Implement crouch and prone stances

This commit is contained in:
2026-05-15 15:19:54 -07:00
parent 3a6b1da53b
commit f508b7d494
10 changed files with 329 additions and 3 deletions
+103 -1
View File
@@ -31,6 +31,7 @@ AAgrarianGameCharacter::AAgrarianGameCharacter()
bUseControllerRotationRoll = false;
// Configure character movement
GetCharacterMovement()->NavAgentProps.bCanCrouch = true;
GetCharacterMovement()->bOrientRotationToMovement = true;
GetCharacterMovement()->RotationRate = FRotator(0.0f, 500.0f, 0.0f);
@@ -39,6 +40,7 @@ AAgrarianGameCharacter::AAgrarianGameCharacter()
GetCharacterMovement()->JumpZVelocity = 500.f;
GetCharacterMovement()->AirControl = 0.35f;
GetCharacterMovement()->MaxWalkSpeed = WalkSpeed;
GetCharacterMovement()->MaxWalkSpeedCrouched = WalkSpeed * CrouchSpeedMultiplier;
GetCharacterMovement()->MinAnalogWalkSpeed = 20.f;
GetCharacterMovement()->BrakingDecelerationWalking = 2000.f;
GetCharacterMovement()->BrakingDecelerationFalling = 1500.0f;
@@ -95,6 +97,7 @@ void AAgrarianGameCharacter::GetLifetimeReplicatedProps(TArray<FLifetimeProperty
{
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(AAgrarianGameCharacter, bWantsToSprint);
DOREPLIFETIME(AAgrarianGameCharacter, bIsProne);
DOREPLIFETIME(AAgrarianGameCharacter, AgeYears);
DOREPLIFETIME(AAgrarianGameCharacter, PhysicalConditionMultiplier);
DOREPLIFETIME(AAgrarianGameCharacter, StrengthMultiplier);
@@ -130,6 +133,16 @@ void AAgrarianGameCharacter::SetupPlayerInputComponent(UInputComponent* PlayerIn
EnhancedInputComponent->BindAction(SprintAction, ETriggerEvent::Canceled, this, &AAgrarianGameCharacter::StopSprint);
}
if (CrouchAction)
{
EnhancedInputComponent->BindAction(CrouchAction, ETriggerEvent::Started, this, &AAgrarianGameCharacter::ToggleCrouchStance);
}
if (ProneAction)
{
EnhancedInputComponent->BindAction(ProneAction, ETriggerEvent::Started, this, &AAgrarianGameCharacter::ToggleProneStance);
}
if (ToggleCameraAction)
{
EnhancedInputComponent->BindAction(ToggleCameraAction, ETriggerEvent::Started, this, &AAgrarianGameCharacter::ToggleCameraPerspective);
@@ -166,6 +179,11 @@ void AAgrarianGameCharacter::Interact()
void AAgrarianGameCharacter::StartSprint()
{
if (bIsProne || bIsCrouched)
{
return;
}
SetWantsToSprint(true);
}
@@ -174,6 +192,32 @@ void AAgrarianGameCharacter::StopSprint()
SetWantsToSprint(false);
}
void AAgrarianGameCharacter::ToggleCrouchStance()
{
if (bIsProne)
{
SetProne(false);
return;
}
SetWantsToSprint(false);
if (bIsCrouched)
{
UnCrouch();
}
else
{
Crouch();
}
ApplyMovementSpeed();
}
void AAgrarianGameCharacter::ToggleProneStance()
{
SetProne(!bIsProne);
}
void AAgrarianGameCharacter::ToggleCameraPerspective()
{
SetFirstPersonCamera(!bFirstPersonCamera);
@@ -235,6 +279,8 @@ bool AAgrarianGameCharacter::CanSprint() const
{
return SurvivalComponent
&& SurvivalComponent->IsAlive()
&& !bIsProne
&& !bIsCrouched
&& SurvivalComponent->Survival.Stamina > MinSprintStamina;
}
@@ -253,6 +299,29 @@ float AAgrarianGameCharacter::GetCurrentMovementSpeedMultiplier() const
return CalculateMovementSpeedMultiplier();
}
void AAgrarianGameCharacter::SetProne(bool bNewProne)
{
if (bIsProne == bNewProne)
{
return;
}
bIsProne = bNewProne;
if (bIsProne)
{
SetWantsToSprint(false);
UnCrouch();
}
ApplyMovementSpeed();
if (!HasAuthority())
{
ServerSetProne(bIsProne);
}
}
void AAgrarianGameCharacter::SetTerrainMovementMultiplier(float NewTerrainMovementMultiplier)
{
TerrainMovementMultiplier = FMath::Clamp(NewTerrainMovementMultiplier, 0.25f, 1.25f);
@@ -264,7 +333,9 @@ void AAgrarianGameCharacter::ApplyMovementSpeed()
if (UCharacterMovementComponent* MovementComponent = GetCharacterMovement())
{
const float BaseSpeed = IsSprinting() ? SprintSpeed : WalkSpeed;
MovementComponent->MaxWalkSpeed = FMath::Max(0.0f, BaseSpeed * CalculateMovementSpeedMultiplier());
const float FinalSpeed = FMath::Max(0.0f, BaseSpeed * CalculateMovementSpeedMultiplier());
MovementComponent->MaxWalkSpeed = FinalSpeed;
MovementComponent->MaxWalkSpeedCrouched = FinalSpeed;
}
}
