ragdoll physics */ - UPROPERTY(EditAnywhere, Category="Damage") - FName PelvisBoneName; - - /** Pointer to the life bar widget */ - UPROPERTY(EditAnywhere, Category="Damage") - UCombatLifeBar* LifeBarWidget; - - /** If true, the character is currently playing an attack animation */ - bool bIsAttacking = false; - - /** Distance ahead of the character that melee attack sphere collision traces will extend */ - UPROPERTY(EditAnywhere, Category="Melee Attack|Trace", meta = (ClampMin = 0, ClampMax = 500, Units = "cm")) - float MeleeTraceDistance = 75.0f; - - /** Radius of the sphere trace for melee attacks */ - UPROPERTY(EditAnywhere, Category="Melee Attack|Trace", meta = (ClampMin = 0, ClampMax = 500, Units = "cm")) - float MeleeTraceRadius = 50.0f; - - /** Amount of damage a melee attack will deal */ - UPROPERTY(EditAnywhere, Category="Melee Attack|Damage", meta = (ClampMin = 0, ClampMax = 100)) - float MeleeDamage = 1.0f; - - /** Amount of knockback impulse a melee attack will apply */ - UPROPERTY(EditAnywhere, Category="Melee Attack|Damage", meta = (ClampMin = 0, ClampMax = 1000, Units = "cm/s")) - float MeleeKnockbackImpulse = 150.0f; - - /** Amount of upwards impulse a melee attack will apply */ - UPROPERTY(EditAnywhere, Category="Melee Attack|Damage", meta = (ClampMin = 0, ClampMax = 1000, Units = "cm/s")) - float MeleeLaunchImpulse = 350.0f; - - /** AnimMontage that will play for combo attacks */ - UPROPERTY(EditAnywhere, Category="Melee Attack|Combo") - UAnimMontage* ComboAttackMontage; - - /** Names of the AnimMontage sections that correspond to each stage of the combo attack */ - UPROPERTY(EditAnywhere, Category="Melee Attack|Combo") - TArray ComboSectionNames; - - /** Target number of attacks in the combo attack string we're playing */ - int32 TargetComboCount = 0; - - /** Index of the current stage of the melee attack combo */ - int32 CurrentComboAttack = 0; - - /** AnimMontage that will play for charged attacks */ - UPROPERTY(EditAnywhere, Category="Melee Attack|Charged") - UAnimMontage* ChargedAttackMontage; - - /** Name of the AnimMontage section that corresponds to the charge loop */ - UPROPERTY(EditAnywhere, Category="Melee Attack|Charged") - FName ChargeLoopSection; - - /** Name of the AnimMontage section that corresponds to the attack */ - UPROPERTY(EditAnywhere, Category="Melee Attack|Charged") - FName ChargeAttackSection; - - /** Minimum number of charge animation loops that will be played by the AI */ - UPROPERTY(EditAnywhere, Category="Melee Attack|Charged", meta = (ClampMin = 1, ClampMax = 20)) - int32 MinChargeLoops = 2; - - /** Maximum number of charge animation loops that will be played by the AI */ - UPROPERTY(EditAnywhere, Category="Melee Attack|Charged", meta = (ClampMin = 1, ClampMax = 20)) - int32 MaxChargeLoops = 5; - - /** Target number of charge animation loops to play in this charged attack */ - int32 TargetChargeLoops = 0; - - /** Number of charge animation loop currently playing */ - int32 CurrentChargeLoop = 0; - - /** Time to wait before removing this character from the level after it dies */ - UPROPERTY(EditAnywhere, Category="Death") - float DeathRemovalTime = 5.0f; - - /** Enemy death timer */ - FTimerHandle DeathTimer; - - /** Attack montage ended delegate */ - FOnMontageEnded OnAttackMontageEnded; - - /** Last recorded location we're being attacked from */ - FVector LastDangerLocation = FVector::ZeroVector; - - /** Last recorded game time we were attacked */ - float LastDangerTime = -1000.0f; - -public: - /** Attack completed internal delegate to notify StateTree tasks */ - FOnEnemyAttackCompleted OnAttackCompleted; - - /** Landed internal delegate to notify StateTree tasks. We use this instead of the built-in Landed delegate so we can bind to a Lambda in StateTree tasks */ - FOnEnemyLanded OnEnemyLanded; - - /** Enemy died delegate. Allows external subscribers to respond to enemy death */ - UPROPERTY(BlueprintAssignable, Category="Events") - FOnEnemyDied OnEnemyDied; - -public: - - /** Performs an AI-initiated combo attack. Number of hits will be decided by this character */ - void DoAIComboAttack(); - - /** Performs an AI-initiated charged attack. Charge time will be decided by this character */ - void DoAIChargedAttack(); - - /** Called from a delegate when the attack montage ends */ - void AttackMontageEnded(UAnimMontage* Montage, bool bInterrupted); - - /** Returns the last recorded location we were attacked from */ - const FVector& GetLastDangerLocation() const; - - /** Returns the last game time we were attacked */ - float GetLastDangerTime() const; - -public: - - // ~begin ICombatAttacker interface - - /** Performs an attack's collision check */ - virtual void DoAttackTrace(FName DamageSourceBone) override; - - /** Performs a combo attack's check to continue the string */ - UFUNCTION(BlueprintCallable, Category="Attacker") - virtual void CheckCombo() override; - - /** Performs a charged attack's check to loop the charge animation */ - UFUNCTION(BlueprintCallable, Category="Attacker") - virtual void CheckChargedAttack() override; - - // ~end ICombatAttacker interface - - // ~begin ICombatDamageable interface - - /** Handles damage and knockback events */ - virtual void ApplyDamage(float Damage, AActor* DamageCauser, const FVector& DamageLocation, const FVector& DamageImpulse) override; - - /** Handles death events */ - virtual void HandleDeath() override; - - /** Handles healing events */ - virtual void ApplyHealing(float Healing, AActor* Healer) override; - - /** Allows the enemy to react to incoming attacks */ - virtual void NotifyDanger(const FVector& DangerLocation, AActor* DangerSource) override; - - // ~end ICombatDamageable interface - -protected: - - /** Removes this character from the level after it dies */ - void RemoveFromLevel(); - -public: - - /** Overrides the default TakeDamage functionality */ - virtual float TakeDamage(float Damage, struct FDamageEvent const& DamageEvent, AController* EventInstigator, AActor* DamageCauser) override; - - /** Overrides landing to reset damage ragdoll physics */ - virtual void Landed(const FHitResult& Hit) override; - -protected: - - /** Blueprint handler to play damage received effects */ - UFUNCTION(BlueprintImplementableEvent, Category="Combat") - void ReceivedDamage(float Damage, const FVector& ImpactPoint, const FVector& DamageDirection); - -protected: - - /** Gameplay initialization */ - virtual void BeginPlay() override; - - /** EndPlay cleanup */ - virtual void EndPlay(EEndPlayReason::Type EndPlayReason) override; -}; diff --git a/Source/AgrarianGame/Variant_Combat/AI/CombatEnemySpawner.cpp b/Source/AgrarianGame/Variant_Combat/AI/CombatEnemySpawner.cpp deleted file mode 100644 index b29a858..0000000 --- a/Source/AgrarianGame/Variant_Combat/AI/CombatEnemySpawner.cpp +++ /dev/null @@ -1,126 +0,0 @@ -// Copyright Epic Games, Inc. All Rights Reserved. - - -#include "CombatEnemySpawner.h" -#include "Engine/World.h" -#include "Components/SceneComponent.h" -#include "Components/CapsuleComponent.h" -#include "Components/ArrowComponent.h" -#include "TimerManager.h" -#include "CombatEnemy.h" - -ACombatEnemySpawner::ACombatEnemySpawner() -{ - PrimaryActorTick.bCanEverTick = false; - - // create the root - RootComponent = CreateDefaultSubobject(TEXT("Root")); - - // create the reference spawn capsule - SpawnCapsule = CreateDefaultSubobject(TEXT("Spawn Capsule")); - SpawnCapsule->SetupAttachment(RootComponent); - - SpawnCapsule->SetRelativeLocation(FVector(0.0f, 0.0f, 90.0f)); - SpawnCapsule->SetCapsuleSize(35.0f, 90.0f); - SpawnCapsule->SetCollisionProfileName(FName("NoCollision")); - - SpawnDirection = CreateDefaultSubobject(TEXT("Spawn Direction")); - SpawnDirection->SetupAttachment(RootComponent); -} - -void ACombatEnemySpawner::BeginPlay() -{ - Super::BeginPlay(); - - // should we spawn an enemy right away? - if (bShouldSpawnEnemiesImmediately) - { - // schedule the first enemy spawn - GetWorld()->GetTimerManager().SetTimer(SpawnTimer, this, &ACombatEnemySpawner::SpawnEnemy, InitialSpawnDelay); - } - -} - -void ACombatEnemySpawner::EndPlay(EEndPlayReason::Type EndPlayReason) -{ - Super::EndPlay(EndPlayReason); - - // clear the spawn timer - GetWorld()->GetTimerManager().ClearTimer(SpawnTimer); -} - -void ACombatEnemySpawner::SpawnEnemy() -{ - // ensure the enemy class is valid - if (IsValid(EnemyClass)) - { - // spawn the enemy at the reference capsule's transform - FActorSpawnParameters SpawnParams; - SpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButAlwaysSpawn; - - ACombatEnemy* SpawnedEnemy = GetWorld()->SpawnActor(EnemyClass, SpawnCapsule->GetComponentTransform(), SpawnParams); - - // was the enemy successfully created? - if (SpawnedEnemy) - { - // subscribe to the death delegate - SpawnedEnemy->OnEnemyDied.AddDynamic(this, &ACombatEnemySpawner::OnEnemyDied); - } - } -} - -void ACombatEnemySpawner::OnEnemyDied() -{ - // decrease the spawn counter - --SpawnCount; - - // is this the last enemy we should spawn? - if (SpawnCount <= 0) - { - // schedule the activation on depleted message - GetWorld()->GetTimerManager().SetTimer(SpawnTimer, this, &ACombatEnemySpawner::SpawnerDepleted, ActivationDelay); - return; - } - - // schedule the next enemy spawn - GetWorld()->GetTimerManager().SetTimer(SpawnTimer, this, &ACombatEnemySpawner::SpawnEnemy, RespawnDelay); -} - -void ACombatEnemySpawner::SpawnerDepleted() -{ - // process the actors to activate list - for (AActor* CurrentActor : ActorsToActivateWhenDepleted) - { - // check if the actor is activatable - if (ICombatActivatable* CombatActivatable = Cast(CurrentActor)) - { - // activate the actor - CombatActivatable->ActivateInteraction(this); - } - } -} - -void ACombatEnemySpawner::ToggleInteraction(AActor* ActivationInstigator) -{ - // stub -} - -void ACombatEnemySpawner::ActivateInteraction(AActor* ActivationInstigator) -{ - // ensure we're only activated once, and only if we've deferred enemy spawning - if (bHasBeenActivated || bShouldSpawnEnemiesImmediately) - { - return; - } - - // raise the activation flag - bHasBeenActivated = true; - - // spawn the first enemy - SpawnEnemy(); -} - -void ACombatEnemySpawner::DeactivateInteraction(AActor* ActivationInstigator) -{ - // stub -} diff --git a/Source/AgrarianGame/Variant_Combat/AI/CombatEnemySpawner.h b/Source/AgrarianGame/Variant_Combat/AI/CombatEnemySpawner.h deleted file mode 100644 index ca9eae5..0000000 --- a/Source/AgrarianGame/Variant_Combat/AI/CombatEnemySpawner.h +++ /dev/null @@ -1,109 +0,0 @@ -// Copyright Epic Games, Inc. All Rights Reserved. - -#pragma once - -#include "CoreMinimal.h" -#include "GameFramework/Actor.h" -#include "CombatActivatable.h" -#include "CombatEnemySpawner.generated.h" - -class UCapsuleComponent; -class UArrowComponent; -class ACombatEnemy; - -/** - * A basic Actor in charge of spawning Enemy Characters and monitoring their deaths. - * Enemies will be spawned one by one, and the spawner will wait until the enemy dies before spawning a new one. - * The spawner can be remotely activated through the ICombatActivatable interface - * When the last spawned enemy dies, the spawner can also activate other ICombatActivatables - */ -UCLASS(abstract) -class ACombatEnemySpawner : public AActor, public ICombatActivatable -{ - GENERATED_BODY() - - UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Components", meta = (AllowPrivateAccess = "true")) - UCapsuleComponent* SpawnCapsule; - - UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components", meta = (AllowPrivateAccess = "true")) - UArrowComponent* SpawnDirection; - -protected: - - /** Type of enemy to spawn */ - UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Enemy Spawner") - TSubclassOf EnemyClass; - - /** If true, the first enemy will be spawned as soon as the game starts */ - UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Enemy Spawner") - bool bShouldSpawnEnemiesImmediately = true; - - /** Time to wait before spawning the first enemy on game start */ - UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Enemy Spawner", meta = (ClampMin = 0, ClampMax = 10)) - float InitialSpawnDelay = 5.0f; - - /** Number of enemies to spawn */ - UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Enemy Spawner", meta = (ClampMin = 0, ClampMax = 100)) - int32 SpawnCount = 1; - - /** Time to wait before spawning the next enemy after the current one dies */ - UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Enemy Spawner", meta = (ClampMin = 0, ClampMax = 10)) - float RespawnDelay = 5.0f; - - /** Time to wait after this spawner is depleted before activating the actor list */ - UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Activation", meta = (ClampMin = 0, ClampMax = 10)) - float ActivationDelay = 1.0f; - - /** List of actors to activate after the last enemy dies */ - UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Activation") - TArray ActorsToActivateWhenDepleted; - - /** Flag to ensure this is only activated once */ - bool bHasBeenActivated = false; - - /** Timer to spawn enemies after a delay */ - FTimerHandle SpawnTimer; - -public: - - /** Constructor */ - ACombatEnemySpawner(); - -public: - - /** Initialization */ - virtual void BeginPlay() override; - - /** Cleanup */ - virtual void EndPlay(EEndPlayReason::Type EndPlayReason) override; - -protected: - - /** Spawn an enemy and subscribe to its death event */ - void SpawnEnemy(); - - /** Called when the spawned enemy has died */ - UFUNCTION() - void OnEnemyDied(); - - /** Called after the last spawned enemy has died */ - void SpawnerDepleted(); - -public: - - // ~begin ICombatActivatable interface - - /** Toggles the Spawner */ - UFUNCTION(BlueprintCallable, Category="Activatable") - virtual void ToggleInteraction(AActor* ActivationInstigator) override; - - /** Activates the Spawner */ - UFUNCTION(BlueprintCallable, Category="Activatable") - virtual void ActivateInteraction(AActor* ActivationInstigator) override; - - /** Deactivates the Spawner */ - UFUNCTION(BlueprintCallable, Category="Activatable") - virtual void DeactivateInteraction(AActor* ActivationInstigator) override; - - // ~end IActivatable interface -}; diff --git a/Source/AgrarianGame/Variant_Combat/AI/CombatStateTreeUtility.cpp b/Source/AgrarianGame/Variant_Combat/AI/CombatStateTreeUtility.cpp deleted file mode 100644 index 82dacc1..0000000 --- a/Source/AgrarianGame/Variant_Combat/AI/CombatStateTreeUtility.cpp +++ /dev/null @@ -1,325 +0,0 @@ -// Copyright Epic Games, Inc. All Rights Reserved. - - -#include "CombatStateTreeUtility.h" -#include "StateTreeExecutionContext.h" -#include "StateTreeExecutionTypes.h" -#include "Engine/World.h" -#include "GameFramework/Character.h" -#include "GameFramework/CharacterMovementComponent.h" -#include "AIController.h" -#include "CombatEnemy.h" -#include "Kismet/GameplayStatics.h" -#include "StateTreeAsyncExecutionContext.h" - -bool FStateTreeCharacterGroundedCondition::TestCondition(FStateTreeExecutionContext& Context) const -{ - const FInstanceDataType& InstanceData = Context.GetInstanceData(*this); - - // is the character currently grounded? - bool bCondition = InstanceData.Character->GetMovementComponent()->IsMovingOnGround(); - - return InstanceData.bMustBeOnAir ? !bCondition : bCondition; -} - -#if WITH_EDITOR -FText FStateTreeCharacterGroundedCondition::GetDescription(const FGuid& ID, FStateTreeDataView InstanceDataView, const IStateTreeBindingLookup& BindingLookup, EStateTreeNodeFormatting Formatting /*= EStateTreeNodeFormatting::Text*/) const -{ - return FText::FromString("Is Character Grounded"); -} -#endif // WITH_EDITOR - -//////////////////////////////////////////////////////////////////// - -bool FStateTreeIsInDangerCondition::TestCondition(FStateTreeExecutionContext& Context) const -{ - const FInstanceDataType& InstanceData = Context.GetInstanceData(*this); - - // ensure we have a valid enemy character - if (InstanceData.Character) - { - // is the last detected danger event within the reaction threshold? - const float ReactionDelta = InstanceData.Character->GetWorld()->GetTimeSeconds() - InstanceData.Character->GetLastDangerTime(); - - if (ReactionDelta < InstanceData.MaxReactionTime && ReactionDelta > InstanceData.MinReactionTime) - { - // do a dot product check to determine if the danger location is within the character's detection cone - const FVector DangerDir = (InstanceData.Character->GetLastDangerLocation() - InstanceData.Character->GetActorLocation()).GetSafeNormal2D(); - - const float DangerDot = FVector::DotProduct(DangerDir, InstanceData.Character->GetActorForwardVector()); - const float ConeAngleCos = FMath::Cos(FMath::DegreesToRadians(InstanceData.DangerSightConeAngle)); - - return DangerDot > ConeAngleCos; - } - } - - return false; -} - -#if WITH_EDITOR -FText FStateTreeIsInDangerCondition::GetDescription(const FGuid& ID, FStateTreeDataView InstanceDataView, const IStateTreeBindingLookup& BindingLookup, EStateTreeNodeFormatting Formatting /*= EStateTreeNodeFormatting::Text*/) const -{ - return FText::FromString("Is Character In Danger"); -} -#endif // WITH_EDITOR - -//////////////////////////////////////////////////////////////////// - -EStateTreeRunStatus FStateTreeComboAttackTask::EnterState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const -{ - // have we transitioned from another state? - if (Transition.ChangeType == EStateTreeStateChangeType::Changed) - { - // get the instance data - FInstanceDataType& InstanceData = Context.GetInstanceData(*this); - - // bind to the on attack completed delegate - InstanceData.Character->OnAttackCompleted.BindLambda( - [WeakContext = Context.MakeWeakExecutionContext()]() - { - WeakContext.FinishTask(EStateTreeFinishTaskType::Succeeded); - } - ); - - - // tell the character to do a combo attack - InstanceData.Character->DoAIComboAttack(); - } - - return EStateTreeRunStatus::Running; -} - -void FStateTreeComboAttackTask::ExitState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const -{ - // have we transitioned from another state? - if (Transition.ChangeType == EStateTreeStateChangeType::Changed) - { - // get the instance data - FInstanceDataType& InstanceData = Context.GetInstanceData(*this); - - // unbind the on attack completed delegate - InstanceData.Character->OnAttackCompleted.Unbind(); - } -} - -#if WITH_EDITOR -FText FStateTreeComboAttackTask::GetDescription(const FGuid& ID, FStateTreeDataView InstanceDataView, const IStateTreeBindingLookup& BindingLookup, EStateTreeNodeFormatting Formatting /*= EStateTreeNodeFormatting::Text*/) const -{ - return FText::FromString("Do Combo Attack"); -} -#endif // WITH_EDITOR - -//////////////////////////////////////////////////////////////////// - -EStateTreeRunStatus FStateTreeChargedAttackTask::EnterState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const -{ - // have we transitioned from another state? - if (Transition.ChangeType == EStateTreeStateChangeType::Changed) - { - // get the instance data - FInstanceDataType& InstanceData = Context.GetInstanceData(*this); - - // bind to the on attack completed delegate - InstanceData.Character->OnAttackCompleted.BindLambda( - [WeakContext = Context.MakeWeakExecutionContext()]() - { - WeakContext.FinishTask(EStateTreeFinishTaskType::Succeeded); - } - ); - - // tell the character to do a charged attack - InstanceData.Character->DoAIChargedAttack(); - } - - return EStateTreeRunStatus::Running; -} - -void FStateTreeChargedAttackTask::ExitState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const -{ - // have we transitioned from another state? - if (Transition.ChangeType == EStateTreeStateChangeType::Changed) - { - // get the instance data - FInstanceDataType& InstanceData = Context.GetInstanceData(*this); - - // unbind the on attack completed delegate - InstanceData.Character->OnAttackCompleted.Unbind(); - } -} - -#if WITH_EDITOR -FText FStateTreeChargedAttackTask::GetDescription(const FGuid& ID, FStateTreeDataView InstanceDataView, const IStateTreeBindingLookup& BindingLookup, EStateTreeNodeFormatting Formatting /*= EStateTreeNodeFormatting::Text*/) const -{ - return FText::FromString("Do Charged Attack"); -} -#endif // WITH_EDITOR - -//////////////////////////////////////////////////////////////////// - -EStateTreeRunStatus FStateTreeWaitForLandingTask::EnterState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const -{ - // have we transitioned from another state? - if (Transition.ChangeType == EStateTreeStateChangeType::Changed) - { - // get the instance data - FInstanceDataType& InstanceData = Context.GetInstanceData(*this); - - // bind to the on enemy landed delegate - InstanceData.Character->OnEnemyLanded.BindLambda( - [WeakContext = Context.MakeWeakExecutionContext()]() - { - WeakContext.FinishTask(EStateTreeFinishTaskType::Succeeded); - } - ); - } - - return EStateTreeRunStatus::Running; -} - -void FStateTreeWaitForLandingTask::ExitState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const -{ - // have we transitioned from another state? - if (Transition.ChangeType == EStateTreeStateChangeType::Changed) - { - // get the instance data - FInstanceDataType& InstanceData = Context.GetInstanceData(*this); - - // unbind the on enemy landed delegate - InstanceData.Character->OnEnemyLanded.Unbind(); - } -} - -#if WITH_EDITOR -FText FStateTreeWaitForLandingTask::GetDescription(const FGuid& ID, FStateTreeDataView InstanceDataView, const IStateTreeBindingLookup& BindingLookup, EStateTreeNodeFormatting Formatting /*= EStateTreeNodeFormatting::Text*/) const -{ - return FText::FromString("Wait for Landing"); -} -#endif // WITH_EDITOR - -//////////////////////////////////////////////////////////////////// - -EStateTreeRunStatus FStateTreeFaceActorTask::EnterState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const -{ - // have we transitioned from another state? - if (Transition.ChangeType == EStateTreeStateChangeType::Changed) - { - // get the instance data - FInstanceDataType& InstanceData = Context.GetInstanceData(*this); - - // set the AI Controller's focus - InstanceData.Controller->SetFocus(InstanceData.ActorToFaceTowards); - } - - return EStateTreeRunStatus::Running; -} - -void FStateTreeFaceActorTask::ExitState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const -{ - // have we transitioned to another state? - if (Transition.ChangeType == EStateTreeStateChangeType::Changed) - { - // get the instance data - FInstanceDataType& InstanceData = Context.GetInstanceData(*this); - - // clear the AI Controller's focus - InstanceData.Controller->ClearFocus(EAIFocusPriority::Gameplay); - } -} - -#if WITH_EDITOR -FText FStateTreeFaceActorTask::GetDescription(const FGuid& ID, FStateTreeDataView InstanceDataView, const IStateTreeBindingLookup& BindingLookup, EStateTreeNodeFormatting Formatting /*= EStateTreeNodeFormatting::Text*/) const -{ - return FText::FromString("Face Towards Actor"); -} -#endif // WITH_EDITOR - -//////////////////////////////////////////////////////////////////// - -EStateTreeRunStatus FStateTreeFaceLocationTask::EnterState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const -{ - // have we transitioned from another state? - if (Transition.ChangeType == EStateTreeStateChangeType::Changed) - { - // get the instance data - FInstanceDataType& InstanceData = Context.GetInstanceData(*this); - - // set the AI Controller's focus - InstanceData.Controller->SetFocalPoint(InstanceData.FaceLocation); - } - - return EStateTreeRunStatus::Running; -} - -void FStateTreeFaceLocationTask::ExitState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const -{ - // have we transitioned to another state? - if (Transition.ChangeType == EStateTreeStateChangeType::Changed) - { - // get the instance data - FInstanceDataType& InstanceData = Context.GetInstanceData(*this); - - // clear the AI Controller's focus - InstanceData.Controller->ClearFocus(EAIFocusPriority::Gameplay); - } -} - -#if WITH_EDITOR -FText FStateTreeFaceLocationTask::GetDescription(const FGuid& ID, FStateTreeDataView InstanceDataView, const IStateTreeBindingLookup& BindingLookup, EStateTreeNodeFormatting Formatting /*= EStateTreeNodeFormatting::Text*/) const -{ - return FText::FromString("Face Towards Location"); -} -#endif // WITH_EDITOR - -//////////////////////////////////////////////////////////////////// - -EStateTreeRunStatus FStateTreeSetCharacterSpeedTask::EnterState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const -{ - // have we transitioned from another state? - if (Transition.ChangeType == EStateTreeStateChangeType::Changed) - { - // get the instance data - FInstanceDataType& InstanceData = Context.GetInstanceData(*this); - - // set the character's max ground speed - InstanceData.Character->GetCharacterMovement()->MaxWalkSpeed = InstanceData.Speed; - } - - return EStateTreeRunStatus::Running; -} - -#if WITH_EDITOR -FText FStateTreeSetCharacterSpeedTask::GetDescription(const FGuid& ID, FStateTreeDataView InstanceDataView, const IStateTreeBindingLookup& BindingLookup, EStateTreeNodeFormatting Formatting /*= EStateTreeNodeFormatting::Text*/) const -{ - return FText::FromString("Set Character Speed"); -} -#endif // WITH_EDITOR - -//////////////////////////////////////////////////////////////////// - -EStateTreeRunStatus FStateTreeGetPlayerInfoTask::Tick(FStateTreeExecutionContext& Context, const float DeltaTime) const -{ - // get the instance data - FInstanceDataType& InstanceData = Context.GetInstanceData(*this); - - // get the character possessed by the first local player - InstanceData.TargetPlayerCharacter = Cast(UGameplayStatics::GetPlayerPawn(InstanceData.Character, 0)); - - // do we have a valid target? - if (InstanceData.TargetPlayerCharacter) - { - // update the last known location - InstanceData.TargetPlayerLocation = InstanceData.TargetPlayerCharacter->GetActorLocation(); - } - - // update the distance - InstanceData.DistanceToTarget = FVector::Distance(InstanceData.TargetPlayerLocation, InstanceData.Character->GetActorLocation()); - - return EStateTreeRunStatus::Running; -} - -#if WITH_EDITOR -FText FStateTreeGetPlayerInfoTask::GetDescription(const FGuid& ID, FStateTreeDataView InstanceDataView, const IStateTreeBindingLookup& BindingLookup, EStateTreeNodeFormatting Formatting /*= EStateTreeNodeFormatting::Text*/) const -{ - return FText::FromString("Get Player Info"); -} -#endif // WITH_EDITOR \ No newline at end of file diff --git a/Source/AgrarianGame/Variant_Combat/AI/CombatStateTreeUtility.h b/Source/AgrarianGame/Variant_Combat/AI/CombatStateTreeUtility.h deleted file mode 100644 index 283c3e4..0000000 --- a/Source/AgrarianGame/Variant_Combat/AI/CombatStateTreeUtility.h +++ /dev/null @@ -1,365 +0,0 @@ -// Copyright Epic Games, Inc. All Rights Reserved. - -#pragma once - -#include "CoreMinimal.h" -#include "StateTreeTaskBase.h" -#include "StateTreeConditionBase.h" - -#include "CombatStateTreeUtility.generated.h" - -class ACharacter; -class AAIController; -class ACombatEnemy; - -/** - * Instance data struct for the FStateTreeCharacterGroundedCondition condition - */ -USTRUCT() -struct FStateTreeCharacterGroundedConditionInstanceData -{ - GENERATED_BODY() - - /** Character to check grounded status on */ - UPROPERTY(EditAnywhere, Category = "Context") - ACharacter* Character; - - /** If true, the condition passes if the character is not grounded instead */ - UPROPERTY(EditAnywhere, Category = "Condition") - bool bMustBeOnAir = false; -}; -STATETREE_POD_INSTANCEDATA(FStateTreeCharacterGroundedConditionInstanceData); - -/** - * StateTree condition to check if the character is grounded - */ -USTRUCT(DisplayName = "Character is Grounded") -struct FStateTreeCharacterGroundedCondition : public FStateTreeConditionCommonBase -{ - GENERATED_BODY() - - /** Set the instance data type */ - using FInstanceDataType = FStateTreeCharacterGroundedConditionInstanceData; - virtual const UStruct* GetInstanceDataType() const override { return FInstanceDataType::StaticStruct(); } - - /** Default constructor */ - FStateTreeCharacterGroundedCondition() = default; - - /** Tests the StateTree condition */ - virtual bool TestCondition(FStateTreeExecutionContext& Context) const override; - -#if WITH_EDITOR - - /** Provides the description string */ - virtual FText GetDescription(const FGuid& ID, FStateTreeDataView InstanceDataView, const IStateTreeBindingLookup& BindingLookup, EStateTreeNodeFormatting Formatting = EStateTreeNodeFormatting::Text) const override; -#endif - -}; - -//////////////////////////////////////////////////////////////////// - -/** - * Instance data struct for the FStateTreeIsInDangerCondition condition - */ -USTRUCT() -struct FStateTreeIsInDangerConditionInstanceData -{ - GENERATED_BODY() - - /** Character to check danger status on */ - UPROPERTY(EditAnywhere, Category = "Context") - ACombatEnemy* Character; - - /** Minimum time to wait before reacting to the danger event */ - UPROPERTY(EditAnywhere, Category = "Parameters", meta = (Units = "s")) - float MinReactionTime = 0.35f; - - /** Maximum time to wait before ignoring the danger event */ - UPROPERTY(EditAnywhere, Category = "Parameters", meta = (Units = "s")) - float MaxReactionTime = 0.75f; - - /** Line of sight half angle for detecting incoming danger, in degrees*/ - UPROPERTY(EditAnywhere, Category = "Parameters", meta = (Units = "degrees")) - float DangerSightConeAngle = 120.0f; -}; -STATETREE_POD_INSTANCEDATA(FStateTreeIsInDangerConditionInstanceData); - -/** - * StateTree condition to check if the character is about to be hit by an attack - */ -USTRUCT(DisplayName = "Character is in Danger") -struct FStateTreeIsInDangerCondition : public FStateTreeConditionCommonBase -{ - GENERATED_BODY() - - /** Set the instance data type */ - using FInstanceDataType = FStateTreeIsInDangerConditionInstanceData; - virtual const UStruct* GetInstanceDataType() const override { return FInstanceDataType::StaticStruct(); } - - /** Default constructor */ - FStateTreeIsInDangerCondition() = default; - - /** Tests the StateTree condition */ - virtual bool TestCondition(FStateTreeExecutionContext& Context) const override; - -#if WITH_EDITOR - - /** Provides the description string */ - virtual FText GetDescription(const FGuid& ID, FStateTreeDataView InstanceDataView, const IStateTreeBindingLookup& BindingLookup, EStateTreeNodeFormatting Formatting = EStateTreeNodeFormatting::Text) const override; -#endif - -}; - -//////////////////////////////////////////////////////////////////// - -/** - * Instance data struct for the Combat StateTree tasks - */ -USTRUCT() -struct FStateTreeAttackInstanceData -{ - GENERATED_BODY() - - /** Character that will perform the attack */ - UPROPERTY(EditAnywhere, Category = Context) - TObjectPtr Character; -}; - -/** - * StateTree task to perform a combo attack - */ -USTRUCT(meta=(DisplayName="Combo Attack", Category="Combat")) -struct FStateTreeComboAttackTask : public FStateTreeTaskCommonBase -{ - GENERATED_BODY() - - /* Ensure we're using the correct instance data struct */ - using FInstanceDataType = FStateTreeAttackInstanceData; - virtual const UStruct* GetInstanceDataType() const override { return FInstanceDataType::StaticStruct(); } - - /** Runs when the owning state is entered */ - virtual EStateTreeRunStatus EnterState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const override; - - /** Runs when the owning state is ended */ - virtual void ExitState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const override; - -#if WITH_EDITOR - virtual FText GetDescription(const FGuid& ID, FStateTreeDataView InstanceDataView, const IStateTreeBindingLookup& BindingLookup, EStateTreeNodeFormatting Formatting = EStateTreeNodeFormatting::Text) const override; -#endif // WITH_EDITOR -}; - -/** - * StateTree task to perform a charged attack - */ -USTRUCT(meta=(DisplayName="Charged Attack", Category="Combat")) -struct FStateTreeChargedAttackTask : public FStateTreeTaskCommonBase -{ - GENERATED_BODY() - - /* Ensure we're using the correct instance data struct */ - using FInstanceDataType = FStateTreeAttackInstanceData; - virtual const UStruct* GetInstanceDataType() const override { return FInstanceDataType::StaticStruct(); } - - /** Runs when the owning state is entered */ - virtual EStateTreeRunStatus EnterState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const override; - - /** Runs when the owning state is ended */ - virtual void ExitState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const override; - -#if WITH_EDITOR - virtual FText GetDescription(const FGuid& ID, FStateTreeDataView InstanceDataView, const IStateTreeBindingLookup& BindingLookup, EStateTreeNodeFormatting Formatting = EStateTreeNodeFormatting::Text) const override; -#endif // WITH_EDITOR -}; - -/** - * StateTree task to wait for the character to land - */ -USTRUCT(meta=(DisplayName="Wait for Landing", Category="Combat")) -struct FStateTreeWaitForLandingTask : public FStateTreeTaskCommonBase -{ - GENERATED_BODY() - - /* Ensure we're using the correct instance data struct */ - using FInstanceDataType = FStateTreeAttackInstanceData; - virtual const UStruct* GetInstanceDataType() const override { return FInstanceDataType::StaticStruct(); } - - /** Runs when the owning state is entered */ - virtual EStateTreeRunStatus EnterState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const override; - - /** Runs when the owning state is ended */ - virtual void ExitState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const override; - -#if WITH_EDITOR - virtual FText GetDescription(const FGuid& ID, FStateTreeDataView InstanceDataView, const IStateTreeBindingLookup& BindingLookup, EStateTreeNodeFormatting Formatting = EStateTreeNodeFormatting::Text) const override; -#endif // WITH_EDITOR -}; - -//////////////////////////////////////////////////////////////////// - -/** - * Instance data struct for the Face Towards Actor StateTree task - */ -USTRUCT() -struct FStateTreeFaceActorInstanceData -{ - GENERATED_BODY() - - /** AI Controller that will determine the focused actor */ - UPROPERTY(EditAnywhere, Category = Context) - TObjectPtr Controller; - - /** Actor that will be faced towards */ - UPROPERTY(EditAnywhere, Category = Input) - TObjectPtr ActorToFaceTowards; -}; - -/** - * StateTree task to face an AI-Controlled Pawn towards an Actor - */ -USTRUCT(meta=(DisplayName="Face Towards Actor", Category="Combat")) -struct FStateTreeFaceActorTask : public FStateTreeTaskCommonBase -{ - GENERATED_BODY() - - /* Ensure we're using the correct instance data struct */ - using FInstanceDataType = FStateTreeFaceActorInstanceData; - virtual const UStruct* GetInstanceDataType() const override { return FInstanceDataType::StaticStruct(); } - - /** Runs when the owning state is entered */ - virtual EStateTreeRunStatus EnterState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const override; - - /** Runs when the owning state is ended */ - virtual void ExitState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const override; - -#if WITH_EDITOR - virtual FText GetDescription(const FGuid& ID, FStateTreeDataView InstanceDataView, const IStateTreeBindingLookup& BindingLookup, EStateTreeNodeFormatting Formatting = EStateTreeNodeFormatting::Text) const override; -#endif // WITH_EDITOR -}; - -//////////////////////////////////////////////////////////////////// - -/** - * Instance data struct for the Face Towards Location StateTree task - */ -USTRUCT() -struct FStateTreeFaceLocationInstanceData -{ - GENERATED_BODY() - - /** AI Controller that will determine the focused location */ - UPROPERTY(EditAnywhere, Category = Context) - TObjectPtr Controller; - - /** Location that will be faced towards */ - UPROPERTY(EditAnywhere, Category = Parameter) - FVector FaceLocation = FVector::ZeroVector; -}; - -/** - * StateTree task to face an AI-Controlled Pawn towards a world location - */ -USTRUCT(meta=(DisplayName="Face Towards Location", Category="Combat")) -struct FStateTreeFaceLocationTask : public FStateTreeTaskCommonBase -{ - GENERATED_BODY() - - /* Ensure we're using the correct instance data struct */ - using FInstanceDataType = FStateTreeFaceLocationInstanceData; - virtual const UStruct* GetInstanceDataType() const override { return FInstanceDataType::StaticStruct(); } - - /** Runs when the owning state is entered */ - virtual EStateTreeRunStatus EnterState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const override; - - /** Runs when the owning state is ended */ - virtual void ExitState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const override; - -#if WITH_EDITOR - virtual FText GetDescription(const FGuid& ID, FStateTreeDataView InstanceDataView, const IStateTreeBindingLookup& BindingLookup, EStateTreeNodeFormatting Formatting = EStateTreeNodeFormatting::Text) const override; -#endif // WITH_EDITOR -}; - -//////////////////////////////////////////////////////////////////// - -/** - * Instance data struct for the Set Character Speed StateTree task - */ -USTRUCT() -struct FStateTreeSetCharacterSpeedInstanceData -{ - GENERATED_BODY() - - /** Character that will be affected */ - UPROPERTY(EditAnywhere, Category = Context) - TObjectPtr Character; - - /** Max ground speed to set for the character */ - UPROPERTY(EditAnywhere, Category = Parameter) - float Speed = 600.0f; -}; - -/** - * StateTree task to change a Character's ground speed - */ -USTRUCT(meta=(DisplayName="Set Character Speed", Category="Combat")) -struct FStateTreeSetCharacterSpeedTask : public FStateTreeTaskCommonBase -{ - GENERATED_BODY() - - /* Ensure we're using the correct instance data struct */ - using FInstanceDataType = FStateTreeSetCharacterSpeedInstanceData; - virtual const UStruct* GetInstanceDataType() const override { return FInstanceDataType::StaticStruct(); } - - /** Runs when the owning state is entered */ - virtual EStateTreeRunStatus EnterState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const override; - -#if WITH_EDITOR - virtual FText GetDescription(const FGuid& ID, FStateTreeDataView InstanceDataView, const IStateTreeBindingLookup& BindingLookup, EStateTreeNodeFormatting Formatting = EStateTreeNodeFormatting::Text) const override; -#endif // WITH_EDITOR -}; - -//////////////////////////////////////////////////////////////////// - -/** - * Instance data struct for the Get Player Info task - */ -USTRUCT() -struct FStateTreeGetPlayerInfoInstanceData -{ - GENERATED_BODY() - - /** Character that owns this task */ - UPROPERTY(EditAnywhere, Category = Context) - TObjectPtr Character; - - /** Character that owns this task */ - UPROPERTY(VisibleAnywhere) - TObjectPtr TargetPlayerCharacter; - - /** Last known location for the target */ - UPROPERTY(VisibleAnywhere) - FVector TargetPlayerLocation = FVector::ZeroVector; - - /** Distance to the target */ - UPROPERTY(VisibleAnywhere) - float DistanceToTarget = 0.0f; -}; - -/** - * StateTree task to get information about the player character - */ -USTRUCT(meta=(DisplayName="GetPlayerInfo", Category="Combat")) -struct FStateTreeGetPlayerInfoTask : public FStateTreeTaskCommonBase -{ - GENERATED_BODY() - - /* Ensure we're using the correct instance data struct */ - using FInstanceDataType = FStateTreeGetPlayerInfoInstanceData; - virtual const UStruct* GetInstanceDataType() const override { return FInstanceDataType::StaticStruct(); } - - /** Runs while the owning state is active */ - virtual EStateTreeRunStatus Tick(FStateTreeExecutionContext& Context, const float DeltaTime) const override; - -#if WITH_EDITOR - virtual FText GetDescription(const FGuid& ID, FStateTreeDataView InstanceDataView, const IStateTreeBindingLookup& BindingLookup, EStateTreeNodeFormatting Formatting = EStateTreeNodeFormatting::Text) const override; -#endif // WITH_EDITOR -}; \ No newline at end of file diff --git a/Source/AgrarianGame/Variant_Combat/AI/EnvQueryContext_Danger.cpp b/Source/AgrarianGame/Variant_Combat/AI/EnvQueryContext_Danger.cpp deleted file mode 100644 index f356711..0000000 --- a/Source/AgrarianGame/Variant_Combat/AI/EnvQueryContext_Danger.cpp +++ /dev/null @@ -1,17 +0,0 @@ -// Copyright Epic Games, Inc. All Rights Reserved. - - -#include "Variant_Combat/AI/EnvQueryContext_Danger.h" -#include "Variant_Combat/AI/CombatEnemy.h" -#include "EnvironmentQuery/EnvQueryTypes.h" -#include "EnvironmentQuery/Items/EnvQueryItemType_Point.h" - -void UEnvQueryContext_Danger::ProvideContext(FEnvQueryInstance& QueryInstance, FEnvQueryContextData& ContextData) const -{ - // get the querying enemy - if (ACombatEnemy* QuerierActor = Cast(QueryInstance.Owner.Get())) - { - // add the last recorded danger location to the context - UEnvQueryItemType_Point::SetContextHelper(ContextData, QuerierActor->GetLastDangerLocation()); - } -} \ No newline at end of file diff --git a/Source/AgrarianGame/Variant_Combat/AI/EnvQueryContext_Danger.h b/Source/AgrarianGame/Variant_Combat/AI/EnvQueryContext_Danger.h deleted file mode 100644 index 056a14b..0000000 --- a/Source/AgrarianGame/Variant_Combat/AI/EnvQueryContext_Danger.h +++ /dev/null @@ -1,23 +0,0 @@ -// Copyright Epic Games, Inc. All Rights Reserved. - -#pragma once - -#include "CoreMinimal.h" -#include "EnvironmentQuery/EnvQueryContext.h" -#include "EnvQueryContext_Danger.generated.h" - -/** - * UEnvQueryContext_Danger - * Returns the enemy character's last known danger location - */ -UCLASS() -class AGRARIANGAME_API UEnvQueryContext_Danger : public UEnvQueryContext -{ - GENERATED_BODY() - -public: - - /** Provides the context locations or actors for this EnvQuery */ - virtual void ProvideContext(FEnvQueryInstance& QueryInstance, FEnvQueryContextData& ContextData) const override; - -}; diff --git a/Source/AgrarianGame/Variant_Combat/AI/EnvQueryContext_Player.cpp b/Source/AgrarianGame/Variant_Combat/AI/EnvQueryContext_Player.cpp deleted file mode 100644 index 46ca669..0000000 --- a/Source/AgrarianGame/Variant_Combat/AI/EnvQueryContext_Player.cpp +++ /dev/null @@ -1,18 +0,0 @@ -// Copyright Epic Games, Inc. All Rights Reserved. - - -#include "EnvQueryContext_Player.h" -#include "Kismet/GameplayStatics.h" -#include "EnvironmentQuery/EnvQueryTypes.h" -#include "EnvironmentQuery/Items/EnvQueryItemType_Actor.h" -#include "GameFramework/Pawn.h" - -void UEnvQueryContext_Player::ProvideContext(FEnvQueryInstance& QueryInstance, FEnvQueryContextData& ContextData) const -{ - // get the player pawn for the first local player - AActor* PlayerPawn = UGameplayStatics::GetPlayerPawn(QueryInstance.Owner.Get(), 0); - check(PlayerPawn); - - // add the actor data to the context - UEnvQueryItemType_Actor::SetContextHelper(ContextData, PlayerPawn); -} diff --git a/Source/AgrarianGame/Variant_Combat/AI/EnvQueryContext_Player.h b/Source/AgrarianGame/Variant_Combat/AI/EnvQueryContext_Player.h deleted file mode 100644 index dc43895..0000000 --- a/Source/AgrarianGame/Variant_Combat/AI/EnvQueryContext_Player.h +++ /dev/null @@ -1,22 +0,0 @@ -// Copyright Epic Games, Inc. All Rights Reserved. - -#pragma once - -#include "CoreMinimal.h" -#include "EnvironmentQuery/EnvQueryContext.h" -#include "EnvQueryContext_Player.generated.h" - -/** - * UEnvQueryContext_Player - * Basic EnvQuery Context that returns the first local player - */ -UCLASS() -class UEnvQueryContext_Player : public UEnvQueryContext -{ - GENERATED_BODY() - -public: - - /** Provides the context locations or actors for this EnvQuery */ - virtual void ProvideContext(FEnvQueryInstance& QueryInstance, FEnvQueryContextData& ContextData) const override; -}; diff --git a/Source/AgrarianGame/Variant_Combat/Animation/AnimNotify_CheckChargedAttack.cpp b/Source/AgrarianGame/Variant_Combat/Animation/AnimNotify_CheckChargedAttack.cpp deleted file mode 100644 index dbc5f12..0000000 --- a/Source/AgrarianGame/Variant_Combat/Animation/AnimNotify_CheckChargedAttack.cpp +++ /dev/null @@ -1,21 +0,0 @@ -// Copyright Epic Games, Inc. All Rights Reserved. - - -#include "AnimNotify_CheckChargedAttack.h" -#include "CombatAttacker.h" -#include "Components/SkeletalMeshComponent.h" - -void UAnimNotify_CheckChargedAttack::Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, const FAnimNotifyEventReference& EventReference) -{ - // cast the owner to the attacker interface - if (ICombatAttacker* AttackerInterface = Cast(MeshComp->GetOwner())) - { - // tell the actor to check for a charged attack loop - AttackerInterface->CheckChargedAttack(); - } -} - -FString UAnimNotify_CheckChargedAttack::GetNotifyName_Implementation() const -{ - return FString("Check Charged Attack"); -} diff --git a/Source/AgrarianGame/Variant_Combat/Animation/AnimNotify_CheckChargedAttack.h b/Source/AgrarianGame/Variant_Combat/Animation/AnimNotify_CheckChargedAttack.h deleted file mode 100644 index 98b1722..0000000 --- a/Source/AgrarianGame/Variant_Combat/Animation/AnimNotify_CheckChargedAttack.h +++ /dev/null @@ -1,24 +0,0 @@ -// Copyright Epic Games, Inc. All Rights Reserved. - -#pragma once - -#include "CoreMinimal.h" -#include "Animation/AnimNotifies/AnimNotify.h" -#include "AnimNotify_CheckChargedAttack.generated.h" - -/** - * AnimNotify to perform a charged attack hold check. - */ -UCLASS() -class UAnimNotify_CheckChargedAttack : public UAnimNotify -{ - GENERATED_BODY() - -public: - - /** Perform the Anim Notify */ - virtual void Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, const FAnimNotifyEventReference& EventReference) override; - - /** Get the notify name */ - virtual FString GetNotifyName_Implementation() const override; -}; diff --git a/Source/AgrarianGame/Variant_Combat/Animation/AnimNotify_CheckCombo.cpp b/Source/AgrarianGame/Variant_Combat/Animation/AnimNotify_CheckCombo.cpp deleted file mode 100644 index 117dbf7..0000000 --- a/Source/AgrarianGame/Variant_Combat/Animation/AnimNotify_CheckCombo.cpp +++ /dev/null @@ -1,21 +0,0 @@ -// Copyright Epic Games, Inc. All Rights Reserved. - - -#include "AnimNotify_CheckCombo.h" -#include "CombatAttacker.h" -#include "Components/SkeletalMeshComponent.h" - -void UAnimNotify_CheckCombo::Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, const FAnimNotifyEventReference& EventReference) -{ - // cast the owner to the attacker interface - if (ICombatAttacker* AttackerInterface = Cast(MeshComp->GetOwner())) - { - // tell the actor to check for combo string - AttackerInterface->CheckCombo(); - } -} - -FString UAnimNotify_CheckCombo::GetNotifyName_Implementation() const -{ - return FString("Check Combo String"); -} diff --git a/Source/AgrarianGame/Variant_Combat/Animation/AnimNotify_CheckCombo.h b/Source/AgrarianGame/Variant_Combat/Animation/AnimNotify_CheckCombo.h deleted file mode 100644 index cce0f6c..0000000 --- a/Source/AgrarianGame/Variant_Combat/Animation/AnimNotify_CheckCombo.h +++ /dev/null @@ -1,24 +0,0 @@ -// Copyright Epic Games, Inc. All Rights Reserved. - -#pragma once - -#include "CoreMinimal.h" -#include "Animation/AnimNotifies/AnimNotify.h" -#include "AnimNotify_CheckCombo.generated.h" - -/** - * AnimNotify to perform a combo string check. - */ -UCLASS() -class UAnimNotify_CheckCombo : public UAnimNotify -{ - GENERATED_BODY() - -public: - - /** Perform the Anim Notify */ - virtual void Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, const FAnimNotifyEventReference& EventReference) override; - - /** Get the notify name */ - virtual FString GetNotifyName_Implementation() const override; -}; diff --git a/Source/AgrarianGame/Variant_Combat/Animation/AnimNotify_DoAttackTrace.cpp b/Source/AgrarianGame/Variant_Combat/Animation/AnimNotify_DoAttackTrace.cpp deleted file mode 100644 index 13bd38f..0000000 --- a/Source/AgrarianGame/Variant_Combat/Animation/AnimNotify_DoAttackTrace.cpp +++ /dev/null @@ -1,20 +0,0 @@ -// Copyright Epic Games, Inc. All Rights Reserved. - - -#include "AnimNotify_DoAttackTrace.h" -#include "CombatAttacker.h" -#include "Components/SkeletalMeshComponent.h" - -void UAnimNotify_DoAttackTrace::Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, const FAnimNotifyEventReference& EventReference) -{ - // cast the owner to the attacker interface - if (ICombatAttacker* AttackerInterface = Cast(MeshComp->GetOwner())) - { - AttackerInterface->DoAttackTrace(AttackBoneName); - } -} - -FString UAnimNotify_DoAttackTrace::GetNotifyName_Implementation() const -{ - return FString("Do Attack Trace"); -} \ No newline at end of file diff --git a/Source/AgrarianGame/Variant_Combat/Animation/AnimNotify_DoAttackTrace.h b/Source/AgrarianGame/Variant_Combat/Animation/AnimNotify_DoAttackTrace.h deleted file mode 100644 index e9d7a4d..0000000 --- a/Source/AgrarianGame/Variant_Combat/Animation/AnimNotify_DoAttackTrace.h +++ /dev/null @@ -1,30 +0,0 @@ -// Copyright Epic Games, Inc. All Rights Reserved. - -#pragma once - -#include "CoreMinimal.h" -#include "Animation/AnimNotifies/AnimNotify.h" -#include "AnimNotify_DoAttackTrace.generated.h" - -/** - * AnimNotify to tell the actor to perform an attack trace check to look for targets to damage. - */ -UCLASS() -class UAnimNotify_DoAttackTrace : public UAnimNotify -{ - GENERATED_BODY() - -protected: - - /** Source bone for the attack trace */ - UPROPERTY(EditAnywhere, Category="Attack") - FName AttackBoneName; - -public: - - /** Perform the Anim Notify */ - virtual void Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, const FAnimNotifyEventReference& EventReference) override; - - /** Get the notify name */ - virtual FString GetNotifyName_Implementation() const override; -}; diff --git a/Source/AgrarianGame/Variant_Combat/CombatCharacter.cpp b/Source/AgrarianGame/Variant_Combat/CombatCharacter.cpp deleted file mode 100644 index 63ebcf9..0000000 --- a/Source/AgrarianGame/Variant_Combat/CombatCharacter.cpp +++ /dev/null @@ -1,547 +0,0 @@ -// Copyright Epic Games, Inc. All Rights Reserved. - - -#include "CombatCharacter.h" -#include "Components/CapsuleComponent.h" -#include "Components/WidgetComponent.h" -#include "GameFramework/CharacterMovementComponent.h" -#include "GameFramework/SpringArmComponent.h" -#include "Components/SkeletalMeshComponent.h" -#include "Camera/CameraComponent.h" -#include "EnhancedInputSubsystems.h" -#include "EnhancedInputComponent.h" -#include "CombatLifeBar.h" -#include "Engine/DamageEvents.h" -#include "TimerManager.h" -#include "Engine/LocalPlayer.h" -#include "CombatPlayerController.h" - -ACombatCharacter::ACombatCharacter() -{ - PrimaryActorTick.bCanEverTick = true; - - // bind the attack montage ended delegate - OnAttackMontageEnded.BindUObject(this, &ACombatCharacter::AttackMontageEnded); - - // Set size for collision capsule - GetCapsuleComponent()->InitCapsuleSize(35.0f, 90.0f); - - // Configure character movement - GetCharacterMovement()->MaxWalkSpeed = 400.0f; - - // create the camera boom - CameraBoom = CreateDefaultSubobject(TEXT("CameraBoom")); - CameraBoom->SetupAttachment(RootComponent); - - CameraBoom->TargetArmLength = DefaultCameraDistance; - CameraBoom->bUsePawnControlRotation = true; - CameraBoom->bEnableCameraLag = true; - CameraBoom->bEnableCameraRotationLag = true; - - // create the orbiting camera - FollowCamera = CreateDefaultSubobject(TEXT("FollowCamera")); - FollowCamera->SetupAttachment(CameraBoom, USpringArmComponent::SocketName); - FollowCamera->bUsePawnControlRotation = false; - - // create the life bar widget component - LifeBar = CreateDefaultSubobject(TEXT("LifeBar")); - LifeBar->SetupAttachment(RootComponent); - - // set the player tag - Tags.Add(FName("Player")); -} - -void ACombatCharacter::Move(const FInputActionValue& Value) -{ - // input is a Vector2D - FVector2D MovementVector = Value.Get(); - - // route the input - DoMove(MovementVector.X, MovementVector.Y); -} - -void ACombatCharacter::Look(const FInputActionValue& Value) -{ - FVector2D LookAxisVector = Value.Get(); - - // route the input - DoLook(LookAxisVector.X, LookAxisVector.Y); -} - -void ACombatCharacter::ComboAttackPressed() -{ - // route the input - DoComboAttackStart(); -} - -void ACombatCharacter::ChargedAttackPressed() -{ - // route the input - DoChargedAttackStart(); -} - -void ACombatCharacter::ChargedAttackReleased() -{ - // route the input - DoChargedAttackEnd(); -} - -void ACombatCharacter::ToggleCamera() -{ - // call the BP hook - BP_ToggleCamera(); -} - -void ACombatCharacter::DoMove(float Right, float Forward) -{ - if (GetController() != nullptr) - { - // find out which way is forward - const FRotator Rotation = GetController()->GetControlRotation(); - const FRotator YawRotation(0, Rotation.Yaw, 0); - - // get forward vector - const FVector ForwardDirection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X); - - // get right vector - const FVector RightDirection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y); - - // add movement - AddMovementInput(ForwardDirection, Forward); - AddMovementInput(RightDirection, Right); - } -} - -void ACombatCharacter::DoLook(float Yaw, float Pitch) -{ - if (GetController() != nullptr) - { - // add yaw and pitch input to controller - AddControllerYawInput(Yaw); - AddControllerPitchInput(Pitch); - } -} - -void ACombatCharacter::DoComboAttackStart() -{ - // are we already playing an attack animation? - if (bIsAttacking) - { - // cache the input time so we can check it later - CachedAttackInputTime = GetWorld()->GetTimeSeconds(); - - return; - } - - // perform a combo attack - ComboAttack(); -} - -void ACombatCharacter::DoComboAttackEnd() -{ - // stub -} - -void ACombatCharacter::DoChargedAttackStart() -{ - // raise the charging attack flag - bIsChargingAttack = true; - - if (bIsAttacking) - { - // cache the input time so we can check it later - CachedAttackInputTime = GetWorld()->GetTimeSeconds(); - - return; - } - - ChargedAttack(); -} - -void ACombatCharacter::DoChargedAttackEnd() -{ - // lower the charging attack flag - bIsChargingAttack = false; - - // if we've done the charge loop at least once, release the charged attack right away - if (bHasLoopedChargedAttack) - { - CheckChargedAttack(); - } -} - -void ACombatCharacter::ResetHP() -{ - // reset the current HP total - CurrentHP = MaxHP; - - // update the life bar - LifeBarWidget->SetLifePercentage(1.0f); -} - -void ACombatCharacter::ComboAttack() -{ - // raise the attacking flag - bIsAttacking = true; - - // reset the combo count - ComboCount = 0; - - // notify enemies they are about to be attacked - NotifyEnemiesOfIncomingAttack(); - - // play the attack montage - if (UAnimInstance* AnimInstance = GetMesh()->GetAnimInstance()) - { - const float MontageLength = AnimInstance->Montage_Play(ComboAttackMontage, 1.0f, EMontagePlayReturnType::MontageLength, 0.0f, true); - - // subscribe to montage completed and interrupted events - if (MontageLength > 0.0f) - { - // set the end delegate for the montage - AnimInstance->Montage_SetEndDelegate(OnAttackMontageEnded, ComboAttackMontage); - } - } - -} - -void ACombatCharacter::ChargedAttack() -{ - // raise the attacking flag - bIsAttacking = true; - - // reset the charge loop flag - bHasLoopedChargedAttack = false; - - // notify enemies they are about to be attacked - NotifyEnemiesOfIncomingAttack(); - - // play the charged attack montage - if (UAnimInstance* AnimInstance = GetMesh()->GetAnimInstance()) - { - const float MontageLength = AnimInstance->Montage_Play(ChargedAttackMontage, 1.0f, EMontagePlayReturnType::MontageLength, 0.0f, true); - - // subscribe to montage completed and interrupted events - if (MontageLength > 0.0f) - { - // set the end delegate for the montage - AnimInstance->Montage_SetEndDelegate(OnAttackMontageEnded, ChargedAttackMontage); - } - } -} - -void ACombatCharacter::AttackMontageEnded(UAnimMontage* Montage, bool bInterrupted) -{ - // reset the attacking flag - bIsAttacking = false; - - // check if we have a non-stale cached input - if (GetWorld()->GetTimeSeconds() - CachedAttackInputTime <= AttackInputCacheTimeTolerance) - { - // are we holding the charged attack button? - if (bIsChargingAttack) - { - // do a charged attack - ChargedAttack(); - } - else - { - // do a regular attack - ComboAttack(); - } - } -} - -void ACombatCharacter::DoAttackTrace(FName DamageSourceBone) -{ - // sweep for objects in front of the character to be hit by the attack - TArray OutHits; - - // start at the provided socket location, sweep forward - const FVector TraceStart = GetMesh()->GetSocketLocation(DamageSourceBone); - const FVector TraceEnd = TraceStart + (GetActorForwardVector() * MeleeTraceDistance); - - // check for pawn and world dynamic collision object types - FCollisionObjectQueryParams ObjectParams; - ObjectParams.AddObjectTypesToQuery(ECC_Pawn); - ObjectParams.AddObjectTypesToQuery(ECC_WorldDynamic); - - // use a sphere shape for the sweep - FCollisionShape CollisionShape; - CollisionShape.SetSphere(MeleeTraceRadius); - - // ignore self - FCollisionQueryParams QueryParams; - QueryParams.AddIgnoredActor(this); - - if (GetWorld()->SweepMultiByObjectType(OutHits, TraceStart, TraceEnd, FQuat::Identity, ObjectParams, CollisionShape, QueryParams)) - { - // iterate over each object hit - for (const FHitResult& CurrentHit : OutHits) - { - // check if we've hit a damageable actor - ICombatDamageable* Damageable = Cast(CurrentHit.GetActor()); - - if (Damageable) - { - // knock upwards and away from the impact normal - const FVector Impulse = (CurrentHit.ImpactNormal * -MeleeKnockbackImpulse) + (FVector::UpVector * MeleeLaunchImpulse); - - // pass the damage event to the actor - Damageable->ApplyDamage(MeleeDamage, this, CurrentHit.ImpactPoint, Impulse); - - // call the BP handler to play effects, etc. - DealtDamage(MeleeDamage, CurrentHit.ImpactPoint); - } - } - } -} - -void ACombatCharacter::CheckCombo() -{ - // are we playing a non-charge attack animation? - if (bIsAttacking && !bIsChargingAttack) - { - // is the last attack input not stale? - if (GetWorld()->GetTimeSeconds() - CachedAttackInputTime <= ComboInputCacheTimeTolerance) - { - // consume the attack input so we don't accidentally trigger it twice - CachedAttackInputTime = 0.0f; - - // increase the combo counter - ++ComboCount; - - // do we still have a combo section to play? - if (ComboCount < ComboSectionNames.Num()) - { - // notify enemies they are about to be attacked - NotifyEnemiesOfIncomingAttack(); - - // jump to the next combo section - if (UAnimInstance* AnimInstance = GetMesh()->GetAnimInstance()) - { - AnimInstance->Montage_JumpToSection(ComboSectionNames[ComboCount], ComboAttackMontage); - } - } - } - } -} - -void ACombatCharacter::CheckChargedAttack() -{ - // raise the looped charged attack flag - bHasLoopedChargedAttack = true; - - // jump to either the loop or the attack section depending on whether we're still holding the charge button - if (UAnimInstance* AnimInstance = GetMesh()->GetAnimInstance()) - { - AnimInstance->Montage_JumpToSection(bIsChargingAttack ? ChargeLoopSection : ChargeAttackSection, ChargedAttackMontage); - } -} - -void ACombatCharacter::NotifyEnemiesOfIncomingAttack() -{ - // sweep for objects in front of the character to be hit by the attack - TArray OutHits; - - // start at the actor location, sweep forward - const FVector TraceStart = GetActorLocation(); - const FVector TraceEnd = TraceStart + (GetActorForwardVector() * DangerTraceDistance); - - // check for pawn object types only - FCollisionObjectQueryParams ObjectParams; - ObjectParams.AddObjectTypesToQuery(ECC_Pawn); - - // use a sphere shape for the sweep - FCollisionShape CollisionShape; - CollisionShape.SetSphere(DangerTraceRadius); - - // ignore self - FCollisionQueryParams QueryParams; - QueryParams.AddIgnoredActor(this); - - if (GetWorld()->SweepMultiByObjectType(OutHits, TraceStart, TraceEnd, FQuat::Identity, ObjectParams, CollisionShape, QueryParams)) - { - // iterate over each object hit - for (const FHitResult& CurrentHit : OutHits) - { - // check if we've hit a damageable actor - ICombatDamageable* Damageable = Cast(CurrentHit.GetActor()); - - if (Damageable) - { - // notify the enemy - Damageable->NotifyDanger(GetActorLocation(), this); - } - } - } -} - -void ACombatCharacter::ApplyDamage(float Damage, AActor* DamageCauser, const FVector& DamageLocation, const FVector& DamageImpulse) -{ - // pass the damage event to the actor - FDamageEvent DamageEvent; - const float ActualDamage = TakeDamage(Damage, DamageEvent, nullptr, DamageCauser); - - // only process knockback and effects if we received nonzero damage - if (ActualDamage > 0.0f) - { - // apply the knockback impulse - GetCharacterMovement()->AddImpulse(DamageImpulse, true); - - // is the character ragdolling? - if (GetMesh()->IsSimulatingPhysics()) - { - // apply an impulse to the ragdoll - GetMesh()->AddImpulseAtLocation(DamageImpulse * GetMesh()->GetMass(), DamageLocation); - } - - // pass control to BP to play effects, etc. - ReceivedDamage(ActualDamage, DamageLocation, DamageImpulse.GetSafeNormal()); - } - -} - -void ACombatCharacter::HandleDeath() -{ - // disable movement while we're dead - GetCharacterMovement()->DisableMovement(); - - // enable full ragdoll physics - GetMesh()->SetSimulatePhysics(true); - - // hide the life bar - LifeBar->SetHiddenInGame(true); - - // pull back the camera - GetCameraBoom()->TargetArmLength = DeathCameraDistance; - - // schedule respawning - GetWorld()->GetTimerManager().SetTimer(RespawnTimer, this, &ACombatCharacter::RespawnCharacter, RespawnTime, false); -} - -void ACombatCharacter::ApplyHealing(float Healing, AActor* Healer) -{ - // stub -} - -void ACombatCharacter::NotifyDanger(const FVector& DangerLocation, AActor* DangerSource) -{ - // stub -} - -void ACombatCharacter::RespawnCharacter() -{ - // destroy the character and let it be respawned by the Player Controller - Destroy(); -} - -float ACombatCharacter::TakeDamage(float Damage, struct FDamageEvent const& DamageEvent, AController* EventInstigator, AActor* DamageCauser) -{ - // only process damage if the character is still alive - if (CurrentHP <= 0.0f) - { - return 0.0f; - } - - // reduce the current HP - CurrentHP -= Damage; - - // have we run out of HP? - if (CurrentHP <= 0.0f) - { - // die - HandleDeath(); - } - else - { - // update the life bar - LifeBarWidget->SetLifePercentage(CurrentHP / MaxHP); - - // enable partial ragdoll physics, but keep the pelvis vertical - GetMesh()->SetPhysicsBlendWeight(0.5f); - GetMesh()->SetBodySimulatePhysics(PelvisBoneName, false); - } - - // return the received damage amount - return Damage; -} - -void ACombatCharacter::Landed(const FHitResult& Hit) -{ - Super::Landed(Hit); - - // is the character still alive? - if (CurrentHP >= 0.0f) - { - // disable ragdoll physics - GetMesh()->SetPhysicsBlendWeight(0.0f); - } -} - -void ACombatCharacter::BeginPlay() -{ - Super::BeginPlay(); - - // get the life bar from the widget component - LifeBarWidget = Cast(LifeBar->GetUserWidgetObject()); - check(LifeBarWidget); - - // initialize the camera - GetCameraBoom()->TargetArmLength = DefaultCameraDistance; - - // save the relative transform for the mesh so we can reset the ragdoll later - MeshStartingTransform = GetMesh()->GetRelativeTransform(); - - // set the life bar color - LifeBarWidget->SetBarColor(LifeBarColor); - - // reset HP to maximum - ResetHP(); -} - -void ACombatCharacter::EndPlay(const EEndPlayReason::Type EndPlayReason) -{ - Super::EndPlay(EndPlayReason); - - // clear the respawn timer - GetWorld()->GetTimerManager().ClearTimer(RespawnTimer); -} - -void ACombatCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent) -{ - Super::SetupPlayerInputComponent(PlayerInputComponent); - - // Set up action bindings - if (UEnhancedInputComponent* EnhancedInputComponent = Cast(PlayerInputComponent)) - { - // Moving - EnhancedInputComponent->BindAction(MoveAction, ETriggerEvent::Triggered, this, &ACombatCharacter::Move); - - // Looking - EnhancedInputComponent->BindAction(LookAction, ETriggerEvent::Triggered, this, &ACombatCharacter::Look); - EnhancedInputComponent->BindAction(MouseLookAction, ETriggerEvent::Triggered, this, &ACombatCharacter::Look); - - // Combo Attack - EnhancedInputComponent->BindAction(ComboAttackAction, ETriggerEvent::Started, this, &ACombatCharacter::ComboAttackPressed); - - // Charged Attack - EnhancedInputComponent->BindAction(ChargedAttackAction, ETriggerEvent::Started, this, &ACombatCharacter::ChargedAttackPressed); - EnhancedInputComponent->BindAction(ChargedAttackAction, ETriggerEvent::Completed, this, &ACombatCharacter::ChargedAttackReleased); - - // Camera Side Toggle - EnhancedInputComponent->BindAction(ToggleCameraAction, ETriggerEvent::Triggered, this, &ACombatCharacter::ToggleCamera); - } -} - -void ACombatCharacter::NotifyControllerChanged() -{ - Super::NotifyControllerChanged(); - - // update the respawn transform on the Player Controller - if (ACombatPlayerController* PC = Cast(GetController())) - { - PC->SetRespawnTransform(GetActorTransform()); - } -} - diff --git a/Source/AgrarianGame/Variant_Combat/CombatCharacter.h b/Source/AgrarianGame/Variant_Combat/CombatCharacter.h deleted file mode 100644 index 85e8641..0000000 --- a/Source/AgrarianGame/Variant_Combat/CombatCharacter.h +++ /dev/null @@ -1,334 +0,0 @@ -// Copyright Epic Games, Inc. All Rights Reserved. - -#pragma once - -#include "CoreMinimal.h" -#include "GameFramework/Character.h" -#include "CombatAttacker.h" -#include "CombatDamageable.h" -#include "Animation/AnimInstance.h" -#include "CombatCharacter.generated.h" - -class USpringArmComponent; -class UCameraComponent; -class UInputAction; -struct FInputActionValue; -class UCombatLifeBar; -class UWidgetComponent; - -DECLARE_LOG_CATEGORY_EXTERN(LogCombatCharacter, Log, All); - -/** - * An enhanced Third Person Character with melee combat capabilities: - * - Combo attack string - * - Press and hold charged attack - * - Damage dealing and reaction - * - Death - * - Respawning - */ -UCLASS(abstract) -class ACombatCharacter : public ACharacter, public ICombatAttacker, public ICombatDamageable -{ - GENERATED_BODY() - - /** Camera boom positioning the camera behind the character */ - UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Components", meta = (AllowPrivateAccess = "true")) - USpringArmComponent* CameraBoom; - - /** Follow camera */ - UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Components", meta = (AllowPrivateAccess = "true")) - UCameraComponent* FollowCamera; - - /** Life bar widget component */ - UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Components", meta = (AllowPrivateAccess = "true")) - UWidgetComponent* LifeBar; - -protected: - - /** Jump Input Action */ - UPROPERTY(EditAnywhere, Category ="Input") - UInputAction* JumpAction; - - /** Move Input Action */ - UPROPERTY(EditAnywhere, Category ="Input") - UInputAction* MoveAction; - - /** Look Input Action */ - UPROPERTY(EditAnywhere, Category ="Input") - UInputAction* LookAction; - - /** Mouse Look Input Action */ - UPROPERTY(EditAnywhere, Category="Input") - UInputAction* MouseLookAction; - - /** Combo Attack Input Action */ - UPROPERTY(EditAnywhere, Category ="Input") - UInputAction* ComboAttackAction; - - /** Charged Attack Input Action */ - UPROPERTY(EditAnywhere, Category ="Input") - UInputAction* ChargedAttackAction; - - /** Toggle Camera Side Input Action */ - UPROPERTY(EditAnywhere, Category ="Input") - UInputAction* ToggleCameraAction; - - /** Max amount of HP the character will have on respawn */ - UPROPERTY(EditAnywhere, Category="Damage", meta = (ClampMin = 0, ClampMax = 100)) - float MaxHP = 5.0f; - - /** Current amount of HP the character has */ - UPROPERTY(VisibleAnywhere, Category="Damage") - float CurrentHP = 0.0f; - - /** Life bar widget fill color */ - UPROPERTY(EditAnywhere, Category="Damage") - FLinearColor LifeBarColor; - - /** Name of the pelvis bone, for damage ragdoll physics */ - UPROPERTY(EditAnywhere, Category="Damage") - FName PelvisBoneName; - - /** Pointer to the life bar widget */ - UPROPERTY(EditAnywhere, Category="Damage") - TObjectPtr LifeBarWidget; - - /** Max amount of time that may elapse for a non-combo attack input to not be considered stale */ - UPROPERTY(EditAnywhere, Category="Melee Attack", meta = (ClampMin = 0, ClampMax = 5, Units = "s")) - float AttackInputCacheTimeTolerance = 1.0f; - - /** Time at which an attack button was last pressed */ - float CachedAttackInputTime = 0.0f; - - /** If true, the character is currently playing an attack animation */ - bool bIsAttacking = false; - - /** Distance ahead of the character that melee attack sphere collision traces will extend */ - UPROPERTY(EditAnywhere, Category="Melee Attack|Trace", meta = (ClampMin = 0, ClampMax = 500, Units="cm")) - float MeleeTraceDistance = 75.0f; - - /** Radius of the sphere trace for melee attacks */ - UPROPERTY(EditAnywhere, Category="Melee Attack|Trace", meta = (ClampMin = 0, ClampMax = 200, Units = "cm")) - float MeleeTraceRadius = 75.0f; - - /** Distance ahead of the character that enemies will be notified of incoming attacks */ - UPROPERTY(EditAnywhere, Category="Melee Attack|Trace", meta = (ClampMin = 0, ClampMax = 500, Units="cm")) - float DangerTraceDistance = 300.0f; - - /** Radius of the sphere trace to notify enemies of incoming attacks */ - UPROPERTY(EditAnywhere, Category="Melee Attack|Trace", meta = (ClampMin = 0, ClampMax = 200, Units = "cm")) - float DangerTraceRadius = 100.0f; - - /** Amount of damage a melee attack will deal */ - UPROPERTY(EditAnywhere, Category="Melee Attack|Damage", meta = (ClampMin = 0, ClampMax = 100)) - float MeleeDamage = 1.0f; - - /** Amount of knockback impulse a melee attack will apply */ - UPROPERTY(EditAnywhere, Category="Melee Attack|Damage", meta = (ClampMin = 0, ClampMax = 1000, Units = "cm/s")) - float MeleeKnockbackImpulse = 250.0f; - - /** Amount of upwards impulse a melee attack will apply */ - UPROPERTY(EditAnywhere, Category="Melee Attack|Damage", meta = (ClampMin = 0, ClampMax = 1000, Units = "cm/s")) - float MeleeLaunchImpulse = 300.0f; - - /** AnimMontage that will play for combo attacks */ - UPROPERTY(EditAnywhere, Category="Melee Attack|Combo") - UAnimMontage* ComboAttackMontage; - - /** Names of the AnimMontage sections that correspond to each stage of the combo attack */ - UPROPERTY(EditAnywhere, Category="Melee Attack|Combo") - TArray ComboSectionNames; - - /** Max amount of time that may elapse for a combo attack input to not be considered stale */ - UPROPERTY(EditAnywhere, Category="Melee Attack|Combo", meta = (ClampMin = 0, ClampMax = 5, Units = "s")) - float ComboInputCacheTimeTolerance = 0.45f; - - /** Index of the current stage of the melee attack combo */ - int32 ComboCount = 0; - - /** AnimMontage that will play for charged attacks */ - UPROPERTY(EditAnywhere, Category="Melee Attack|Charged") - UAnimMontage* ChargedAttackMontage; - - /** Name of the AnimMontage section that corresponds to the charge loop */ - UPROPERTY(EditAnywhere, Category="Melee Attack|Charged") - FName ChargeLoopSection; - - /** Name of the AnimMontage section that corresponds to the attack */ - UPROPERTY(EditAnywhere, Category="Melee Attack|Charged") - FName ChargeAttackSection; - - /** Flag that determines if the player is currently holding the charged attack input */ - bool bIsChargingAttack = false; - - /** If true, the charged attack hold check has been tested at least once */ - bool bHasLoopedChargedAttack = false; - - /** Camera boom length while the character is dead */ - UPROPERTY(EditAnywhere, Category="Camera", meta = (ClampMin = 0, ClampMax = 1000, Units = "cm")) - float DeathCameraDistance = 400.0f; - - /** Camera boom length when the character respawns */ - UPROPERTY(EditAnywhere, Category="Camera", meta = (ClampMin = 0, ClampMax = 1000, Units = "cm")) - float DefaultCameraDistance = 100.0f; - - /** Time to wait before respawning the character */ - UPROPERTY(EditAnywhere, Category="Respawn", meta = (ClampMin = 0, ClampMax = 10, Units = "s")) - float RespawnTime = 3.0f; - - /** Attack montage ended delegate */ - FOnMontageEnded OnAttackMontageEnded; - - /** Character respawn timer */ - FTimerHandle RespawnTimer; - - /** Copy of the mesh's transform so we can reset it after ragdoll animations */ - FTransform MeshStartingTransform; - -public: - - /** Constructor */ - ACombatCharacter(); - -protected: - - /** Called for movement input */ - void Move(const FInputActionValue& Value); - - /** Called for looking input */ - void Look(const FInputActionValue& Value); - - /** Called for combo attack input */ - void ComboAttackPressed(); - - /** Called for combo attack input pressed */ - void ChargedAttackPressed(); - - /** Called for combo attack input released */ - void ChargedAttackReleased(); - - /** Called for toggle camera side input */ - void ToggleCamera(); - - /** BP hook to animate the camera side switch */ - UFUNCTION(BlueprintImplementableEvent, Category="Combat") - void BP_ToggleCamera(); - -public: - - /** Handles move inputs from either controls or UI interfaces */ - UFUNCTION(BlueprintCallable, Category="Input") - virtual void DoMove(float Right, float Forward); - - /** Handles look inputs from either controls or UI interfaces */ - UFUNCTION(BlueprintCallable, Category="Input") - virtual void DoLook(float Yaw, float Pitch); - - /** Handles combo attack pressed from either controls or UI interfaces */ - UFUNCTION(BlueprintCallable, Category="Input") - virtual void DoComboAttackStart(); - - /** Handles combo attack released from either controls or UI interfaces */ - UFUNCTION(BlueprintCallable, Category="Input") - virtual void DoComboAttackEnd(); - - /** Handles charged attack pressed from either controls or UI interfaces */ - UFUNCTION(BlueprintCallable, Category="Input") - virtual void DoChargedAttackStart(); - - /** Handles charged attack released from either controls or UI interfaces */ - UFUNCTION(BlueprintCallable, Category="Input") - virtual void DoChargedAttackEnd(); - -protected: - - /** Resets the character's current HP to maximum */ - void ResetHP(); - - /** Performs a combo attack */ - void ComboAttack(); - - /** Performs a charged attack */ - void ChargedAttack(); - - /** Called from a delegate when the attack montage ends */ - void AttackMontageEnded(UAnimMontage* Montage, bool bInterrupted); - - -public: - - // ~begin CombatAttacker interface - - /** Performs the collision check for an attack */ - virtual void DoAttackTrace(FName DamageSourceBone) override; - - /** Performs the combo string check */ - virtual void CheckCombo() override; - - /** Performs the charged attack hold check */ - virtual void CheckChargedAttack() override; - - // ~end CombatAttacker interface - - // ~begin CombatDamageable interface - - /** Notifies nearby enemies that an attack is coming so they can react */ - void NotifyEnemiesOfIncomingAttack(); - - /** Handles damage and knockback events */ - virtual void ApplyDamage(float Damage, AActor* DamageCauser, const FVector& DamageLocation, const FVector& DamageImpulse) override; - - /** Handles death events */ - virtual void HandleDeath() override; - - /** Handles healing events */ - virtual void ApplyHealing(float Healing, AActor* Healer) override; - - /** Allows reaction to incoming attacks */ - virtual void NotifyDanger(const FVector& DangerLocation, AActor* DangerSource) override; - - // ~end CombatDamageable interface - - /** Called from the respawn timer to destroy and re-create the character */ - void RespawnCharacter(); - -public: - - /** Overrides the default TakeDamage functionality */ - virtual float TakeDamage(float Damage, struct FDamageEvent const& DamageEvent, AController* EventInstigator, AActor* DamageCauser) override; - - /** Overrides landing to reset damage ragdoll physics */ - virtual void Landed(const FHitResult& Hit) override; - -protected: - - /** Blueprint handler to play damage dealt effects */ - UFUNCTION(BlueprintImplementableEvent, Category="Combat") - void DealtDamage(float Damage, const FVector& ImpactPoint); - - /** Blueprint handler to play damage received effects */ - UFUNCTION(BlueprintImplementableEvent, Category="Combat") - void ReceivedDamage(float Damage, const FVector& ImpactPoint, const FVector& DamageDirection); - -protected: - - /** Initialization */ - virtual void BeginPlay() override; - - /** Cleanup */ - virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override; - - /** Handles input bindings */ - virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override; - - /** Handles possessed initialization */ - virtual void NotifyControllerChanged() override; - -public: - - /** Returns CameraBoom subobject **/ - FORCEINLINE class USpringArmComponent* GetCameraBoom() const { return CameraBoom; } - - /** Returns FollowCamera subobject **/ - FORCEINLINE class UCameraComponent* GetFollowCamera() const { return FollowCamera; } -}; diff --git a/Source/AgrarianGame/Variant_Combat/CombatGameMode.cpp b/Source/AgrarianGame/Variant_Combat/CombatGameMode.cpp deleted file mode 100644 index 68f052f..0000000 --- a/Source/AgrarianGame/Variant_Combat/CombatGameMode.cpp +++ /dev/null @@ -1,9 +0,0 @@ -// Copyright Epic Games, Inc. All Rights Reserved. - - -#include "Variant_Combat/CombatGameMode.h" - -ACombatGameMode::ACombatGameMode() -{ - -} \ No newline at end of file diff --git a/Source/AgrarianGame/Variant_Combat/CombatGameMode.h b/Source/AgrarianGame/Variant_Combat/CombatGameMode.h deleted file mode 100644 index e28d67b..0000000 --- a/Source/AgrarianGame/Variant_Combat/CombatGameMode.h +++ /dev/null @@ -1,20 +0,0 @@ -// Copyright Epic Games, Inc. All Rights Reserved. - -#pragma once - -#include "CoreMinimal.h" -#include "GameFramework/GameModeBase.h" -#include "CombatGameMode.generated.h" - -/** - * Simple GameMode for a third person combat game - */ -UCLASS(abstract) -class ACombatGameMode : public AGameModeBase -{ - GENERATED_BODY() - -public: - - ACombatGameMode(); -}; diff --git a/Source/AgrarianGame/Variant_Combat/CombatPlayerController.cpp b/Source/AgrarianGame/Variant_Combat/CombatPlayerController.cpp deleted file mode 100644 index 64197bf..0000000 --- a/Source/AgrarianGame/Variant_Combat/CombatPlayerController.cpp +++ /dev/null @@ -1,95 +0,0 @@ -// Copyright Epic Games, Inc. All Rights Reserved. - - -#include "Variant_Combat/CombatPlayerController.h" -#include "EnhancedInputSubsystems.h" -#include "InputMappingContext.h" -#include "Kismet/GameplayStatics.h" -#include "GameFramework/PlayerStart.h" -#include "CombatCharacter.h" -#include "Engine/LocalPlayer.h" -#include "Engine/World.h" -#include "Blueprint/UserWidget.h" -#include "AgrarianGame.h" -#include "Widgets/Input/SVirtualJoystick.h" - -void ACombatPlayerController::BeginPlay() -{ - Super::BeginPlay(); - - // only spawn touch controls on local player controllers - if (ShouldUseTouchControls() && IsLocalPlayerController()) - { - // spawn the mobile controls widget - MobileControlsWidget = CreateWidget(this, MobileControlsWidgetClass); - - if (MobileControlsWidget) - { - // add the controls to the player screen - MobileControlsWidget->AddToPlayerScreen(0); - - } else { - - UE_LOG(LogAgrarianGame, Error, TEXT("Could not spawn mobile controls widget.")); - - } - - } -} - -void ACombatPlayerController::SetupInputComponent() -{ - Super::SetupInputComponent(); - - // only add IMCs for local player controllers - if (IsLocalPlayerController()) - { - // add the input mapping context - if (UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem(GetLocalPlayer())) - { - for (UInputMappingContext* CurrentContext : DefaultMappingContexts) - { - Subsystem->AddMappingContext(CurrentContext, 0); - } - - // only add these IMCs if we're not using mobile touch input - if (!ShouldUseTouchControls()) - { - for (UInputMappingContext* CurrentContext : MobileExcludedMappingContexts) - { - Subsystem->AddMappingContext(CurrentContext, 0); - } - } - } - } -} - -void ACombatPlayerController::OnPossess(APawn* InPawn) -{ - Super::OnPossess(InPawn); - - // subscribe to the pawn's OnDestroyed delegate - InPawn->OnDestroyed.AddDynamic(this, &ACombatPlayerController::OnPawnDestroyed); -} - -void ACombatPlayerController::SetRespawnTransform(const FTransform& NewRespawn) -{ - // save the new respawn transform - RespawnTransform = NewRespawn; -} - -void ACombatPlayerController::OnPawnDestroyed(AActor* DestroyedActor) -{ - // spawn a new character at the respawn transform - if (ACombatCharacter* RespawnedCharacter = GetWorld()->SpawnActor(CharacterClass, RespawnTransform)) - { - // possess the character - Possess(RespawnedCharacter); - } -} - -bool ACombatPlayerController::ShouldUseTouchControls() const -{ - // are we on a mobile platform? Should we force touch? - return SVirtualJoystick::ShouldDisplayTouchInterface() || bForceTouchControls; -} diff --git a/Source/AgrarianGame/Variant_Combat/CombatPlayerController.h b/Source/AgrarianGame/Variant_Combat/CombatPlayerController.h deleted file mode 100644 index 2e1ac16..0000000 --- a/Source/AgrarianGame/Variant_Combat/CombatPlayerController.h +++ /dev/null @@ -1,76 +0,0 @@ -// Copyright Epic Games, Inc. All Rights Reserved. - -#pragma once - -#include "CoreMinimal.h" -#include "GameFramework/PlayerController.h" -#include "CombatPlayerController.generated.h" - -class UInputMappingContext; -class ACombatCharacter; - -/** - * Simple Player Controller for a third person combat game - * Manages input mappings - * Respawns the player character at the checkpoint when it's destroyed - */ -UCLASS(abstract, Config="Game") -class ACombatPlayerController : public APlayerController -{ - GENERATED_BODY() - -protected: - - /** Input mapping context for this player */ - UPROPERTY(EditAnywhere, Category="Input|Input Mappings") - TArray DefaultMappingContexts; - - /** Input Mapping Contexts */ - UPROPERTY(EditAnywhere, Category="Input|Input Mappings") - TArray MobileExcludedMappingContexts; - - /** Mobile controls widget to spawn */ - UPROPERTY(EditAnywhere, Category="Input|Touch Controls") - TSubclassOf MobileControlsWidgetClass; - - /** Pointer to the mobile controls widget */ - UPROPERTY() - TObjectPtr MobileControlsWidget; - - /** If true, the player will use UMG touch controls even if not playing on mobile platforms */ - UPROPERTY(EditAnywhere, Config, Category = "Input|Touch Controls") - bool bForceTouchControls = false; - - /** Character class to respawn when the possessed pawn is destroyed */ - UPROPERTY(EditAnywhere, Category="Respawn") - TSubclassOf CharacterClass; - - /** Transform to respawn the character at. Can be set to create checkpoints */ - FTransform RespawnTransform; - -protected: - - /** Gameplay initialization */ - virtual void BeginPlay() override; - - /** Initialize input bindings */ - virtual void SetupInputComponent() override; - - /** Pawn initialization */ - virtual void OnPossess(APawn* InPawn) override; - -public: - - /** Updates the character respawn transform */ - void SetRespawnTransform(const FTransform& NewRespawn); - -protected: - - /** Called if the possessed pawn is destroyed */ - UFUNCTION() - void OnPawnDestroyed(AActor* DestroyedActor); - - /** Returns true if the player should use UMG touch controls */ - bool ShouldUseTouchControls() const; - -}; diff --git a/Source/AgrarianGame/Variant_Combat/Gameplay/CombatActivationVolume.cpp b/Source/AgrarianGame/Variant_Combat/Gameplay/CombatActivationVolume.cpp deleted file mode 100644 index 2d8d762..0000000 --- a/Source/AgrarianGame/Variant_Combat/Gameplay/CombatActivationVolume.cpp +++ /dev/null @@ -1,49 +0,0 @@ -// Copyright Epic Games, Inc. All Rights Reserved. - - -#include "CombatActivationVolume.h" -#include "Components/BoxComponent.h" -#include "GameFramework/Character.h" -#include "CombatActivatable.h" - -ACombatActivationVolume::ACombatActivationVolume() -{ - PrimaryActorTick.bCanEverTick = false; - - // create the box volume - RootComponent = Box = CreateDefaultSubobject(TEXT("Box")); - check(Box); - - // set the box's extent - Box->SetBoxExtent(FVector(500.0f, 500.0f, 500.0f)); - - // set the default collision profile to overlap all dynamic - Box->SetCollisionProfileName(FName("OverlapAllDynamic")); - - // bind the begin overlap - Box->OnComponentBeginOverlap.AddDynamic(this, &ACombatActivationVolume::OnOverlap); -} - -void ACombatActivationVolume::OnOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult) -{ - // has a Character entered the volume? - ACharacter* PlayerCharacter = Cast(OtherActor); - - if (PlayerCharacter) - { - // is the Character controlled by a player - if (PlayerCharacter->IsPlayerControlled()) - { - // process the actors to activate list - for (AActor* CurrentActor : ActorsToActivate) - { - // is the referenced actor activatable? - if(ICombatActivatable* Activatable = Cast(CurrentActor)) - { - Activatable->ActivateInteraction(PlayerCharacter); - } - } - } - } - -} \ No newline at end of file diff --git a/Source/AgrarianGame/Variant_Combat/Gameplay/CombatActivationVolume.h b/Source/AgrarianGame/Variant_Combat/Gameplay/CombatActivationVolume.h deleted file mode 100644 index 9d63ede..0000000 --- a/Source/AgrarianGame/Variant_Combat/Gameplay/CombatActivationVolume.h +++ /dev/null @@ -1,40 +0,0 @@ -// Copyright Epic Games, Inc. All Rights Reserved. - -#pragma once - -#include "CoreMinimal.h" -#include "GameFramework/Actor.h" -#include "CombatActivationVolume.generated.h" - -class UBoxComponent; - -/** - * A simple volume that activates a list of actors when the player pawn enters. - */ -UCLASS() -class ACombatActivationVolume : public AActor -{ - GENERATED_BODY() - - /** Collision box volume */ - UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category ="Components", meta = (AllowPrivateAccess = "true")) - UBoxComponent* Box; - -protected: - - /** List of actors to activate when this volume is entered */ - UPROPERTY(EditAnywhere, Category="Activation Volume") - TArray ActorsToActivate; - -public: - - /** Constructor */ - ACombatActivationVolume(); - -protected: - - /** Handles overlaps with the box volume */ - UFUNCTION() - void OnOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult); - -}; diff --git a/Source/AgrarianGame/Variant_Combat/Gameplay/CombatCheckpointVolume.cpp b/Source/AgrarianGame/Variant_Combat/Gameplay/CombatCheckpointVolume.cpp deleted file mode 100644 index 78df43d..0000000 --- a/Source/AgrarianGame/Variant_Combat/Gameplay/CombatCheckpointVolume.cpp +++ /dev/null @@ -1,47 +0,0 @@ -// Copyright Epic Games, Inc. All Rights Reserved. - - -#include "CombatCheckpointVolume.h" -#include "CombatCharacter.h" -#include "CombatPlayerController.h" - -ACombatCheckpointVolume::ACombatCheckpointVolume() -{ - // create the box volume - RootComponent = Box = CreateDefaultSubobject(TEXT("Box")); - check(Box); - - // set the box's extent - Box->SetBoxExtent(FVector(500.0f, 500.0f, 500.0f)); - - // set the default collision profile to overlap all dynamic - Box->SetCollisionProfileName(FName("OverlapAllDynamic")); - - // bind the begin overlap - Box->OnComponentBeginOverlap.AddDynamic(this, &ACombatCheckpointVolume::OnOverlap); -} - -void ACombatCheckpointVolume::OnOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult) -{ - // ensure we use this only once - if (bCheckpointUsed) - { - return; - } - - // has the player entered this volume? - ACombatCharacter* PlayerCharacter = Cast(OtherActor); - - if (PlayerCharacter) - { - if (ACombatPlayerController* PC = Cast(PlayerCharacter->GetController())) - { - // raise the checkpoint used flag - bCheckpointUsed = true; - - // update the player's respawn checkpoint - PC->SetRespawnTransform(PlayerCharacter->GetActorTransform()); - } - - } -} diff --git a/Source/AgrarianGame/Variant_Combat/Gameplay/CombatCheckpointVolume.h b/Source/AgrarianGame/Variant_Combat/Gameplay/CombatCheckpointVolume.h deleted file mode 100644 index d3f326b..0000000 --- a/Source/AgrarianGame/Variant_Combat/Gameplay/CombatCheckpointVolume.h +++ /dev/null @@ -1,32 +0,0 @@ -// Copyright Epic Games, Inc. All Rights Reserved. - -#pragma once - -#include "CoreMinimal.h" -#include "GameFramework/Actor.h" -#include "Components/BoxComponent.h" -#include "CombatCheckpointVolume.generated.h" - -UCLASS(abstract) -class ACombatCheckpointVolume : public AActor -{ - GENERATED_BODY() - - /** Collision box volume */ - UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Components, meta = (AllowPrivateAccess = "true")) - UBoxComponent* Box; - -public: - - /** Constructor */ - ACombatCheckpointVolume(); - -protected: - - /** Set to true after use to avoid accidentally resetting the checkpoint */ - bool bCheckpointUsed = false; - - /** Handles overlaps with the box volume */ - UFUNCTION() - void OnOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult); -}; diff --git a/Source/AgrarianGame/Variant_Combat/Gameplay/CombatDamageableBox.cpp b/Source/AgrarianGame/Variant_Combat/Gameplay/CombatDamageableBox.cpp deleted file mode 100644 index 2448ea7..0000000 --- a/Source/AgrarianGame/Variant_Combat/Gameplay/CombatDamageableBox.cpp +++ /dev/null @@ -1,83 +0,0 @@ -// Copyright Epic Games, Inc. All Rights Reserved. - - -#include "CombatDamageableBox.h" -#include "Components/StaticMeshComponent.h" -#include "TimerManager.h" -#include "Engine/World.h" - -ACombatDamageableBox::ACombatDamageableBox() -{ - PrimaryActorTick.bCanEverTick = false; - - // create the mesh - RootComponent = Mesh = CreateDefaultSubobject(TEXT("Mesh")); - - // set the collision properties - Mesh->SetCollisionProfileName(FName("BlockAllDynamic")); - - // enable physics - Mesh->SetSimulatePhysics(true); - - // disable navigation relevance so boxes don't affect NavMesh generation - Mesh->bNavigationRelevant = false; -} - -void ACombatDamageableBox::RemoveFromLevel() -{ - // destroy this actor - Destroy(); -} - -void ACombatDamageableBox::EndPlay(EEndPlayReason::Type EndPlayReason) -{ - Super::EndPlay(EndPlayReason); - - // clear the death timer - GetWorld()->GetTimerManager().ClearTimer(DeathTimer); -} - -void ACombatDamageableBox::ApplyDamage(float Damage, AActor* DamageCauser, const FVector& DamageLocation, const FVector& DamageImpulse) -{ - // only process damage if we still have HP - if (CurrentHP > 0.0f) - { - // apply the damage - CurrentHP -= Damage; - - // are we dead? - if (CurrentHP <= 0.0f) - { - HandleDeath(); - } - - // apply a physics impulse to the box, ignoring its mass - Mesh->AddImpulseAtLocation(DamageImpulse * Mesh->GetMass(), DamageLocation); - - // call the BP handler to play effects, etc. - OnBoxDamaged(DamageLocation, DamageImpulse); - } -} - -void ACombatDamageableBox::HandleDeath() -{ - // change the collision object type to Visibility so we ignore most interactions but still retain physics collisions - Mesh->SetCollisionObjectType(ECC_Visibility); - - // call the BP handler to play effects, etc. - OnBoxDestroyed(); - - // set up the death cleanup timer - GetWorld()->GetTimerManager().SetTimer(DeathTimer, this, &ACombatDamageableBox::RemoveFromLevel, DeathDelayTime); -} - -void ACombatDamageableBox::ApplyHealing(float Healing, AActor* Healer) -{ - // stub -} - -void ACombatDamageableBox::NotifyDanger(const FVector& DangerLocation, AActor* DangerSource) -{ - // stub -} - diff --git a/Source/AgrarianGame/Variant_Combat/Gameplay/CombatDamageableBox.h b/Source/AgrarianGame/Variant_Combat/Gameplay/CombatDamageableBox.h deleted file mode 100644 index d0cb5c0..0000000 --- a/Source/AgrarianGame/Variant_Combat/Gameplay/CombatDamageableBox.h +++ /dev/null @@ -1,71 +0,0 @@ -// Copyright Epic Games, Inc. All Rights Reserved. - -#pragma once - -#include "CoreMinimal.h" -#include "GameFramework/Actor.h" -#include "CombatDamageable.h" -#include "CombatDamageableBox.generated.h" - -/** - * A simple physics box that reacts to damage through the ICombatDamageable interface - */ -UCLASS(abstract) -class ACombatDamageableBox : public AActor, public ICombatDamageable -{ - GENERATED_BODY() - - /** Damageable box mesh */ - UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components", meta = (AllowPrivateAccess = "true")) - UStaticMeshComponent* Mesh; - -public: - - /** Constructor */ - ACombatDamageableBox(); - -protected: - - /** Amount of HP this box starts with. */ - UPROPERTY(EditAnywhere, Category="Damage") - float CurrentHP = 3.0f; - - /** Time to wait before we remove this box from the level. */ - UPROPERTY(EditAnywhere, Category="Damage", meta = (ClampMin = 0, ClampMax = 10, Units = "s")) - float DeathDelayTime = 6.0f; - - /** Timer to defer destruction of this box after its HP are depleted */ - FTimerHandle DeathTimer; - - /** Blueprint damage handler for effect playback */ - UFUNCTION(BlueprintImplementableEvent, Category="Damage") - void OnBoxDamaged(const FVector& DamageLocation, const FVector& DamageImpulse); - - /** Blueprint destruction handler for effect playback */ - UFUNCTION(BlueprintImplementableEvent, Category="Damage") - void OnBoxDestroyed(); - - /** Timer callback to remove the box from the level after it dies */ - void RemoveFromLevel(); - -public: - - /** EndPlay cleanup */ - void EndPlay(EEndPlayReason::Type EndPlayReason) override; - - // ~Begin CombatDamageable interface - - /** Handles damage and knockback events */ - virtual void ApplyDamage(float Damage, AActor* DamageCauser, const FVector& DamageLocation, const FVector& DamageImpulse) override; - - /** Handles death events */ - virtual void HandleDeath() override; - - /** Handles healing events */ - virtual void ApplyHealing(float Healing, AActor* Healer) override; - - /** Allows reaction to incoming attacks */ - virtual void NotifyDanger(const FVector& DangerLocation, AActor* DangerSource) override; - - // ~End CombatDamageable interface -}; diff --git a/Source/AgrarianGame/Variant_Combat/Gameplay/CombatDummy.cpp b/Source/AgrarianGame/Variant_Combat/Gameplay/CombatDummy.cpp deleted file mode 100644 index 6a38a3f..0000000 --- a/Source/AgrarianGame/Variant_Combat/Gameplay/CombatDummy.cpp +++ /dev/null @@ -1,56 +0,0 @@ -// Copyright Epic Games, Inc. All Rights Reserved. - - -#include "CombatDummy.h" -#include "Components/SceneComponent.h" -#include "Components/StaticMeshComponent.h" -#include "PhysicsEngine/PhysicsConstraintComponent.h" - -ACombatDummy::ACombatDummy() -{ - PrimaryActorTick.bCanEverTick = true; - - // create the root - Root = CreateDefaultSubobject(TEXT("Root")); - SetRootComponent(Root); - - // create the base plate - BasePlate = CreateDefaultSubobject(TEXT("Base Plate")); - BasePlate->SetupAttachment(RootComponent); - - // create the dummy - Dummy = CreateDefaultSubobject(TEXT("Dummy")); - Dummy->SetupAttachment(RootComponent); - - Dummy->SetSimulatePhysics(true); - - // create the physics constraint - PhysicsConstraint = CreateDefaultSubobject(TEXT("Physics Constraint")); - PhysicsConstraint->SetupAttachment(RootComponent); - - PhysicsConstraint->SetConstrainedComponents(BasePlate, NAME_None, Dummy, NAME_None); -} - -void ACombatDummy::ApplyDamage(float Damage, AActor* DamageCauser, const FVector& DamageLocation, const FVector& DamageImpulse) -{ - // apply impulse to the dummy - Dummy->AddImpulseAtLocation(DamageImpulse, DamageLocation); - - // call the BP handler - BP_OnDummyDamaged(DamageLocation, DamageImpulse.GetSafeNormal()); -} - -void ACombatDummy::HandleDeath() -{ - // unused -} - -void ACombatDummy::ApplyHealing(float Healing, AActor* Healer) -{ - // unused -} - -void ACombatDummy::NotifyDanger(const FVector& DangerLocation, AActor* DangerSource) -{ - // unused -} diff --git a/Source/AgrarianGame/Variant_Combat/Gameplay/CombatDummy.h b/Source/AgrarianGame/Variant_Combat/Gameplay/CombatDummy.h deleted file mode 100644 index 5359506..0000000 --- a/Source/AgrarianGame/Variant_Combat/Gameplay/CombatDummy.h +++ /dev/null @@ -1,63 +0,0 @@ -// Copyright Epic Games, Inc. All Rights Reserved. - -#pragma once - -#include "CoreMinimal.h" -#include "GameFramework/Actor.h" -#include "CombatDamageable.h" -#include "CombatDummy.generated.h" - -class UStaticMeshComponent; -class UPhysicsConstraintComponent; - -/** - * A simple invincible combat training dummy - */ -UCLASS(abstract) -class ACombatDummy : public AActor, public ICombatDamageable -{ - GENERATED_BODY() - - /** Root component */ - UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components", meta = (AllowPrivateAccess = "true")) - USceneComponent* Root; - - /** Static base plate */ - UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components", meta = (AllowPrivateAccess = "true")) - UStaticMeshComponent* BasePlate; - - /** Physics enabled dummy mesh */ - UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components", meta = (AllowPrivateAccess = "true")) - UStaticMeshComponent* Dummy; - - /** Physics constraint holding the dummy and base plate together */ - UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components", meta = (AllowPrivateAccess = "true")) - UPhysicsConstraintComponent* PhysicsConstraint; - -public: - - /** Constructor */ - ACombatDummy(); - - // ~Begin CombatDamageable interface - - /** Handles damage and knockback events */ - virtual void ApplyDamage(float Damage, AActor* DamageCauser, const FVector& DamageLocation, const FVector& DamageImpulse) override; - - /** Handles death events */ - virtual void HandleDeath() override; - - /** Handles healing events */ - virtual void ApplyHealing(float Healing, AActor* Healer) override; - - /** Allows reaction to incoming attacks */ - virtual void NotifyDanger(const FVector& DangerLocation, AActor* DangerSource) override; - - // ~End CombatDamageable interface - -protected: - - /** Blueprint handle to apply damage effects */ - UFUNCTION(BlueprintImplementableEvent, Category="Combat", meta = (DisplayName = "On Dummy Damaged")) - void BP_OnDummyDamaged(const FVector& Location, const FVector& Direction); -}; diff --git a/Source/AgrarianGame/Variant_Combat/Gameplay/CombatLavaFloor.cpp b/Source/AgrarianGame/Variant_Combat/Gameplay/CombatLavaFloor.cpp deleted file mode 100644 index 816663b..0000000 --- a/Source/AgrarianGame/Variant_Combat/Gameplay/CombatLavaFloor.cpp +++ /dev/null @@ -1,27 +0,0 @@ -// Copyright Epic Games, Inc. All Rights Reserved. - - -#include "CombatLavaFloor.h" -#include "CombatDamageable.h" -#include "Components/StaticMeshComponent.h" - -ACombatLavaFloor::ACombatLavaFloor() -{ - PrimaryActorTick.bCanEverTick = false; - - // create the mesh - RootComponent = Mesh = CreateDefaultSubobject(TEXT("Mesh")); - - // bind the hit handler - Mesh->OnComponentHit.AddDynamic(this, &ACombatLavaFloor::OnFloorHit); -} - -void ACombatLavaFloor::OnFloorHit(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit) -{ - // check if the hit actor is damageable by casting to the interface - if (ICombatDamageable* Damageable = Cast(OtherActor)) - { - // damage the actor - Damageable->ApplyDamage(Damage, this, Hit.ImpactPoint, FVector::ZeroVector); - } -} diff --git a/Source/AgrarianGame/Variant_Combat/Gameplay/CombatLavaFloor.h b/Source/AgrarianGame/Variant_Combat/Gameplay/CombatLavaFloor.h deleted file mode 100644 index 813e33a..0000000 --- a/Source/AgrarianGame/Variant_Combat/Gameplay/CombatLavaFloor.h +++ /dev/null @@ -1,40 +0,0 @@ -// Copyright Epic Games, Inc. All Rights Reserved. - -#pragma once - -#include "CoreMinimal.h" -#include "GameFramework/Actor.h" -#include "CombatLavaFloor.generated.h" - -class UStaticMeshComponent; -class UPrimitiveComponent; - -/** - * A basic actor that applies damage on contact through the ICombatDamageable interface. - */ -UCLASS(abstract) -class ACombatLavaFloor : public AActor -{ - GENERATED_BODY() - - /** Floor mesh */ - UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Components", meta = (AllowPrivateAccess = "true")) - UStaticMeshComponent* Mesh; - -protected: - - /** Amount of damage to deal on contact */ - UPROPERTY(EditAnywhere, Category="Damage") - float Damage = 10000.0f; - -public: - - /** Constructor */ - ACombatLavaFloor(); - -protected: - - /** Blocking hit handler */ - UFUNCTION() - void OnFloorHit(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit); -}; diff --git a/Source/AgrarianGame/Variant_Combat/Interfaces/CombatActivatable.cpp b/Source/AgrarianGame/Variant_Combat/Interfaces/CombatActivatable.cpp deleted file mode 100644 index 5a9f567..0000000 --- a/Source/AgrarianGame/Variant_Combat/Interfaces/CombatActivatable.cpp +++ /dev/null @@ -1,4 +0,0 @@ -// Copyright Epic Games, Inc. All Rights Reserved. - - -#include "CombatActivatable.h" \ No newline at end of file diff --git a/Source/AgrarianGame/Variant_Combat/Interfaces/CombatActivatable.h b/Source/AgrarianGame/Variant_Combat/Interfaces/CombatActivatable.h deleted file mode 100644 index b7dafd4..0000000 --- a/Source/AgrarianGame/Variant_Combat/Interfaces/CombatActivatable.h +++ /dev/null @@ -1,36 +0,0 @@ -// Copyright Epic Games, Inc. All Rights Reserved. - -#pragma once - -#include "CoreMinimal.h" -#include "UObject/Interface.h" -#include "CombatActivatable.generated.h" - -/** - * Interactable Interface - * Provides a context-agnostic way of activating, deactivating or toggling actors - */ -UINTERFACE(MinimalAPI, NotBlueprintable) -class UCombatActivatable : public UInterface -{ - GENERATED_BODY() -}; - -class ICombatActivatable -{ - GENERATED_BODY() - -public: - - /** Toggles the Interactable Actor */ - UFUNCTION(BlueprintCallable, Category="Activatable") - virtual void ToggleInteraction(AActor* ActivationInstigator) = 0; - - /** Activates the Interactable Actor */ - UFUNCTION(BlueprintCallable, Category="Activatable") - virtual void ActivateInteraction(AActor* ActivationInstigator) = 0; - - /** Deactivates the Interactable Actor */ - UFUNCTION(BlueprintCallable, Category="Activatable") - virtual void DeactivateInteraction(AActor* ActivationInstigator) = 0; -}; diff --git a/Source/AgrarianGame/Variant_Combat/Interfaces/CombatAttacker.cpp b/Source/AgrarianGame/Variant_Combat/Interfaces/CombatAttacker.cpp deleted file mode 100644 index 2abd0a2..0000000 --- a/Source/AgrarianGame/Variant_Combat/Interfaces/CombatAttacker.cpp +++ /dev/null @@ -1,4 +0,0 @@ -// Copyright Epic Games, Inc. All Rights Reserved. - - -#include "CombatAttacker.h" diff --git a/Source/AgrarianGame/Variant_Combat/Interfaces/CombatAttacker.h b/Source/AgrarianGame/Variant_Combat/Interfaces/CombatAttacker.h deleted file mode 100644 index 503a081..0000000 --- a/Source/AgrarianGame/Variant_Combat/Interfaces/CombatAttacker.h +++ /dev/null @@ -1,36 +0,0 @@ -// Copyright Epic Games, Inc. All Rights Reserved. - -#pragma once - -#include "CoreMinimal.h" -#include "UObject/Interface.h" -#include "CombatAttacker.generated.h" - -/** - * CombatAttacker Interface - * Provides common functionality to trigger attack animation events. - */ -UINTERFACE(MinimalAPI, NotBlueprintable) -class UCombatAttacker : public UInterface -{ - GENERATED_BODY() -}; - -class ICombatAttacker -{ - GENERATED_BODY() - -public: - - /** Performs an attack's collision check. Usually called from a montage's AnimNotify */ - UFUNCTION(BlueprintCallable, Category="Attacker") - virtual void DoAttackTrace(FName DamageSourceBone) = 0; - - /** Performs a combo attack's check to continue the string. Usually called from a montage's AnimNotify */ - UFUNCTION(BlueprintCallable, Category="Attacker") - virtual void CheckCombo() = 0; - - /** Performs a charged attack's check to loop the charge animation. Usually called from a montage's AnimNotify */ - UFUNCTION(BlueprintCallable, Category="Attacker") - virtual void CheckChargedAttack() = 0; -}; diff --git a/Source/AgrarianGame/Variant_Combat/Interfaces/CombatDamageable.cpp b/Source/AgrarianGame/Variant_Combat/Interfaces/CombatDamageable.cpp deleted file mode 100644 index 5c82792..0000000 --- a/Source/AgrarianGame/Variant_Combat/Interfaces/CombatDamageable.cpp +++ /dev/null @@ -1,6 +0,0 @@ -// Copyright Epic Games, Inc. All Rights Reserved. - - -#include "CombatDamageable.h" - -// Add default functionality here for any ICombatDamageable functions that are not pure virtual. diff --git a/Source/AgrarianGame/Variant_Combat/Interfaces/CombatDamageable.h b/Source/AgrarianGame/Variant_Combat/Interfaces/CombatDamageable.h deleted file mode 100644 index 8f2a09c..0000000 --- a/Source/AgrarianGame/Variant_Combat/Interfaces/CombatDamageable.h +++ /dev/null @@ -1,41 +0,0 @@ -// Copyright Epic Games, Inc. All Rights Reserved. - -#pragma once - -#include "CoreMinimal.h" -#include "UObject/Interface.h" -#include "CombatDamageable.generated.h" - -/** - * CombatDamageable interface - * Provides functionality to handle damage, healing, knockback and death - * Also provides functionality to warn characters of incoming sources of damage - */ -UINTERFACE(MinimalAPI, NotBlueprintable) -class UCombatDamageable : public UInterface -{ - GENERATED_BODY() -}; - -class ICombatDamageable -{ - GENERATED_BODY() - -public: - - /** Handles damage and knockback events */ - UFUNCTION(BlueprintCallable, Category="Damageable") - virtual void ApplyDamage(float Damage, AActor* DamageCauser, const FVector& DamageLocation, const FVector& DamageImpulse) = 0; - - /** Handles death events */ - UFUNCTION(BlueprintCallable, Category="Damageable") - virtual void HandleDeath() = 0; - - /** Handles healing events */ - UFUNCTION(BlueprintCallable, Category="Damageable") - virtual void ApplyHealing(float Healing, AActor* Healer) = 0; - - /** Notifies the actor of impending danger such as an incoming hit, allowing it to react. */ - UFUNCTION(BlueprintCallable, Category="Damageable") - virtual void NotifyDanger(const FVector& DangerLocation, AActor* DangerSource) = 0; -}; diff --git a/Source/AgrarianGame/Variant_Combat/UI/CombatLifeBar.cpp b/Source/AgrarianGame/Variant_Combat/UI/CombatLifeBar.cpp deleted file mode 100644 index ed9c23e..0000000 --- a/Source/AgrarianGame/Variant_Combat/UI/CombatLifeBar.cpp +++ /dev/null @@ -1,5 +0,0 @@ -// Copyright Epic Games, Inc. All Rights Reserved. - - -#include "CombatLifeBar.h" - diff --git a/Source/AgrarianGame/Variant_Combat/UI/CombatLifeBar.h b/Source/AgrarianGame/Variant_Combat/UI/CombatLifeBar.h deleted file mode 100644 index 9a2fcbe..0000000 --- a/Source/AgrarianGame/Variant_Combat/UI/CombatLifeBar.h +++ /dev/null @@ -1,26 +0,0 @@ -// Copyright Epic Games, Inc. All Rights Reserved. - -#pragma once - -#include "CoreMinimal.h" -#include "Blueprint/UserWidget.h" -#include "CombatLifeBar.generated.h" - -/** - * A basic life bar user widget. - */ -UCLASS(abstract) -class UCombatLifeBar : public UUserWidget -{ - GENERATED_BODY() - -public: - - /** Sets the life bar to the provided 0-1 percentage value*/ - UFUNCTION(BlueprintImplementableEvent, Category="Life Bar") - void SetLifePercentage(float Percent); - - // Sets the life bar fill color - UFUNCTION(BlueprintImplementableEvent, Category="Life Bar") - void SetBarColor(FLinearColor Color); -}; diff --git a/Source/AgrarianGame/Variant_Platforming/Animation/AnimNotify_EndDash.cpp b/Source/AgrarianGame/Variant_Platforming/Animation/AnimNotify_EndDash.cpp deleted file mode 100644 index cdf4041..0000000 --- a/Source/AgrarianGame/Variant_Platforming/Animation/AnimNotify_EndDash.cpp +++ /dev/null @@ -1,21 +0,0 @@ -// Copyright Epic Games, Inc. All Rights Reserved. - - -#include "AnimNotify_EndDash.h" -#include "PlatformingCharacter.h" -#include "Components/SkeletalMeshComponent.h" - -void UAnimNotify_EndDash::Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, const FAnimNotifyEventReference& EventReference) -{ - // cast the owner to the attacker interface - if (APlatformingCharacter* PlatformingCharacter = Cast(MeshComp->GetOwner())) - { - // tell the actor to end the dash - PlatformingCharacter->EndDash(); - } -} - -FString UAnimNotify_EndDash::GetNotifyName_Implementation() const -{ - return FString("End Dash"); -} diff --git a/Source/AgrarianGame/Variant_Platforming/Animation/AnimNotify_EndDash.h b/Source/AgrarianGame/Variant_Platforming/Animation/AnimNotify_EndDash.h deleted file mode 100644 index 596620f..0000000 --- a/Source/AgrarianGame/Variant_Platforming/Animation/AnimNotify_EndDash.h +++ /dev/null @@ -1,24 +0,0 @@ -// Copyright Epic Games, Inc. All Rights Reserved. - -#pragma once - -#include "CoreMinimal.h" -#include "Animation/AnimNotifies/AnimNotify.h" -#include "AnimNotify_EndDash.generated.h" - -/** - * AnimNotify to finish the dash animation and restore player control - */ -UCLASS() -class UAnimNotify_EndDash : public UAnimNotify -{ - GENERATED_BODY() - -public: - - /** Perform the Anim Notify */ - virtual void Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, const FAnimNotifyEventReference& EventReference) override; - - /** Get the notify name */ - virtual FString GetNotifyName_Implementation() const override; -}; diff --git a/Source/AgrarianGame/Variant_Platforming/PlatformingCharacter.cpp b/Source/AgrarianGame/Variant_Platforming/PlatformingCharacter.cpp deleted file mode 100644 index 38939f2..0000000 --- a/Source/AgrarianGame/Variant_Platforming/PlatformingCharacter.cpp +++ /dev/null @@ -1,367 +0,0 @@ -// Copyright Epic Games, Inc. All Rights Reserved. - - -#include "PlatformingCharacter.h" - -#include "Components/CapsuleComponent.h" -#include "Engine/World.h" -#include "GameFramework/CharacterMovementComponent.h" -#include "GameFramework/SpringArmComponent.h" -#include "Components/SkeletalMeshComponent.h" -#include "Camera/CameraComponent.h" -#include "EnhancedInputSubsystems.h" -#include "EnhancedInputComponent.h" -#include "TimerManager.h" -#include "Engine/LocalPlayer.h" - -APlatformingCharacter::APlatformingCharacter() -{ - PrimaryActorTick.bCanEverTick = true; - - // initialize the flags - bHasWallJumped = false; - bHasDoubleJumped = false; - bHasDashed = false; - bIsDashing = false; - - // bind the dash montage ended delegate - OnDashMontageEnded.BindUObject(this, &APlatformingCharacter::DashMontageEnded); - - // enable press and hold jump - JumpMaxHoldTime = 0.4f; - - // set the jump max count to 3 so we can double jump and check for coyote time jumps - JumpMaxCount = 3; - - // Set size for collision capsule - GetCapsuleComponent()->InitCapsuleSize(35.0f, 90.0f); - - // don't rotate the mesh when the controller rotates - bUseControllerRotationYaw = false; - - // Configure character movement - GetCharacterMovement()->GravityScale = 2.5f; - GetCharacterMovement()->MaxAcceleration = 1500.0f; - GetCharacterMovement()->BrakingFrictionFactor = 1.0f; - GetCharacterMovement()->bUseSeparateBrakingFriction = true; - - GetCharacterMovement()->GroundFriction = 4.0f; - GetCharacterMovement()->MaxWalkSpeed = 750.0f; - GetCharacterMovement()->MinAnalogWalkSpeed = 20.0f; - GetCharacterMovement()->BrakingDecelerationWalking = 2500.0f; - GetCharacterMovement()->PerchRadiusThreshold = 15.0f; - - GetCharacterMovement()->JumpZVelocity = 350.0f; - GetCharacterMovement()->BrakingDecelerationFalling = 750.0f; - GetCharacterMovement()->AirControl = 1.0f; - - GetCharacterMovement()->RotationRate = FRotator(0.0f, 500.0f, 0.0f); - GetCharacterMovement()->bOrientRotationToMovement = true; - - GetCharacterMovement()->NavAgentProps.AgentRadius = 42.0; - GetCharacterMovement()->NavAgentProps.AgentHeight = 192.0; - - // create the camera boom - CameraBoom = CreateDefaultSubobject(TEXT("CameraBoom")); - CameraBoom->SetupAttachment(RootComponent); - - CameraBoom->TargetArmLength = 400.0f; - CameraBoom->bUsePawnControlRotation = true; - CameraBoom->bEnableCameraLag = true; - CameraBoom->CameraLagSpeed = 8.0f; - CameraBoom->bEnableCameraRotationLag = true; - CameraBoom->CameraRotationLagSpeed = 8.0f; - - // create the orbiting camera - FollowCamera = CreateDefaultSubobject(TEXT("FollowCamera")); - FollowCamera->SetupAttachment(CameraBoom, USpringArmComponent::SocketName); - FollowCamera->bUsePawnControlRotation = false; -} - -void APlatformingCharacter::Move(const FInputActionValue& Value) -{ - FVector2D MovementVector = Value.Get(); - - // route the input - DoMove(MovementVector.X, MovementVector.Y); -} - -void APlatformingCharacter::Look(const FInputActionValue& Value) -{ - FVector2D LookAxisVector = Value.Get(); - - // route the input - DoLook(LookAxisVector.X, LookAxisVector.Y); -} - - -void APlatformingCharacter::Dash() -{ - // route the input - DoDash(); -} - -void APlatformingCharacter::MultiJump() -{ - // ignore jumps while dashing - if(bIsDashing) - return; - - // are we already in the air? - if (GetCharacterMovement()->IsFalling()) - { - - // have we already wall jumped? - if (!bHasWallJumped) - { - // run a sphere sweep to check if we're in front of a wall - FHitResult OutHit; - - const FVector TraceStart = GetActorLocation(); - const FVector TraceEnd = TraceStart + (GetActorForwardVector() * WallJumpTraceDistance); - const FCollisionShape TraceShape = FCollisionShape::MakeSphere(WallJumpTraceRadius); - - FCollisionQueryParams QueryParams; - QueryParams.AddIgnoredActor(this); - - if (GetWorld()->SweepSingleByChannel(OutHit, TraceStart, TraceEnd, FQuat(), ECollisionChannel::ECC_Visibility, TraceShape, QueryParams)) - { - // rotate the character to face away from the wall, so we're correctly oriented for the next wall jump - FRotator WallOrientation = OutHit.ImpactNormal.ToOrientationRotator(); - WallOrientation.Pitch = 0.0f; - WallOrientation.Roll = 0.0f; - - SetActorRotation(WallOrientation); - - // apply a launch impulse to the character to perform the actual wall jump - const FVector WallJumpImpulse = (OutHit.ImpactNormal * WallJumpBounceImpulse) + (FVector::UpVector * WallJumpVerticalImpulse); - - LaunchCharacter(WallJumpImpulse, true, true); - - // enable the jump trail - SetJumpTrailState(true); - - // raise the wall jump flag to prevent an immediate second wall jump - bHasWallJumped = true; - - GetWorld()->GetTimerManager().SetTimer(WallJumpTimer, this, &APlatformingCharacter::ResetWallJump, DelayBetweenWallJumps, false); - } - // no wall jump, try a double jump next - else - { - // are we still within coyote time frames? - if (GetWorld()->GetTimeSeconds() - LastFallTime < MaxCoyoteTime) - { - UE_LOG(LogTemp, Warning, TEXT("Coyote Jump")); - - // use the built-in CMC functionality to do the jump - Jump(); - - // enable the jump trail - SetJumpTrailState(true); - - // no coyote time jump - } else { - - // only double jump once while we're in the air - if (!bHasDoubleJumped) - { - bHasDoubleJumped = true; - - // use the built-in CMC functionality to do the double jump - Jump(); - - // enable the jump trail - SetJumpTrailState(true); - } - - } - - - } - } - - } - else - { - // we're grounded so just do a regular jump - Jump(); - - // activate the jump trail - SetJumpTrailState(true); - } -} - -void APlatformingCharacter::ResetWallJump() -{ - // reset the wall jump input lock - bHasWallJumped = false; -} - -void APlatformingCharacter::DoMove(float Right, float Forward) -{ - if (GetController() != nullptr) - { - // momentarily disable movement inputs if we've just wall jumped - if (!bHasWallJumped) - { - // find out which way is forward - const FRotator Rotation = GetController()->GetControlRotation(); - const FRotator YawRotation(0, Rotation.Yaw, 0); - - // get forward vector - const FVector ForwardDirection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X); - - // get right vector - const FVector RightDirection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y); - - // add movement - AddMovementInput(ForwardDirection, Forward); - AddMovementInput(RightDirection, Right); - } - } -} - -void APlatformingCharacter::DoLook(float Yaw, float Pitch) -{ - if (GetController() != nullptr) - { - // add yaw and pitch input to controller - AddControllerYawInput(Yaw); - AddControllerPitchInput(Pitch); - } -} - -void APlatformingCharacter::DoDash() -{ - // ignore the input if we've already dashed and have yet to reset - if (bHasDashed) - return; - - // raise the dash flags - bIsDashing = true; - bHasDashed = true; - - // disable gravity while dashing - GetCharacterMovement()->GravityScale = 0.0f; - - // reset the character velocity so we don't carry momentum into the dash - GetCharacterMovement()->Velocity = FVector::ZeroVector; - - // enable the jump trails - SetJumpTrailState(true); - - // play the dash montage - if (UAnimInstance* AnimInstance = GetMesh()->GetAnimInstance()) - { - const float MontageLength = AnimInstance->Montage_Play(DashMontage, 1.0f, EMontagePlayReturnType::MontageLength, 0.0f, true); - - // has the montage played successfully? - if (MontageLength > 0.0f) - { - AnimInstance->Montage_SetEndDelegate(OnDashMontageEnded, DashMontage); - } - } -} - -void APlatformingCharacter::DoJumpStart() -{ - // handle special jump cases - MultiJump(); -} - -void APlatformingCharacter::DoJumpEnd() -{ - // stop jumping - StopJumping(); -} - -void APlatformingCharacter::DashMontageEnded(UAnimMontage* Montage, bool bInterrupted) -{ - // end the dash - EndDash(); -} - -void APlatformingCharacter::EndDash() -{ - // restore gravity - GetCharacterMovement()->GravityScale = 2.5f; - - // reset the dashing flag - bIsDashing = false; - - // are we grounded after the dash? - if (GetCharacterMovement()->IsMovingOnGround()) - { - // reset the dash usage flag, since we won't receive a landed event - bHasDashed = false; - - // deactivate the jump trails - SetJumpTrailState(false); - } -} - -bool APlatformingCharacter::HasDoubleJumped() const -{ - return bHasDoubleJumped; -} - -bool APlatformingCharacter::HasWallJumped() const -{ - return bHasWallJumped; -} - -void APlatformingCharacter::EndPlay(const EEndPlayReason::Type EndPlayReason) -{ - Super::EndPlay(EndPlayReason); - - // clear the wall jump reset timer - GetWorld()->GetTimerManager().ClearTimer(WallJumpTimer); -} - -void APlatformingCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent) -{ - // Set up action bindings - if (UEnhancedInputComponent* EnhancedInputComponent = Cast(PlayerInputComponent)) - { - - // Jumping - EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Started, this, &APlatformingCharacter::DoJumpStart); - EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Completed, this, &APlatformingCharacter::DoJumpEnd); - - // Moving - EnhancedInputComponent->BindAction(MoveAction, ETriggerEvent::Triggered, this, &APlatformingCharacter::Move); - EnhancedInputComponent->BindAction(MouseLookAction, ETriggerEvent::Triggered, this, &APlatformingCharacter::Look); - - // Looking - EnhancedInputComponent->BindAction(LookAction, ETriggerEvent::Triggered, this, &APlatformingCharacter::Look); - - // Dashing - EnhancedInputComponent->BindAction(DashAction, ETriggerEvent::Triggered, this, &APlatformingCharacter::Dash); - } -} - -void APlatformingCharacter::Landed(const FHitResult& Hit) -{ - Super::Landed(Hit); - - // reset the double jump and dash flags - bHasDoubleJumped = false; - bHasDashed = false; - - // deactivate the jump trail - SetJumpTrailState(false); -} - -void APlatformingCharacter::OnMovementModeChanged(EMovementMode PrevMovementMode, uint8 PreviousCustomMode /*= 0*/) -{ - Super::OnMovementModeChanged(PrevMovementMode, PreviousCustomMode); - - // are we falling? - if (GetCharacterMovement()->MovementMode == EMovementMode::MOVE_Falling) - { - // save the game time when we started falling, so we can check it later for coyote time jumps - LastFallTime = GetWorld()->GetTimeSeconds(); - } -} - diff --git a/Source/AgrarianGame/Variant_Platforming/PlatformingCharacter.h b/Source/AgrarianGame/Variant_Platforming/PlatformingCharacter.h deleted file mode 100644 index 1ba2a69..0000000 --- a/Source/AgrarianGame/Variant_Platforming/PlatformingCharacter.h +++ /dev/null @@ -1,194 +0,0 @@ -// Copyright Epic Games, Inc. All Rights Reserved. - -#pragma once - -#include "CoreMinimal.h" -#include "GameFramework/Character.h" -#include "Animation/AnimInstance.h" -#include "PlatformingCharacter.generated.h" - - -class USpringArmComponent; -class UCameraComponent; -class UInputAction; -struct FInputActionValue; -class UAnimMontage; - -/** - * An enhanced Third Person Character with the following functionality: - * - Platforming game character movement physics - * - Press and Hold Jump - * - Double Jump - * - Wall Jump - * - Dash - */ -UCLASS(abstract) -class APlatformingCharacter : public ACharacter -{ - GENERATED_BODY() - - /** Camera boom positioning the camera behind the character */ - UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Components", meta = (AllowPrivateAccess = "true")) - USpringArmComponent* CameraBoom; - - /** Follow camera */ - UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Components", meta = (AllowPrivateAccess = "true")) - UCameraComponent* FollowCamera; - -protected: - - /** Jump Input Action */ - UPROPERTY(EditAnywhere, Category="Input") - UInputAction* JumpAction; - - /** Move Input Action */ - UPROPERTY(EditAnywhere, Category="Input") - UInputAction* MoveAction; - - /** Look Input Action */ - UPROPERTY(EditAnywhere, Category="Input") - UInputAction* LookAction; - - /** Mouse Look Input Action */ - UPROPERTY(EditAnywhere, Category="Input") - UInputAction* MouseLookAction; - - /** Dash Input Action */ - UPROPERTY(EditAnywhere, Category="Input") - UInputAction* DashAction; - -public: - - /** Constructor */ - APlatformingCharacter(); - -protected: - - /** Called for movement input */ - void Move(const FInputActionValue& Value); - - /** Called for looking input */ - void Look(const FInputActionValue& Value); - - /** Called for dash input */ - void Dash(); - - /** Called for jump pressed to check for advanced multi-jump conditions */ - void MultiJump(); - - /** Resets the wall jump input lock */ - void ResetWallJump(); - -public: - - /** Handles move inputs from either controls or UI interfaces */ - UFUNCTION(BlueprintCallable, Category="Input") - virtual void DoMove(float Right, float Forward); - - /** Handles look inputs from either controls or UI interfaces */ - UFUNCTION(BlueprintCallable, Category="Input") - virtual void DoLook(float Yaw, float Pitch); - - /** Handles dash inputs from either controls or UI interfaces */ - UFUNCTION(BlueprintCallable, Category="Input") - virtual void DoDash(); - - /** Handles jump pressed inputs from either controls or UI interfaces */ - UFUNCTION(BlueprintCallable, Category="Input") - virtual void DoJumpStart(); - - /** Handles jump pressed inputs from either controls or UI interfaces */ - UFUNCTION(BlueprintCallable, Category="Input") - virtual void DoJumpEnd(); - -protected: - - /** Called from a delegate when the dash montage ends */ - void DashMontageEnded(UAnimMontage* Montage, bool bInterrupted); - - /** Passes control to Blueprint to enable or disable jump trails */ - UFUNCTION(BlueprintImplementableEvent, Category="Platforming") - void SetJumpTrailState(bool bEnabled); - -public: - - /** Ends the dash state */ - void EndDash(); - -public: - - /** Returns true if the character has just double jumped */ - UFUNCTION(BlueprintPure, Category="Platforming") - bool HasDoubleJumped() const; - - /** Returns true if the character has just wall jumped */ - UFUNCTION(BlueprintPure, Category="Platforming") - bool HasWallJumped() const; - -public: - - /** EndPlay cleanup */ - virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override; - - /** Sets up input action bindings */ - virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override; - - /** Handle landings to reset dash and advanced jump state */ - virtual void Landed(const FHitResult& Hit) override; - - /** Handle movement mode changes to keep track of coyote time jumps */ - virtual void OnMovementModeChanged(EMovementMode PrevMovementMode, uint8 PreviousCustomMode = 0) override; - -protected: - - /** movement state flag bits, packed into a uint8 for memory efficiency */ - uint8 bHasWallJumped : 1; - uint8 bHasDoubleJumped : 1; - uint8 bHasDashed : 1; - uint8 bIsDashing : 1; - - /** timer for wall jump input reset */ - FTimerHandle WallJumpTimer; - - /** Dash montage ended delegate */ - FOnMontageEnded OnDashMontageEnded; - - /** Distance to trace ahead of the character to look for walls to jump from */ - UPROPERTY(EditAnywhere, Category="Wall Jump", meta = (ClampMin = 0, ClampMax = 1000, Units = "cm")) - float WallJumpTraceDistance = 50.0f; - - /** Radius of the wall jump sphere trace check */ - UPROPERTY(EditAnywhere, Category="Wall Jump", meta = (ClampMin = 0, ClampMax = 100, Units = "cm")) - float WallJumpTraceRadius = 25.0f; - - /** Impulse to apply away from the wall when wall jumping */ - UPROPERTY(EditAnywhere, Category="Wall Jump", meta = (ClampMin = 0, ClampMax = 10000, Units = "cm/s")) - float WallJumpBounceImpulse = 800.0f; - - /** Vertical impulse to apply when wall jumping */ - UPROPERTY(EditAnywhere, Category="Wall Jump", meta = (ClampMin = 0, ClampMax = 10000, Units = "cm/s")) - float WallJumpVerticalImpulse = 900.0f; - - /** Time to ignore jump inputs after a wall jump */ - UPROPERTY(EditAnywhere, Category="Wall Jump", meta = (ClampMin = 0, ClampMax = 5, Units = "s")) - float DelayBetweenWallJumps = 0.1f; - - /** AnimMontage to use for the Dash action */ - UPROPERTY(EditAnywhere, Category="Dash") - UAnimMontage* DashMontage; - - /** Last recorded time when this character started falling */ - float LastFallTime = 0.0f; - - /** Max amount of time that can pass since we started falling when we allow a regular jump */ - UPROPERTY(EditAnywhere, Category="Coyote Time", meta = (ClampMin = 0, ClampMax = 5, Units = "s")) - float MaxCoyoteTime = 0.16f; - -public: - /** Returns CameraBoom subobject **/ - FORCEINLINE class USpringArmComponent* GetCameraBoom() const { return CameraBoom; } - - /** Returns FollowCamera subobject **/ - FORCEINLINE class UCameraComponent* GetFollowCamera() const { return FollowCamera; } - -}; diff --git a/Source/AgrarianGame/Variant_Platforming/PlatformingGameMode.cpp b/Source/AgrarianGame/Variant_Platforming/PlatformingGameMode.cpp deleted file mode 100644 index 69de2c5..0000000 --- a/Source/AgrarianGame/Variant_Platforming/PlatformingGameMode.cpp +++ /dev/null @@ -1,9 +0,0 @@ -// Copyright Epic Games, Inc. All Rights Reserved. - - -#include "Variant_Platforming/PlatformingGameMode.h" - -APlatformingGameMode::APlatformingGameMode() -{ - // stub -} \ No newline at end of file diff --git a/Source/AgrarianGame/Variant_Platforming/PlatformingGameMode.h b/Source/AgrarianGame/Variant_Platforming/PlatformingGameMode.h deleted file mode 100644 index 00c48bf..0000000 --- a/Source/AgrarianGame/Variant_Platforming/PlatformingGameMode.h +++ /dev/null @@ -1,21 +0,0 @@ -// Copyright Epic Games, Inc. All Rights Reserved. - -#pragma once - -#include "CoreMinimal.h" -#include "GameFramework/GameModeBase.h" -#include "PlatformingGameMode.generated.h" - -/** - * Simple GameMode for a third person platforming game - */ -UCLASS() -class APlatformingGameMode : public AGameModeBase -{ - GENERATED_BODY() - -public: - - /** Constructor */ - APlatformingGameMode(); -}; diff --git a/Source/AgrarianGame/Variant_Platforming/PlatformingPlayerController.cpp b/Source/AgrarianGame/Variant_Platforming/PlatformingPlayerController.cpp deleted file mode 100644 index e937aab..0000000 --- a/Source/AgrarianGame/Variant_Platforming/PlatformingPlayerController.cpp +++ /dev/null @@ -1,98 +0,0 @@ -// Copyright Epic Games, Inc. All Rights Reserved. - - -#include "Variant_Platforming/PlatformingPlayerController.h" -#include "EnhancedInputSubsystems.h" -#include "InputMappingContext.h" -#include "Kismet/GameplayStatics.h" -#include "GameFramework/PlayerStart.h" -#include "PlatformingCharacter.h" -#include "Engine/LocalPlayer.h" -#include "Engine/World.h" -#include "Blueprint/UserWidget.h" -#include "AgrarianGame.h" -#include "Widgets/Input/SVirtualJoystick.h" - -void APlatformingPlayerController::BeginPlay() -{ - Super::BeginPlay(); - - // only spawn touch controls on local player controllers - if (ShouldUseTouchControls() && IsLocalPlayerController()) - { - // spawn the mobile controls widget - MobileControlsWidget = CreateWidget(this, MobileControlsWidgetClass); - - if (MobileControlsWidget) - { - // add the controls to the player screen - MobileControlsWidget->AddToPlayerScreen(0); - - } else { - - UE_LOG(LogAgrarianGame, Error, TEXT("Could not spawn mobile controls widget.")); - - } - - } -} - -void APlatformingPlayerController::SetupInputComponent() -{ - Super::SetupInputComponent(); - - // only add IMCs for local player controllers - if (IsLocalPlayerController()) - { - // add the input mapping context - if (UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem(GetLocalPlayer())) - { - for (UInputMappingContext* CurrentContext : DefaultMappingContexts) - { - Subsystem->AddMappingContext(CurrentContext, 0); - } - - // only add these IMCs if we're not using mobile touch input - if (!ShouldUseTouchControls()) - { - for (UInputMappingContext* CurrentContext : MobileExcludedMappingContexts) - { - Subsystem->AddMappingContext(CurrentContext, 0); - } - } - } - } -} - -void APlatformingPlayerController::OnPossess(APawn* InPawn) -{ - Super::OnPossess(InPawn); - - // subscribe to the pawn's OnDestroyed delegate - InPawn->OnDestroyed.AddDynamic(this, &APlatformingPlayerController::OnPawnDestroyed); -} - -void APlatformingPlayerController::OnPawnDestroyed(AActor* DestroyedActor) -{ - // find the player start - TArray ActorList; - UGameplayStatics::GetAllActorsOfClass(GetWorld(), APlayerStart::StaticClass(), ActorList); - - if (ActorList.Num() > 0) - { - // spawn a character at the player start - const FTransform SpawnTransform = ActorList[0]->GetActorTransform(); - - if (APlatformingCharacter* RespawnedCharacter = GetWorld()->SpawnActor(CharacterClass, SpawnTransform)) - { - // possess the character - Possess(RespawnedCharacter); - } - } -} - -bool APlatformingPlayerController::ShouldUseTouchControls() const -{ - // are we on a mobile platform? Should we force touch? - return SVirtualJoystick::ShouldDisplayTouchInterface() || bForceTouchControls; -} diff --git a/Source/AgrarianGame/Variant_Platforming/PlatformingPlayerController.h b/Source/AgrarianGame/Variant_Platforming/PlatformingPlayerController.h deleted file mode 100644 index 64f8420..0000000 --- a/Source/AgrarianGame/Variant_Platforming/PlatformingPlayerController.h +++ /dev/null @@ -1,65 +0,0 @@ -// Copyright Epic Games, Inc. All Rights Reserved. - -#pragma once - -#include "CoreMinimal.h" -#include "GameFramework/PlayerController.h" -#include "PlatformingPlayerController.generated.h" - -class UInputMappingContext; -class APlatformingCharacter; - -/** - * Simple Player Controller for a third person platforming game - * Manages input mappings - * Respawns the player character at the Player Start when it's destroyed - */ -UCLASS(abstract, Config="Game") -class APlatformingPlayerController : public APlayerController -{ - GENERATED_BODY() - -protected: - - /** Input mapping context for this player */ - UPROPERTY(EditAnywhere, Category="Input|Input Mappings") - TArray DefaultMappingContexts; - - /** Input Mapping Contexts */ - UPROPERTY(EditAnywhere, Category="Input|Input Mappings") - TArray MobileExcludedMappingContexts; - - /** Mobile controls widget to spawn */ - UPROPERTY(EditAnywhere, Category="Input|Touch Controls") - TSubclassOf MobileControlsWidgetClass; - - /** Pointer to the mobile controls widget */ - UPROPERTY() - TObjectPtr MobileControlsWidget; - - /** If true, the player will use UMG touch controls even if not playing on mobile platforms */ - UPROPERTY(EditAnywhere, Config, Category = "Input|Touch Controls") - bool bForceTouchControls = false; - - /** Character class to respawn when the possessed pawn is destroyed */ - UPROPERTY(EditAnywhere, Category="Respawn") - TSubclassOf CharacterClass; - -protected: - - /** Gameplay initialization */ - virtual void BeginPlay() override; - - /** Initialize input bindings */ - virtual void SetupInputComponent() override; - - /** Pawn initialization */ - virtual void OnPossess(APawn* InPawn) override; - - /** Called if the possessed pawn is destroyed */ - UFUNCTION() - void OnPawnDestroyed(AActor* DestroyedActor); - - /** Returns true if the player should use UMG touch controls */ - bool ShouldUseTouchControls() const; -}; diff --git a/Source/AgrarianGame/Variant_SideScrolling/AI/SideScrollingAIController.cpp b/Source/AgrarianGame/Variant_SideScrolling/AI/SideScrollingAIController.cpp deleted file mode 100644 index e025986..0000000 --- a/Source/AgrarianGame/Variant_SideScrolling/AI/SideScrollingAIController.cpp +++ /dev/null @@ -1,19 +0,0 @@ -// Copyright Epic Games, Inc. All Rights Reserved. - - -#include "SideScrollingAIController.h" -#include "GameplayStateTreeModule/Public/Components/StateTreeAIComponent.h" - -ASideScrollingAIController::ASideScrollingAIController() -{ - // create the StateTree AI Component - StateTreeAI = CreateDefaultSubobject(TEXT("StateTreeAI")); - check(StateTreeAI); - - // ensure we start the StateTree when we possess the pawn - bStartAILogicOnPossess = true; - - // ensure we're attached to the possessed character. - // this is necessary for EnvQueries to work correctly - bAttachToPawn = true; -} diff --git a/Source/AgrarianGame/Variant_SideScrolling/AI/SideScrollingAIController.h b/Source/AgrarianGame/Variant_SideScrolling/AI/SideScrollingAIController.h deleted file mode 100644 index f314e90..0000000 --- a/Source/AgrarianGame/Variant_SideScrolling/AI/SideScrollingAIController.h +++ /dev/null @@ -1,27 +0,0 @@ -// Copyright Epic Games, Inc. All Rights Reserved. - -#pragma once - -#include "CoreMinimal.h" -#include "AIController.h" -#include "SideScrollingAIController.generated.h" - -class UStateTreeAIComponent; - -/** - * A basic AI Controller capable of running StateTree - */ -UCLASS(abstract) -class ASideScrollingAIController : public AAIController -{ - GENERATED_BODY() - - /** StateTree Component */ - UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "AI", meta = (AllowPrivateAccess = "true")) - UStateTreeAIComponent* StateTreeAI; - -public: - - /** Constructor */ - ASideScrollingAIController(); -}; diff --git a/Source/AgrarianGame/Variant_SideScrolling/AI/SideScrollingNPC.cpp b/Source/AgrarianGame/Variant_SideScrolling/AI/SideScrollingNPC.cpp deleted file mode 100644 index 1b5b26c..0000000 --- a/Source/AgrarianGame/Variant_SideScrolling/AI/SideScrollingNPC.cpp +++ /dev/null @@ -1,53 +0,0 @@ -// Copyright Epic Games, Inc. All Rights Reserved. - - -#include "SideScrollingNPC.h" -#include "Engine/World.h" -#include "GameFramework/CharacterMovementComponent.h" -#include "TimerManager.h" - -ASideScrollingNPC::ASideScrollingNPC() -{ - PrimaryActorTick.bCanEverTick = true; - - GetCharacterMovement()->MaxWalkSpeed = 150.0f; -} - -void ASideScrollingNPC::EndPlay(EEndPlayReason::Type EndPlayReason) -{ - Super::EndPlay(EndPlayReason); - - // clear the deactivation timer - GetWorld()->GetTimerManager().ClearTimer(DeactivationTimer); -} - -void ASideScrollingNPC::Interaction(AActor* Interactor) -{ - // ignore if this NPC has already been deactivated - if (bDeactivated) - { - return; - } - - // reset the deactivation flag - bDeactivated = true; - - // stop character movement immediately - GetCharacterMovement()->StopMovementImmediately(); - - // launch the NPC away from the interactor - FVector LaunchVector = Interactor->GetActorForwardVector() * LaunchImpulse; - LaunchVector.Y = 0.0f; - LaunchVector.Z = LaunchVerticalImpulse; - - LaunchCharacter(LaunchVector, true, true); - - // set up a timer to schedule reactivation - GetWorld()->GetTimerManager().SetTimer(DeactivationTimer, this, &ASideScrollingNPC::ResetDeactivation, DeactivationTime, false); -} - -void ASideScrollingNPC::ResetDeactivation() -{ - // reset the deactivation flag - bDeactivated = false; -} diff --git a/Source/AgrarianGame/Variant_SideScrolling/AI/SideScrollingNPC.h b/Source/AgrarianGame/Variant_SideScrolling/AI/SideScrollingNPC.h deleted file mode 100644 index ee47560..0000000 --- a/Source/AgrarianGame/Variant_SideScrolling/AI/SideScrollingNPC.h +++ /dev/null @@ -1,64 +0,0 @@ -// Copyright Epic Games, Inc. All Rights Reserved. - -#pragma once - -#include "CoreMinimal.h" -#include "GameFramework/Character.h" -#include "SideScrollingInteractable.h" -#include "SideScrollingNPC.generated.h" - -/** - * Simple platforming NPC - * Its behaviors will be dictated by a possessing AI Controller - * It can be temporarily deactivated through Actor interactions - */ -UCLASS(abstract) -class ASideScrollingNPC : public ACharacter, public ISideScrollingInteractable -{ - GENERATED_BODY() - -protected: - - /** Horizontal impulse to apply to the NPC when it's interacted with */ - UPROPERTY(EditAnywhere, Category="NPC", meta = (ClampMin = 0, ClampMax = 10000, Units="cm/s")) - float LaunchImpulse = 500.0f; - - /** Vertical impulse to apply to the NPC when it's interacted with */ - UPROPERTY(EditAnywhere, Category="NPC", meta = (ClampMin = 0, ClampMax = 10000, Units="cm/s")) - float LaunchVerticalImpulse = 500.0f; - - /** Time that the NPC remains deactivated after being interacted with */ - UPROPERTY(EditAnywhere, Category="NPC", meta = (ClampMin = 0, ClampMax = 10, Units="s")) - float DeactivationTime = 3.0f; - -public: - - /** If true, this NPC is deactivated and will not be interacted with */ - UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="NPC") - bool bDeactivated = false; - - /** Timer to reactivate the NPC */ - FTimerHandle DeactivationTimer; - -public: - - /** Constructor */ - ASideScrollingNPC(); - -public: - - /** Cleanup */ - virtual void EndPlay(EEndPlayReason::Type EndPlayReason) override; - -public: - -// ~begin IInteractable interface - - /** Performs an interaction triggered by another actor */ - virtual void Interaction(AActor* Interactor) override; - -// ~end IInteractable interface - - /** Reactivates the NPC */ - void ResetDeactivation(); -}; diff --git a/Source/AgrarianGame/Variant_SideScrolling/AI/SideScrollingStateTreeUtility.cpp b/Source/AgrarianGame/Variant_SideScrolling/AI/SideScrollingStateTreeUtility.cpp deleted file mode 100644 index 489e0ca..0000000 --- a/Source/AgrarianGame/Variant_SideScrolling/AI/SideScrollingStateTreeUtility.cpp +++ /dev/null @@ -1,32 +0,0 @@ -// Copyright Epic Games, Inc. All Rights Reserved. - - -#include "SideScrollingStateTreeUtility.h" -#include "StateTreeExecutionContext.h" -#include "StateTreeExecutionTypes.h" -#include "AIController.h" -#include "Kismet/GameplayStatics.h" - -EStateTreeRunStatus FStateTreeGetPlayerTask::Tick(FStateTreeExecutionContext& Context, const float DeltaTime) const -{ - // get the instance data - FInstanceDataType& InstanceData = Context.GetInstanceData(*this); - - // set the player pawn as the target - InstanceData.TargetPlayer = UGameplayStatics::GetPlayerPawn(InstanceData.Controller.Get(), 0); - - // are the NPC and target valid? - if (IsValid(InstanceData.TargetPlayer) && IsValid(InstanceData.NPC)) - { - InstanceData.bValidTarget = FVector::Distance(InstanceData.NPC->GetActorLocation(), InstanceData.TargetPlayer->GetActorLocation()) < InstanceData.RangeMax; - } - - return EStateTreeRunStatus::Running; -} - -#if WITH_EDITOR -FText FStateTreeGetPlayerTask::GetDescription(const FGuid& ID, FStateTreeDataView InstanceDataView, const IStateTreeBindingLookup& BindingLookup, EStateTreeNodeFormatting Formatting /*= EStateTreeNodeFormatting::Text*/) const -{ - return FText::FromString("Get Player"); -} -#endif // WITH_EDITOR \ No newline at end of file diff --git a/Source/AgrarianGame/Variant_SideScrolling/AI/SideScrollingStateTreeUtility.h b/Source/AgrarianGame/Variant_SideScrolling/AI/SideScrollingStateTreeUtility.h deleted file mode 100644 index ebed7d1..0000000 --- a/Source/AgrarianGame/Variant_SideScrolling/AI/SideScrollingStateTreeUtility.h +++ /dev/null @@ -1,59 +0,0 @@ -// Copyright Epic Games, Inc. All Rights Reserved. - -#pragma once - -#include "CoreMinimal.h" -#include "StateTreeTaskBase.h" - -#include "SideScrollingStateTreeUtility.generated.h" - -class AAIController; - -/** - * Instance data for the FStateTreeGetPlayerTask task - */ -USTRUCT() -struct FStateTreeGetPlayerInstanceData -{ - GENERATED_BODY() - - /** NPC owning this task */ - UPROPERTY(VisibleAnywhere, Category="Context") - TObjectPtr NPC; - - /** Holds the found player pawn */ - UPROPERTY(VisibleAnywhere, Category="Context") - TObjectPtr Controller; - - /** Holds the found player pawn */ - UPROPERTY(VisibleAnywhere, Category="Output") - TObjectPtr TargetPlayer; - - /** Is the pawn close enough to be considered a valid target? */ - UPROPERTY(VisibleAnywhere, Category="Output") - bool bValidTarget = false; - - /** Max distance to be considered a valid target */ - UPROPERTY(EditAnywhere, Category="Parameter", meta = (ClampMin = 0, ClampMax = 10000, Units = "cm")) - float RangeMax = 1000.0f; -}; - -/** - * StateTree task to get the player-controlled character - */ -USTRUCT(meta=(DisplayName="Get Player", Category="Side Scrolling")) -struct FStateTreeGetPlayerTask : public FStateTreeTaskCommonBase -{ - GENERATED_BODY() - - /* Ensure we're using the correct instance data struct */ - using FInstanceDataType = FStateTreeGetPlayerInstanceData; - virtual const UStruct* GetInstanceDataType() const override { return FInstanceDataType::StaticStruct(); } - - /** Runs while the owning state is active */ - virtual EStateTreeRunStatus Tick(FStateTreeExecutionContext& Context, const float DeltaTime) const override; - -#if WITH_EDITOR - virtual FText GetDescription(const FGuid& ID, FStateTreeDataView InstanceDataView, const IStateTreeBindingLookup& BindingLookup, EStateTreeNodeFormatting Formatting = EStateTreeNodeFormatting::Text) const override; -#endif // WITH_EDITOR -}; \ No newline at end of file diff --git a/Source/AgrarianGame/Variant_SideScrolling/Gameplay/SideScrollingJumpPad.cpp b/Source/AgrarianGame/Variant_SideScrolling/Gameplay/SideScrollingJumpPad.cpp deleted file mode 100644 index d98c665..0000000 --- a/Source/AgrarianGame/Variant_SideScrolling/Gameplay/SideScrollingJumpPad.cpp +++ /dev/null @@ -1,46 +0,0 @@ -// Copyright Epic Games, Inc. All Rights Reserved. - - -#include "SideScrollingJumpPad.h" -#include "Components/BoxComponent.h" -#include "GameFramework/Character.h" -#include "GameFramework/CharacterMovementComponent.h" -#include "Components/SceneComponent.h" - -ASideScrollingJumpPad::ASideScrollingJumpPad() -{ - PrimaryActorTick.bCanEverTick = false; - - // create the root comp - RootComponent = CreateDefaultSubobject(TEXT("Root")); - - // create the bounding box - Box = CreateDefaultSubobject(TEXT("Box")); - Box->SetupAttachment(RootComponent); - - // configure the bounding box - Box->SetBoxExtent(FVector(115.0f, 90.0f, 20.0f), false); - Box->SetRelativeLocation(FVector(0.0f, 0.0f, 16.0f)); - - Box->SetCollisionObjectType(ECC_WorldDynamic); - Box->SetCollisionEnabled(ECollisionEnabled::QueryOnly); - Box->SetCollisionResponseToAllChannels(ECR_Ignore); - Box->SetCollisionResponseToChannel(ECC_Pawn, ECR_Overlap); - - // add the overlap handler - OnActorBeginOverlap.AddDynamic(this, &ASideScrollingJumpPad::BeginOverlap); -} - -void ASideScrollingJumpPad::BeginOverlap(AActor* OverlappedActor, AActor* OtherActor) -{ - // were we overlapped by a character? - if (ACharacter* OverlappingCharacter = Cast(OtherActor)) - { - // force the character to jump - OverlappingCharacter->Jump(); - - // launch the character to override its vertical velocity - FVector LaunchVelocity = FVector::UpVector * ZStrength; - OverlappingCharacter->LaunchCharacter(LaunchVelocity, false, true); - } -} diff --git a/Source/AgrarianGame/Variant_SideScrolling/Gameplay/SideScrollingJumpPad.h b/Source/AgrarianGame/Variant_SideScrolling/Gameplay/SideScrollingJumpPad.h deleted file mode 100644 index c503b4b..0000000 --- a/Source/AgrarianGame/Variant_SideScrolling/Gameplay/SideScrollingJumpPad.h +++ /dev/null @@ -1,39 +0,0 @@ -// Copyright Epic Games, Inc. All Rights Reserved. - -#pragma once - -#include "CoreMinimal.h" -#include "GameFramework/Actor.h" -#include "SideScrollingJumpPad.generated.h" - -class UBoxComponent; - -/** - * A simple jump pad that launches characters into the air - */ -UCLASS(abstract) -class ASideScrollingJumpPad : public AActor -{ - GENERATED_BODY() - - /** Jump pad bounding box */ - UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Components", meta = (AllowPrivateAccess = "true")) - UBoxComponent* Box; - -protected: - - /** Vertical velocity to set the character to when they use the jump pad */ - UPROPERTY(EditAnywhere, Category="Jump Pad", meta = (ClampMin=0, ClampMax=10000, Units="cm/s")) - float ZStrength = 1000.0f; - -public: - - /** Constructor */ - ASideScrollingJumpPad(); - -protected: - - UFUNCTION() - void BeginOverlap(AActor* OverlappedActor, AActor* OtherActor); - -}; diff --git a/Source/AgrarianGame/Variant_SideScrolling/Gameplay/SideScrollingMovingPlatform.cpp b/Source/AgrarianGame/Variant_SideScrolling/Gameplay/SideScrollingMovingPlatform.cpp deleted file mode 100644 index 7c5b7a8..0000000 --- a/Source/AgrarianGame/Variant_SideScrolling/Gameplay/SideScrollingMovingPlatform.cpp +++ /dev/null @@ -1,40 +0,0 @@ -// Copyright Epic Games, Inc. All Rights Reserved. - - -#include "SideScrollingMovingPlatform.h" -#include "Components/SceneComponent.h" - -ASideScrollingMovingPlatform::ASideScrollingMovingPlatform() -{ - PrimaryActorTick.bCanEverTick = false; - - // create the root comp - RootComponent = CreateDefaultSubobject(TEXT("Root")); -} - -void ASideScrollingMovingPlatform::Interaction(AActor* Interactor) -{ - // ignore interactions if we're already moving - if (bMoving) - { - return; - } - - // raise the movement flag - bMoving = true; - - // pass control to BP for the actual movement - BP_MoveToTarget(); -} - -void ASideScrollingMovingPlatform::ResetInteraction() -{ - // ignore if this is a one-shot platform - if (bOneShot) - { - return; - } - - // reset the movement flag - bMoving = false; -} diff --git a/Source/AgrarianGame/Variant_SideScrolling/Gameplay/SideScrollingMovingPlatform.h b/Source/AgrarianGame/Variant_SideScrolling/Gameplay/SideScrollingMovingPlatform.h deleted file mode 100644 index 6b89732..0000000 --- a/Source/AgrarianGame/Variant_SideScrolling/Gameplay/SideScrollingMovingPlatform.h +++ /dev/null @@ -1,60 +0,0 @@ -// Copyright Epic Games, Inc. All Rights Reserved. - -#pragma once - -#include "CoreMinimal.h" -#include "GameFramework/Actor.h" -#include "SideScrollingInteractable.h" -#include "SideScrollingMovingPlatform.generated.h" - -/** - * Simple moving platform that can be triggered through interactions by other actors. - * The actual movement is performed by Blueprint code through latent execution nodes. - */ -UCLASS(abstract) -class ASideScrollingMovingPlatform : public AActor, public ISideScrollingInteractable -{ - GENERATED_BODY() - -public: - - /** Constructor */ - ASideScrollingMovingPlatform(); - -protected: - - /** If this is true, the platform is mid-movement and will ignore further interactions */ - bool bMoving = false; - - /** Destination of the platform in world space */ - UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Moving Platform") - FVector PlatformTarget; - - /** Time for the platform to move to the destination */ - UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Moving Platform", meta = (ClampMin = 0, ClampMax = 10, Units="s")) - float MoveDuration = 5.0f; - - /** If this is true, the platform will only move once. */ - UPROPERTY(EditAnywhere, Category="Moving Platform") - bool bOneShot = false; - -public: - -// ~begin IInteractable interface - - /** Performs an interaction triggered by another actor */ - virtual void Interaction(AActor* Interactor) override; - -// ~end IInteractable interface - - /** Resets the interaction state. Must be called from BP code to reset the platform */ - UFUNCTION(BlueprintCallable, Category="Moving Platform") - virtual void ResetInteraction(); - -protected: - - /** Allows Blueprint code to do the actual platform movement */ - UFUNCTION(BlueprintImplementableEvent, BlueprintCallable, Category="Moving Platform", meta = (DisplayName="Move to Target")) - void BP_MoveToTarget(); - -}; diff --git a/Source/AgrarianGame/Variant_SideScrolling/Gameplay/SideScrollingPickup.cpp b/Source/AgrarianGame/Variant_SideScrolling/Gameplay/SideScrollingPickup.cpp deleted file mode 100644 index bbe3753..0000000 --- a/Source/AgrarianGame/Variant_SideScrolling/Gameplay/SideScrollingPickup.cpp +++ /dev/null @@ -1,55 +0,0 @@ -// Copyright Epic Games, Inc. All Rights Reserved. - - -#include "SideScrollingPickup.h" -#include "GameFramework/Character.h" -#include "SideScrollingGameMode.h" -#include "Components/SphereComponent.h" -#include "Components/SceneComponent.h" -#include "Engine/World.h" - -ASideScrollingPickup::ASideScrollingPickup() -{ - PrimaryActorTick.bCanEverTick = false; - - // create the root comp - RootComponent = CreateDefaultSubobject(TEXT("Root")); - - // create the bounding sphere - Sphere = CreateDefaultSubobject(TEXT("Collision")); - Sphere->SetupAttachment(RootComponent); - - Sphere->SetSphereRadius(100.0f); - - Sphere->SetCollisionObjectType(ECC_WorldDynamic); - Sphere->SetCollisionEnabled(ECollisionEnabled::QueryOnly); - Sphere->SetCollisionResponseToAllChannels(ECR_Ignore); - Sphere->SetCollisionResponseToChannel(ECC_Pawn, ECR_Overlap); - - // add the overlap handler - OnActorBeginOverlap.AddDynamic(this, &ASideScrollingPickup::BeginOverlap); -} - -void ASideScrollingPickup::BeginOverlap(AActor* OverlappedActor, AActor* OtherActor) -{ - // have we collided against a character? - if (ACharacter* OverlappedCharacter = Cast(OtherActor)) - { - // is this the player character? - if (OverlappedCharacter->IsPlayerControlled()) - { - // get the game mode - if (ASideScrollingGameMode* GM = Cast(GetWorld()->GetAuthGameMode())) - { - // tell the game mode to process a pickup - GM->ProcessPickup(); - - // disable collision so we don't get picked up again - SetActorEnableCollision(false); - - // Call the BP handler. It will be responsible for destroying the pickup - BP_OnPickedUp(); - } - } - } -} \ No newline at end of file diff --git a/Source/AgrarianGame/Variant_SideScrolling/Gameplay/SideScrollingPickup.h b/Source/AgrarianGame/Variant_SideScrolling/Gameplay/SideScrollingPickup.h deleted file mode 100644 index 80e80d0..0000000 --- a/Source/AgrarianGame/Variant_SideScrolling/Gameplay/SideScrollingPickup.h +++ /dev/null @@ -1,38 +0,0 @@ -// Copyright Epic Games, Inc. All Rights Reserved. - -#pragma once - -#include "CoreMinimal.h" -#include "GameFramework/Actor.h" -#include "SideScrollingPickup.generated.h" - -class USphereComponent; - -/** - * A simple side scrolling game pickup - * Increments a counter on the GameMode - */ -UCLASS(abstract) -class ASideScrollingPickup : public AActor -{ - GENERATED_BODY() - - /** Pickup bounding sphere */ - UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category ="Components", meta = (AllowPrivateAccess = "true")) - USphereComponent* Sphere; - -public: - - /** Constructor */ - ASideScrollingPickup(); - -protected: - - /** Handles pickup collision */ - UFUNCTION() - void BeginOverlap(AActor* OverlappedActor, AActor* OtherActor); - - /** Passes control to BP to play effects on pickup */ - UFUNCTION(BlueprintImplementableEvent, Category="Pickup", meta = (DisplayName = "On Picked Up")) - void BP_OnPickedUp(); -}; diff --git a/Source/AgrarianGame/Variant_SideScrolling/Gameplay/SideScrollingSoftPlatform.cpp b/Source/AgrarianGame/Variant_SideScrolling/Gameplay/SideScrollingSoftPlatform.cpp deleted file mode 100644 index 81f9139..0000000 --- a/Source/AgrarianGame/Variant_SideScrolling/Gameplay/SideScrollingSoftPlatform.cpp +++ /dev/null @@ -1,59 +0,0 @@ -// Copyright Epic Games, Inc. All Rights Reserved. - - -#include "SideScrollingSoftPlatform.h" -#include "Components/SceneComponent.h" -#include "Components/StaticMeshComponent.h" -#include "Components/BoxComponent.h" -#include "SideScrollingCharacter.h" - -ASideScrollingSoftPlatform::ASideScrollingSoftPlatform() -{ - PrimaryActorTick.bCanEverTick = true; - - // create the root component - RootComponent = Root = CreateDefaultSubobject(TEXT("Root")); - - // create the mesh - Mesh = CreateDefaultSubobject(TEXT("Mesh")); - Mesh->SetupAttachment(Root); - - Mesh->SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics); - Mesh->SetCollisionObjectType(ECC_WorldStatic); - Mesh->SetCollisionResponseToAllChannels(ECR_Block); - - // create the collision check box - CollisionCheckBox = CreateDefaultSubobject(TEXT("Collision Check Box")); - CollisionCheckBox->SetupAttachment(Mesh); - - CollisionCheckBox->SetRelativeLocation(FVector(0.0f, 0.0f, -40.0f)); - CollisionCheckBox->SetCollisionEnabled(ECollisionEnabled::QueryOnly); - CollisionCheckBox->SetCollisionObjectType(ECC_WorldDynamic); - CollisionCheckBox->SetCollisionResponseToAllChannels(ECR_Ignore); - CollisionCheckBox->SetCollisionResponseToChannel(ECC_Pawn, ECR_Overlap); - - // subscribe to the overlap events - CollisionCheckBox->OnComponentBeginOverlap.AddDynamic(this, &ASideScrollingSoftPlatform::OnSoftCollisionOverlap); -} - -void ASideScrollingSoftPlatform::OnSoftCollisionOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult) -{ - // have we overlapped a character? - if (ASideScrollingCharacter* Char = Cast(OtherActor)) - { - // disable the soft collision channel - Char->SetSoftCollision(true); - } -} - -void ASideScrollingSoftPlatform::NotifyActorEndOverlap(AActor* OtherActor) -{ - Super::NotifyActorEndOverlap(OtherActor); - - // have we overlapped a character? - if (ASideScrollingCharacter* Char = Cast(OtherActor)) - { - // enable the soft collision channel - Char->SetSoftCollision(false); - } -} diff --git a/Source/AgrarianGame/Variant_SideScrolling/Gameplay/SideScrollingSoftPlatform.h b/Source/AgrarianGame/Variant_SideScrolling/Gameplay/SideScrollingSoftPlatform.h deleted file mode 100644 index 04ed012..0000000 --- a/Source/AgrarianGame/Variant_SideScrolling/Gameplay/SideScrollingSoftPlatform.h +++ /dev/null @@ -1,46 +0,0 @@ -// Copyright Epic Games, Inc. All Rights Reserved. - -#pragma once - -#include "CoreMinimal.h" -#include "GameFramework/Actor.h" -#include "SideScrollingSoftPlatform.generated.h" - -class USceneComponent; -class UStaticMeshComponent; -class UBoxComponent; - -/** - * A side scrolling game platform that the character can jump or drop through. - */ -UCLASS(abstract) -class ASideScrollingSoftPlatform : public AActor -{ - GENERATED_BODY() - - /** Root component */ - UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category ="Components", meta = (AllowPrivateAccess = "true")) - USceneComponent* Root; - - /** Platform mesh. The part we collide against and see */ - UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category ="Components", meta = (AllowPrivateAccess = "true")) - UStaticMeshComponent* Mesh; - - /** Collision volume that toggles soft collision on the character when they're below the platform. */ - UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category ="Components", meta = (AllowPrivateAccess = "true")) - UBoxComponent* CollisionCheckBox; - -public: - - /** Constructor */ - ASideScrollingSoftPlatform(); - -protected: - - /** Handles soft collision check box overlaps */ - UFUNCTION() - void OnSoftCollisionOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult); - - /** Restores soft collision state when overlap ends */ - virtual void NotifyActorEndOverlap(AActor* OtherActor) override; -}; diff --git a/Source/AgrarianGame/Variant_SideScrolling/Interfaces/SideScrollingInteractable.cpp b/Source/AgrarianGame/Variant_SideScrolling/Interfaces/SideScrollingInteractable.cpp deleted file mode 100644 index d44da2b..0000000 --- a/Source/AgrarianGame/Variant_SideScrolling/Interfaces/SideScrollingInteractable.cpp +++ /dev/null @@ -1,6 +0,0 @@ -// Copyright Epic Games, Inc. All Rights Reserved. - - -#include "SideScrollingInteractable.h" - -// Add default functionality here for any IInteractable functions that are not pure virtual. diff --git a/Source/AgrarianGame/Variant_SideScrolling/Interfaces/SideScrollingInteractable.h b/Source/AgrarianGame/Variant_SideScrolling/Interfaces/SideScrollingInteractable.h deleted file mode 100644 index 05d43d1..0000000 --- a/Source/AgrarianGame/Variant_SideScrolling/Interfaces/SideScrollingInteractable.h +++ /dev/null @@ -1,31 +0,0 @@ -// Copyright Epic Games, Inc. All Rights Reserved. - -#pragma once - -#include "CoreMinimal.h" -#include "UObject/Interface.h" -#include "SideScrollingInteractable.generated.h" - -/** - * - */ -UINTERFACE(MinimalAPI, NotBlueprintable) -class USideScrollingInteractable : public UInterface -{ - GENERATED_BODY() -}; - -/** - * Simple interface to allow Actors to interact without having knowledge of their internal implementation. - */ -class ISideScrollingInteractable -{ - GENERATED_BODY() - -public: - - /** Triggers an interaction by the provided Actor */ - UFUNCTION(BlueprintCallable, Category="Interactable") - virtual void Interaction(AActor* Interactor) = 0; - -}; diff --git a/Source/AgrarianGame/Variant_SideScrolling/SideScrollingCameraManager.cpp b/Source/AgrarianGame/Variant_SideScrolling/SideScrollingCameraManager.cpp deleted file mode 100644 index 9aa30ac..0000000 --- a/Source/AgrarianGame/Variant_SideScrolling/SideScrollingCameraManager.cpp +++ /dev/null @@ -1,105 +0,0 @@ -// Copyright Epic Games, Inc. All Rights Reserved. - - -#include "SideScrollingCameraManager.h" -#include "GameFramework/Pawn.h" -#include "Engine/HitResult.h" -#include "CollisionQueryParams.h" -#include "Engine/World.h" - -void ASideScrollingCameraManager::UpdateViewTarget(FTViewTarget& OutVT, float DeltaTime) -{ - // ensure the view target is a pawn - APawn* TargetPawn = Cast(OutVT.Target); - - // is our target valid? - if (IsValid(TargetPawn)) - { - // set the view target FOV and rotation - OutVT.POV.Rotation = FRotator(0.0f, -90.0f, 0.0f); - OutVT.POV.FOV = 65.0f; - - // cache the current location - FVector CurrentActorLocation = OutVT.Target->GetActorLocation(); - - // copy the current camera location - FVector CurrentCameraLocation = GetCameraLocation(); - - // calculate the "zoom distance" - in reality the distance we want to keep to the target - float CurrentY = CurrentZoom + CurrentActorLocation.Y; - - // do first-time setup - if (bSetup) - { - // lower the setup flag - bSetup = false; - - // initialize the camera viewpoint and return - OutVT.POV.Location.X = CurrentActorLocation.X; - OutVT.POV.Location.Y = CurrentY; - OutVT.POV.Location.Z = CurrentActorLocation.Z + CameraZOffset; - - // save the current camera height - CurrentZ = OutVT.POV.Location.Z; - - // skip the rest of the calculations - return; - } - - // check if the camera needs to update its height - bool bZUpdate = false; - - // is the character moving vertically? - if (FMath::IsNearlyZero(TargetPawn->GetVelocity().Z)) - { - // determine if we need to do a height update - bZUpdate = FMath::IsNearlyEqual(CurrentZ, CurrentCameraLocation.Z, 25.0f); - - } else { - - // run a trace below the character to determine if we need to do a height update - FHitResult OutHit; - - const FVector End = CurrentActorLocation + FVector(0.0f, 0.0f, -1000.0f); - - FCollisionQueryParams QueryParams; - QueryParams.AddIgnoredActor(TargetPawn); - - // only update height if we're not about to hit ground - bZUpdate = !GetWorld()->LineTraceSingleByChannel(OutHit, CurrentActorLocation, End, ECC_Visibility, QueryParams); - - } - - // do we need to do a height update? - if (bZUpdate) - { - - // set the height goal from the actor location - CurrentZ = CurrentActorLocation.Z; - - } else { - - // are we close enough to the target height? - if (FMath::IsNearlyEqual(CurrentZ, CurrentActorLocation.Z, 100.0f)) - { - // set the height goal from the actor location - CurrentZ = CurrentActorLocation.Z; - - } else { - - // blend the height towards the actor location - CurrentZ = FMath::FInterpTo(CurrentZ, CurrentActorLocation.Z, DeltaTime, 2.0f); - - } - - } - - // clamp the X axis to the min and max camera bounds - float CurrentX = FMath::Clamp(CurrentActorLocation.X, CameraXMinBounds, CameraXMaxBounds); - - // blend towards the new camera location and update the output - FVector TargetCameraLocation(CurrentX, CurrentY, CurrentZ); - - OutVT.POV.Location = FMath::VInterpTo(CurrentCameraLocation, TargetCameraLocation, DeltaTime, 2.0f); - } -} \ No newline at end of file diff --git a/Source/AgrarianGame/Variant_SideScrolling/SideScrollingCameraManager.h b/Source/AgrarianGame/Variant_SideScrolling/SideScrollingCameraManager.h deleted file mode 100644 index 7286306..0000000 --- a/Source/AgrarianGame/Variant_SideScrolling/SideScrollingCameraManager.h +++ /dev/null @@ -1,47 +0,0 @@ -// Copyright Epic Games, Inc. All Rights Reserved. - -#pragma once - -#include "CoreMinimal.h" -#include "Camera/PlayerCameraManager.h" -#include "SideScrollingCameraManager.generated.h" - -/** - * Simple side scrolling camera with smooth scrolling and horizontal bounds - */ -UCLASS() -class ASideScrollingCameraManager : public APlayerCameraManager -{ - GENERATED_BODY() - -public: - - /** Overrides the default camera view target calculation */ - virtual void UpdateViewTarget(FTViewTarget& OutVT, float DeltaTime) override; - -public: - - /** How close we want to stay to the view target */ - UPROPERTY(EditAnywhere, Category="Side Scrolling Camera", meta=(ClampMin=0, ClampMax=10000, Units="cm")) - float CurrentZoom = 1000.0f; - - /** How far above the target do we want the camera to focus */ - UPROPERTY(EditAnywhere, Category="Side Scrolling Camera", meta=(ClampMin=0, ClampMax=10000, Units="cm")) - float CameraZOffset = 100.0f; - - /** Minimum camera scrolling bounds in world space */ - UPROPERTY(EditAnywhere, Category="Side Scrolling Camera", meta=(ClampMin=-100000, ClampMax=100000, Units="cm")) - float CameraXMinBounds = -400.0f; - - /** Maximum camera scrolling bounds in world space */ - UPROPERTY(EditAnywhere, Category="Side Scrolling Camera", meta=(ClampMin=-100000, ClampMax=100000, Units="cm")) - float CameraXMaxBounds = 10000.0f; - -protected: - - /** Last cached camera vertical location. The camera only adjusts its height if necessary. */ - float CurrentZ = 0.0f; - - /** First-time update camera setup flag */ - bool bSetup = true; -}; diff --git a/Source/AgrarianGame/Variant_SideScrolling/SideScrollingCharacter.cpp b/Source/AgrarianGame/Variant_SideScrolling/SideScrollingCharacter.cpp deleted file mode 100644 index b11faa5..0000000 --- a/Source/AgrarianGame/Variant_SideScrolling/SideScrollingCharacter.cpp +++ /dev/null @@ -1,350 +0,0 @@ -// Copyright Epic Games, Inc. All Rights Reserved. - - -#include "SideScrollingCharacter.h" -#include "GameFramework/CharacterMovementComponent.h" -#include "Components/CapsuleComponent.h" -#include "Camera/CameraComponent.h" -#include "Components/InputComponent.h" -#include "InputActionValue.h" -#include "EnhancedInputComponent.h" -#include "InputAction.h" -#include "Engine/World.h" -#include "SideScrollingInteractable.h" -#include "Kismet/KismetMathLibrary.h" -#include "TimerManager.h" - -ASideScrollingCharacter::ASideScrollingCharacter() -{ - PrimaryActorTick.bCanEverTick = true; - - // create the camera component - Camera = CreateDefaultSubobject(TEXT("Camera")); - Camera->SetupAttachment(RootComponent); - - Camera->SetRelativeLocationAndRotation(FVector(0.0f, 300.0f, 0.0f), FRotator(0.0f, -90.0f, 0.0f)); - - // configure the collision capsule - GetCapsuleComponent()->SetCapsuleSize(35.0f, 90.0f); - - // configure the Pawn properties - bUseControllerRotationYaw = false; - - // configure the character movement component - GetCharacterMovement()->GravityScale = 1.75f; - GetCharacterMovement()->MaxAcceleration = 1500.0f; - GetCharacterMovement()->BrakingFrictionFactor = 1.0f; - GetCharacterMovement()->bUseSeparateBrakingFriction = true; - GetCharacterMovement()->Mass = 500.0f; - - GetCharacterMovement()->SetWalkableFloorAngle(75.0f); - GetCharacterMovement()->MaxWalkSpeed = 500.0f; - GetCharacterMovement()->MinAnalogWalkSpeed = 20.0f; - GetCharacterMovement()->BrakingDecelerationWalking = 2000.0f; - GetCharacterMovement()->bIgnoreBaseRotation = true; - - GetCharacterMovement()->PerchRadiusThreshold = 15.0f; - GetCharacterMovement()->LedgeCheckThreshold = 6.0f; - - GetCharacterMovement()->JumpZVelocity = 750.0f; - GetCharacterMovement()->AirControl = 1.0f; - - GetCharacterMovement()->RotationRate = FRotator(0.0f, 750.0f, 0.0f); - GetCharacterMovement()->bOrientRotationToMovement = true; - - GetCharacterMovement()->SetPlaneConstraintNormal(FVector(0.0f, 1.0f, 0.0f)); - GetCharacterMovement()->bConstrainToPlane = true; - - // enable double jump and coyote time - JumpMaxCount = 3; -} - -void ASideScrollingCharacter::EndPlay(EEndPlayReason::Type EndPlayReason) -{ - Super::EndPlay(EndPlayReason); - - // clear the wall jump timer - GetWorld()->GetTimerManager().ClearTimer(WallJumpTimer); -} - -void ASideScrollingCharacter::SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) -{ - Super::SetupPlayerInputComponent(PlayerInputComponent); - - // Set up action bindings - if (UEnhancedInputComponent* EnhancedInputComponent = Cast(PlayerInputComponent)) - { - // Jumping - EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Started, this, &ASideScrollingCharacter::DoJumpStart); - EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Completed, this, &ASideScrollingCharacter::DoJumpEnd); - - // Interacting - EnhancedInputComponent->BindAction(InteractAction, ETriggerEvent::Triggered, this, &ASideScrollingCharacter::DoInteract); - - // Moving - EnhancedInputComponent->BindAction(MoveAction, ETriggerEvent::Triggered, this, &ASideScrollingCharacter::Move); - - // Dropping from platform - EnhancedInputComponent->BindAction(DropAction, ETriggerEvent::Triggered, this, &ASideScrollingCharacter::Drop); - EnhancedInputComponent->BindAction(DropAction, ETriggerEvent::Completed, this, &ASideScrollingCharacter::DropReleased); - - } -} - -void ASideScrollingCharacter::NotifyHit(class UPrimitiveComponent* MyComp, AActor* Other, class UPrimitiveComponent* OtherComp, bool bSelfMoved, FVector HitLocation, FVector HitNormal, FVector NormalImpulse, const FHitResult& Hit) -{ - Super::NotifyHit(MyComp, Other, OtherComp, bSelfMoved, HitLocation, HitNormal, NormalImpulse, Hit); - - // only apply push impulse if we're falling - if (!GetCharacterMovement()->IsFalling()) - { - return; - } - - // ensure the colliding component is valid - if (OtherComp) - { - // ensure the component is movable and simulating physics - if (OtherComp->Mobility == EComponentMobility::Movable && OtherComp->IsSimulatingPhysics()) - { - const FVector PushDir = FVector(ActionValueY > 0.0f ? 1.0f : -1.0f, 0.0f, 0.0f); - - // push the component away - OtherComp->AddImpulse(PushDir * JumpPushImpulse, NAME_None, true); - } - } -} - -void ASideScrollingCharacter::Landed(const FHitResult& Hit) -{ - // reset the double jump - bHasDoubleJumped = false; -} - -void ASideScrollingCharacter::OnMovementModeChanged(EMovementMode PrevMovementMode, uint8 PreviousCustomMode /*= 0*/) -{ - Super::OnMovementModeChanged(PrevMovementMode, PreviousCustomMode); - - // are we falling? - if (GetCharacterMovement()->MovementMode == EMovementMode::MOVE_Falling) - { - // save the game time when we started falling, so we can check it later for coyote time jumps - LastFallTime = GetWorld()->GetTimeSeconds(); - } -} - -void ASideScrollingCharacter::Move(const FInputActionValue& Value) -{ - FVector2D MoveVector = Value.Get(); - - // route the input - DoMove(MoveVector.Y); -} - -void ASideScrollingCharacter::Drop(const FInputActionValue& Value) -{ - // route the input - DoDrop(Value.Get()); -} - -void ASideScrollingCharacter::DropReleased(const FInputActionValue& Value) -{ - // reset the input - DoDrop(0.0f); -} - -void ASideScrollingCharacter::DoMove(float Forward) -{ - // is movement temporarily disabled after wall jumping? - if (!bHasWallJumped) - { - // save the movement values - ActionValueY = Forward; - - // figure out the movement direction - const FVector MoveDir = FVector(1.0f, Forward > 0.0f ? 0.1f : -0.1f, 0.0f); - - // apply the movement input - AddMovementInput(MoveDir, Forward); - } -} - -void ASideScrollingCharacter::DoDrop(float Value) -{ - // save the movement value - DropValue = Value; -} - -void ASideScrollingCharacter::DoJumpStart() -{ - // handle advanced jump behaviors - MultiJump(); -} - -void ASideScrollingCharacter::DoJumpEnd() -{ - StopJumping(); -} - -void ASideScrollingCharacter::DoInteract() -{ - // do a sphere trace to look for interactive objects - FHitResult OutHit; - - const FVector Start = GetActorLocation(); - const FVector End = Start + FVector(100.0f, 0.0f, 0.0f); - - FCollisionShape ColSphere; - ColSphere.SetSphere(InteractionRadius); - - FCollisionObjectQueryParams ObjectParams; - ObjectParams.AddObjectTypesToQuery(ECC_Pawn); - ObjectParams.AddObjectTypesToQuery(ECC_WorldDynamic); - - FCollisionQueryParams QueryParams; - QueryParams.AddIgnoredActor(this); - - if (GetWorld()->SweepSingleByObjectType(OutHit, Start, End, FQuat::Identity, ObjectParams, ColSphere, QueryParams)) - { - // have we hit an interactable? - if (ISideScrollingInteractable* Interactable = Cast(OutHit.GetActor())) - { - // interact - Interactable->Interaction(this); - } - } -} - -void ASideScrollingCharacter::MultiJump() -{ - // does the user want to drop to a lower platform? - if (DropValue > 0.0f) - { - CheckForSoftCollision(); - return; - } - - // reset the drop value - DropValue = 0.0f; - - // if we're grounded, disregard advanced jump logic - if (!GetCharacterMovement()->IsFalling()) - { - Jump(); - return; - } - - // if we have a horizontal input, try for wall jump first - if (!bHasWallJumped && !FMath::IsNearlyZero(ActionValueY)) - { - // trace ahead of the character for walls - FHitResult OutHit; - - const FVector Start = GetActorLocation(); - const FVector End = Start + (FVector(ActionValueY > 0.0f ? 1.0f : -1.0f, 0.0f, 0.0f) * WallJumpTraceDistance); - - FCollisionQueryParams QueryParams; - QueryParams.AddIgnoredActor(this); - - GetWorld()->LineTraceSingleByChannel(OutHit, Start, End, ECC_Visibility, QueryParams); - - if (OutHit.bBlockingHit) - { - // rotate to the bounce direction - const FRotator BounceRot = UKismetMathLibrary::MakeRotFromX(OutHit.ImpactNormal); - SetActorRotation(FRotator(0.0f, BounceRot.Yaw, 0.0f)); - - // calculate the impulse vector - FVector WallJumpImpulse = OutHit.ImpactNormal * WallJumpHorizontalImpulse; - WallJumpImpulse.Z = GetCharacterMovement()->JumpZVelocity * WallJumpVerticalMultiplier; - - // launch the character away from the wall - LaunchCharacter(WallJumpImpulse, true, true); - - // enable wall jump lockout for a bit - bHasWallJumped = true; - - // schedule wall jump lockout reset - GetWorld()->GetTimerManager().SetTimer(WallJumpTimer, this, &ASideScrollingCharacter::ResetWallJump, DelayBetweenWallJumps, false); - - return; - } - } - - - - // test for double jump only if we haven't already tested for wall jump - if (!bHasWallJumped) - { - // are we still within coyote time frames? - if (GetWorld()->GetTimeSeconds() - LastFallTime < MaxCoyoteTime) - { - UE_LOG(LogTemp, Warning, TEXT("Coyote Jump")); - - // use the built-in CMC functionality to do the jump - Jump(); - - // no coyote time jump - } else { - - // The movement component handles double jump but we still need to manage the flag for animation - if (!bHasDoubleJumped) - { - // raise the double jump flag - bHasDoubleJumped = true; - - // let the CMC handle jump - Jump(); - } - } - } -} - -void ASideScrollingCharacter::CheckForSoftCollision() -{ - // reset the drop value - DropValue = 0.0f; - - // trace down - FHitResult OutHit; - - const FVector Start = GetActorLocation(); - const FVector End = Start + (FVector::DownVector * SoftCollisionTraceDistance); - - FCollisionObjectQueryParams ObjectParams; - ObjectParams.AddObjectTypesToQuery(SoftCollisionObjectType); - - FCollisionQueryParams QueryParams; - QueryParams.AddIgnoredActor(this); - - GetWorld()->LineTraceSingleByObjectType(OutHit, Start, End, ObjectParams, QueryParams); - - // did we hit a soft floor? - if (OutHit.GetActor()) - { - // drop through the floor - SetSoftCollision(true); - } -} - -void ASideScrollingCharacter::ResetWallJump() -{ - // reset the wall jump flag - bHasWallJumped = false; -} - -void ASideScrollingCharacter::SetSoftCollision(bool bEnabled) -{ - // enable or disable collision response to the soft collision channel - GetCapsuleComponent()->SetCollisionResponseToChannel(SoftCollisionObjectType, bEnabled ? ECR_Ignore : ECR_Block); -} - -bool ASideScrollingCharacter::HasDoubleJumped() const -{ - return bHasDoubleJumped; -} - -bool ASideScrollingCharacter::HasWallJumped() const -{ - return bHasWallJumped; -} diff --git a/Source/AgrarianGame/Variant_SideScrolling/SideScrollingCharacter.h b/Source/AgrarianGame/Variant_SideScrolling/SideScrollingCharacter.h deleted file mode 100644 index 9815e8b..0000000 --- a/Source/AgrarianGame/Variant_SideScrolling/SideScrollingCharacter.h +++ /dev/null @@ -1,180 +0,0 @@ -// Copyright Epic Games, Inc. All Rights Reserved. - -#pragma once - -#include "CoreMinimal.h" -#include "GameFramework/Character.h" -#include "SideScrollingCharacter.generated.h" - -class UCameraComponent; -class UInputAction; -struct FInputActionValue; - -/** - * A player-controllable character side scrolling game - */ -UCLASS(abstract) -class ASideScrollingCharacter : public ACharacter -{ - GENERATED_BODY() - - /** Player camera */ - UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category ="Camera", meta = (AllowPrivateAccess = "true")) - UCameraComponent* Camera; - -protected: - - /** Move Input Action */ - UPROPERTY(EditAnywhere, Category="Input") - UInputAction* MoveAction; - - /** Jump Input Action */ - UPROPERTY(EditAnywhere, Category="Input") - UInputAction* JumpAction; - - /** Drop from Platform Action */ - UPROPERTY(EditAnywhere, Category="Input") - UInputAction* DropAction; - - /** Interact Input Action */ - UPROPERTY(EditAnywhere, Category="Input") - UInputAction* InteractAction; - - /** Impulse to manually push physics objects while we're in midair */ - UPROPERTY(EditAnywhere, Category="Side Scrolling|Jump") - float JumpPushImpulse = 600.0f; - - /** Max distance that interactive objects can be triggered */ - UPROPERTY(EditAnywhere, Category="Side Scrolling|Interaction") - float InteractionRadius = 200.0f; - - /** Time to disable input after a wall jump to preserve momentum */ - UPROPERTY(EditAnywhere, Category="Side Scrolling|Wall Jump") - float DelayBetweenWallJumps = 0.3f; - - /** Distance to trace ahead of the character for wall jumps */ - UPROPERTY(EditAnywhere, Category="Side Scrolling|Wall Jump") - float WallJumpTraceDistance = 50.0f; - - /** Horizontal impulse to apply to the character during wall jumps */ - UPROPERTY(EditAnywhere, Category="Side Scrolling|Wall Jump") - float WallJumpHorizontalImpulse = 500.0f; - - /** Multiplies the jump Z velocity for wall jumps. */ - UPROPERTY(EditAnywhere, Category="Side Scrolling|Wall Jump") - float WallJumpVerticalMultiplier = 1.4f; - - /** Collision object type to use for soft collision traces (dropping down floors) */ - UPROPERTY(EditAnywhere, Category="Side Scrolling|Soft Platforms") - TEnumAsByte SoftCollisionObjectType; - - /** Distance to trace down during soft collision checks */ - UPROPERTY(EditAnywhere, Category="Side Scrolling|Soft Platforms") - float SoftCollisionTraceDistance = 1000.0f; - - /** Last recorded time when this character started falling */ - float LastFallTime = 0.0f; - - /** Max amount of time that can pass since we started falling when we allow a regular jump */ - UPROPERTY(EditAnywhere, Category="Side Scrolling|Coyote Time", meta = (ClampMin = 0, ClampMax = 5, Units = "s")) - float MaxCoyoteTime = 0.16f; - - /** Wall jump lockout timer */ - FTimerHandle WallJumpTimer; - - /** Last captured horizontal movement input value */ - float ActionValueY = 0.0f; - - /** Last captured platform drop axis value */ - float DropValue = 0.0f; - - /** If true, this character has already wall jumped */ - bool bHasWallJumped = false; - - /** If true, this character has already double jumped */ - bool bHasDoubleJumped = false; - - /** If true, this character is moving along the side scrolling axis */ - bool bMovingHorizontally = false; - -public: - - /** Constructor */ - ASideScrollingCharacter(); - -protected: - - /** Gameplay cleanup */ - virtual void EndPlay(EEndPlayReason::Type EndPlayReason) override; - - /** Initialize input action bindings */ - virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override; - - /** Collision handling */ - virtual void NotifyHit(class UPrimitiveComponent* MyComp, AActor* Other, class UPrimitiveComponent* OtherComp, bool bSelfMoved, FVector HitLocation, FVector HitNormal, FVector NormalImpulse, const FHitResult& Hit) override; - - /** Landing handling */ - virtual void Landed(const FHitResult& Hit) override; - - /** Handle movement mode changes to keep track of coyote time jumps */ - virtual void OnMovementModeChanged(EMovementMode PrevMovementMode, uint8 PreviousCustomMode = 0) override; - -protected: - - /** Called for movement input */ - void Move(const FInputActionValue& Value); - - /** Called for drop from platform input */ - void Drop(const FInputActionValue& Value); - - /** Called for drop from platform input release */ - void DropReleased(const FInputActionValue& Value); - -public: - - /** Handles move inputs from either controls or UI interfaces */ - UFUNCTION(BlueprintCallable, Category="Input") - virtual void DoMove(float Forward); - - /** Handles drop inputs from either controls or UI interfaces */ - UFUNCTION(BlueprintCallable, Category="Input") - virtual void DoDrop(float Value); - - /** Handles jump pressed inputs from either controls or UI interfaces */ - UFUNCTION(BlueprintCallable, Category="Input") - virtual void DoJumpStart(); - - /** Handles jump pressed inputs from either controls or UI interfaces */ - UFUNCTION(BlueprintCallable, Category="Input") - virtual void DoJumpEnd(); - - /** Handles interact inputs from either controls or UI interfaces */ - UFUNCTION(BlueprintCallable, Category="Input") - virtual void DoInteract(); - -protected: - - /** Handles advanced jump logic */ - void MultiJump(); - - /** Checks for soft collision with platforms */ - void CheckForSoftCollision(); - - /** Resets wall jump lockout. Called from timer after a wall jump */ - void ResetWallJump(); - -public: - - /** Sets the soft collision response. True passes, False blocks */ - void SetSoftCollision(bool bEnabled); - -public: - - /** Returns true if the character has just double jumped */ - UFUNCTION(BlueprintPure, Category="Side Scrolling") - bool HasDoubleJumped() const; - - /** Returns true if the character has just wall jumped */ - UFUNCTION(BlueprintPure, Category="Side Scrolling") - bool HasWallJumped() const; -}; diff --git a/Source/AgrarianGame/Variant_SideScrolling/SideScrollingGameMode.cpp b/Source/AgrarianGame/Variant_SideScrolling/SideScrollingGameMode.cpp deleted file mode 100644 index 1fa5246..0000000 --- a/Source/AgrarianGame/Variant_SideScrolling/SideScrollingGameMode.cpp +++ /dev/null @@ -1,35 +0,0 @@ -// Copyright Epic Games, Inc. All Rights Reserved. - - -#include "SideScrollingGameMode.h" -#include "Kismet/GameplayStatics.h" -#include "Blueprint/UserWidget.h" -#include "SideScrollingUI.h" -#include "SideScrollingPickup.h" - -void ASideScrollingGameMode::BeginPlay() -{ - Super::BeginPlay(); - - // create the game UI - APlayerController* OwningPlayer = UGameplayStatics::GetPlayerController(GetWorld(), 0); - - UserInterface = CreateWidget(OwningPlayer, UserInterfaceClass); - - check(UserInterface); -} - -void ASideScrollingGameMode::ProcessPickup() -{ - // increment the pickups counter - ++PickupsCollected; - - // if this is the first pickup we collect, show the UI - if (PickupsCollected == 1) - { - UserInterface->AddToViewport(0); - } - - // update the pickups counter on the UI - UserInterface->UpdatePickups(PickupsCollected); -} \ No newline at end of file diff --git a/Source/AgrarianGame/Variant_SideScrolling/SideScrollingGameMode.h b/Source/AgrarianGame/Variant_SideScrolling/SideScrollingGameMode.h deleted file mode 100644 index a9d540a..0000000 --- a/Source/AgrarianGame/Variant_SideScrolling/SideScrollingGameMode.h +++ /dev/null @@ -1,44 +0,0 @@ -// Copyright Epic Games, Inc. All Rights Reserved. - -#pragma once - -#include "CoreMinimal.h" -#include "GameFramework/GameModeBase.h" -#include "SideScrollingGameMode.generated.h" - -class USideScrollingUI; - -/** - * Simple Side Scrolling Game Mode - * Spawns and manages the game UI - * Counts pickups collected by the player - */ -UCLASS(abstract) -class ASideScrollingGameMode : public AGameModeBase -{ - GENERATED_BODY() - -protected: - - /** Class of UI widget to spawn when the game starts */ - UPROPERTY(EditAnywhere, Category="UI") - TSubclassOf UserInterfaceClass; - - /** User interface widget for the game */ - UPROPERTY(BlueprintReadOnly, Category="UI") - TObjectPtr UserInterface; - - /** Number of pickups collected by the player */ - UPROPERTY(BlueprintReadOnly, Category="Pickups") - int32 PickupsCollected = 0; - -protected: - - /** Initialization */ - virtual void BeginPlay() override; - -public: - - /** Receives an interaction event from another actor */ - virtual void ProcessPickup(); -}; diff --git a/Source/AgrarianGame/Variant_SideScrolling/SideScrollingPlayerController.cpp b/Source/AgrarianGame/Variant_SideScrolling/SideScrollingPlayerController.cpp deleted file mode 100644 index d80c42c..0000000 --- a/Source/AgrarianGame/Variant_SideScrolling/SideScrollingPlayerController.cpp +++ /dev/null @@ -1,98 +0,0 @@ -// Copyright Epic Games, Inc. All Rights Reserved. - - -#include "SideScrollingPlayerController.h" -#include "EnhancedInputSubsystems.h" -#include "InputMappingContext.h" -#include "Kismet/GameplayStatics.h" -#include "GameFramework/PlayerStart.h" -#include "SideScrollingCharacter.h" -#include "Engine/LocalPlayer.h" -#include "Engine/World.h" -#include "Blueprint/UserWidget.h" -#include "AgrarianGame.h" -#include "Widgets/Input/SVirtualJoystick.h" - -void ASideScrollingPlayerController::BeginPlay() -{ - Super::BeginPlay(); - - // only spawn touch controls on local player controllers - if (ShouldUseTouchControls() && IsLocalPlayerController()) - { - // spawn the mobile controls widget - MobileControlsWidget = CreateWidget(this, MobileControlsWidgetClass); - - if (MobileControlsWidget) - { - // add the controls to the player screen - MobileControlsWidget->AddToPlayerScreen(0); - - } else { - - UE_LOG(LogAgrarianGame, Error, TEXT("Could not spawn mobile controls widget.")); - - } - - } -} - -void ASideScrollingPlayerController::SetupInputComponent() -{ - Super::SetupInputComponent(); - - // only add IMCs for local player controllers - if (IsLocalPlayerController()) - { - // add the input mapping context - if (UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem(GetLocalPlayer())) - { - for (UInputMappingContext* CurrentContext : DefaultMappingContexts) - { - Subsystem->AddMappingContext(CurrentContext, 0); - } - - // only add these IMCs if we're not using mobile touch input - if (!ShouldUseTouchControls()) - { - for (UInputMappingContext* CurrentContext : MobileExcludedMappingContexts) - { - Subsystem->AddMappingContext(CurrentContext, 0); - } - } - } - } -} - -void ASideScrollingPlayerController::OnPossess(APawn* InPawn) -{ - Super::OnPossess(InPawn); - - // subscribe to the pawn's OnDestroyed delegate - InPawn->OnDestroyed.AddDynamic(this, &ASideScrollingPlayerController::OnPawnDestroyed); -} - -void ASideScrollingPlayerController::OnPawnDestroyed(AActor* DestroyedActor) -{ - // find the player start - TArray ActorList; - UGameplayStatics::GetAllActorsOfClass(GetWorld(), APlayerStart::StaticClass(), ActorList); - - if (ActorList.Num() > 0) - { - // spawn a character at the player start - const FTransform SpawnTransform = ActorList[0]->GetActorTransform(); - - if (ASideScrollingCharacter* RespawnedCharacter = GetWorld()->SpawnActor(CharacterClass, SpawnTransform)) - { - // possess the character - Possess(RespawnedCharacter); - } - } -} - -bool ASideScrollingPlayerController::ShouldUseTouchControls() const -{ - // are we on a mobile platform? Should we force touch? - return SVirtualJoystick::ShouldDisplayTouchInterface() || bForceTouchControls; -} diff --git a/Source/AgrarianGame/Variant_SideScrolling/SideScrollingPlayerController.h b/Source/AgrarianGame/Variant_SideScrolling/SideScrollingPlayerController.h deleted file mode 100644 index 115029e..0000000 --- a/Source/AgrarianGame/Variant_SideScrolling/SideScrollingPlayerController.h +++ /dev/null @@ -1,67 +0,0 @@ -// Copyright Epic Games, Inc. All Rights Reserved. - -#pragma once - -#include "CoreMinimal.h" -#include "GameFramework/PlayerController.h" -#include "EnhancedInput/Public/InputAction.h" -#include "SideScrollingPlayerController.generated.h" - -class ASideScrollingCharacter; -class UInputMappingContext; - -/** - * A simple Side Scrolling Player Controller - * Manages input mappings - * Respawns the player pawn at the player start if it is destroyed - */ -UCLASS(abstract, Config="Game") -class ASideScrollingPlayerController : public APlayerController -{ - GENERATED_BODY() - -protected: - - /** Input mapping context for this player */ - UPROPERTY(EditAnywhere, Category="Input|Input Mappings") - TArray DefaultMappingContexts; - - /** Input Mapping Contexts */ - UPROPERTY(EditAnywhere, Category="Input|Input Mappings") - TArray MobileExcludedMappingContexts; - - /** Mobile controls widget to spawn */ - UPROPERTY(EditAnywhere, Category="Input|Touch Controls") - TSubclassOf MobileControlsWidgetClass; - - /** Pointer to the mobile controls widget */ - UPROPERTY() - TObjectPtr MobileControlsWidget; - - /** If true, the player will use UMG touch controls even if not playing on mobile platforms */ - UPROPERTY(EditAnywhere, Config, Category = "Input|Touch Controls") - bool bForceTouchControls = false; - - /** Character class to respawn when the possessed pawn is destroyed */ - UPROPERTY(EditAnywhere, Category="Respawn") - TSubclassOf CharacterClass; - -protected: - - /** Gameplay initialization */ - virtual void BeginPlay() override; - - /** Initialize input bindings */ - virtual void SetupInputComponent() override; - - /** Pawn initialization */ - virtual void OnPossess(APawn* InPawn) override; - - /** Called if the possessed pawn is destroyed */ - UFUNCTION() - void OnPawnDestroyed(AActor* DestroyedActor); - - /** Returns true if the player should use UMG touch controls */ - bool ShouldUseTouchControls() const; - -}; diff --git a/Source/AgrarianGame/Variant_SideScrolling/UI/SideScrollingUI.cpp b/Source/AgrarianGame/Variant_SideScrolling/UI/SideScrollingUI.cpp deleted file mode 100644 index 0a4e042..0000000 --- a/Source/AgrarianGame/Variant_SideScrolling/UI/SideScrollingUI.cpp +++ /dev/null @@ -1,5 +0,0 @@ -// Copyright Epic Games, Inc. All Rights Reserved. - - -#include "SideScrollingUI.h" - diff --git a/Source/AgrarianGame/Variant_SideScrolling/UI/SideScrollingUI.h b/Source/AgrarianGame/Variant_SideScrolling/UI/SideScrollingUI.h deleted file mode 100644 index a19cafd..0000000 --- a/Source/AgrarianGame/Variant_SideScrolling/UI/SideScrollingUI.h +++ /dev/null @@ -1,23 +0,0 @@ -// Copyright Epic Games, Inc. All Rights Reserved. - -#pragma once - -#include "CoreMinimal.h" -#include "Blueprint/UserWidget.h" -#include "SideScrollingUI.generated.h" - -/** - * Simple Side Scrolling game UI - * Displays and manages a pickup counter - */ -UCLASS(abstract) -class USideScrollingUI : public UUserWidget -{ - GENERATED_BODY() - -public: - - /** Update the widget's pickup counter */ - UFUNCTION(BlueprintImplementableEvent, Category="UI") - void UpdatePickups(int32 Amount); -};