@@ -278,6 +349,7 @@ float AAgrarianGameCharacter::CalculateMovementSpeedMultiplier() const
* TraitMultiplier
* CalculateSurvivalMovementMultiplier()
* CalculateCarryWeightMovementMultiplier()
* CalculateStanceMovementMultiplier()
* FMath::Clamp(TerrainMovementMultiplier, 0.25f, 1.25f),
0.15f,
1.35f);
@@ -353,11 +425,36 @@ float AAgrarianGameCharacter::CalculateCarryWeightMovementMultiplier() const
CurrentCarryWeight);
}
float AAgrarianGameCharacter::CalculateStanceMovementMultiplier() const
{
if (bIsProne)
{
return FMath::Clamp(ProneSpeedMultiplier, 0.05f, 1.0f);
}
if (bIsCrouched)
{
return FMath::Clamp(CrouchSpeedMultiplier, 0.1f, 1.0f);
}
return 1.0f;
}
void AAgrarianGameCharacter::OnRep_SprintState()
{
ApplyMovementSpeed();
}
void AAgrarianGameCharacter::OnRep_ProneState()
{
if (bIsProne)
{
UnCrouch();
}
ApplyMovementSpeed();
}
void AAgrarianGameCharacter::DoMove(float Right, float Forward)
{
if (GetController() != nullptr)
@@ -448,6 +545,11 @@ void AAgrarianGameCharacter::ServerSetWantsToSprint_Implementation(bool bNewWant
SetWantsToSprint(bNewWantsToSprint);
}
void AAgrarianGameCharacter::ServerSetProne_Implementation(bool bNewProne)
{
SetProne(bNewProne);
}
void AAgrarianGameCharacter::ServerInteract_Implementation(AActor* TargetActor)
{
if (!TargetActor || !TargetActor->GetClass()->ImplementsInterface(UAgrarianInteractable::StaticClass()))
@@ -77,6 +77,14 @@ protected:
UPROPERTY(EditAnywhere, Category="Input")
UInputAction* SprintAction;
/** Toggle crouch movement stance. */
UPROPERTY(EditAnywhere, Category="Input")
UInputAction* CrouchAction;
/** Toggle prone movement stance. */
UPROPERTY(EditAnywhere, Category="Input")
UInputAction* ProneAction;
/** Toggle between third-person and first-person camera views. */
UPROPERTY(EditAnywhere, Category="Input")
UInputAction* ToggleCameraAction;
@@ -101,6 +109,14 @@ protected:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Agrarian|Movement", meta = (ClampMin = "0", ClampMax = "100"))
float MinSprintStamina = 5.0f;
/** Movement multiplier while crouched. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Agrarian|Movement|Stance", meta = (ClampMin = "0.1", ClampMax = "1"))
float CrouchSpeedMultiplier = 0.55f;
/** Movement multiplier while prone. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Agrarian|Movement|Stance", meta = (ClampMin = "0.05", ClampMax = "1"))
float ProneSpeedMultiplier = 0.25f;
/** Age hook used by movement until full lifecycle/aging systems own it. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Replicated, Category="Agrarian|Movement|Modifiers", meta = (ClampMin = "0"))
float AgeYears = 25.0f;
@@ -145,6 +161,10 @@ protected:
UPROPERTY(ReplicatedUsing = OnRep_SprintState, VisibleAnywhere, BlueprintReadOnly, Category="Agrarian|Movement", meta = (AllowPrivateAccess = "true"))
bool bWantsToSprint = false;
/** Replicated prone stance for low crawl movement. */
UPROPERTY(ReplicatedUsing = OnRep_ProneState, VisibleAnywhere, BlueprintReadOnly, Category="Agrarian|Movement|Stance", meta = (AllowPrivateAccess = "true"))
bool bIsProne = false;
public:
/** Constructor */
@@ -175,6 +195,12 @@ protected:
/** Called when sprint input is released. */
void StopSprint();
/** Called when crouch input is pressed. */
void ToggleCrouchStance();
/** Called when prone input is pressed. */
void ToggleProneStance();
/** Called for camera perspective toggle input */
void ToggleCameraPerspective();
@@ -196,10 +222,14 @@ protected:
float CalculateAgeMovementMultiplier() const;
float CalculateSurvivalMovementMultiplier() const;
float CalculateCarryWeightMovementMultiplier() const;
float CalculateStanceMovementMultiplier() const;
UFUNCTION()
void OnRep_SprintState();
UFUNCTION()
void OnRep_ProneState();
public:
/** Handles move inputs from either controls or UI interfaces */
@@ -230,6 +260,12 @@ public:
UFUNCTION(BlueprintPure, Category="Agrarian|Movement")
bool IsSprinting() const;
UFUNCTION(BlueprintPure, Category="Agrarian|Movement|Stance")
bool IsProne() const { return bIsProne; }
UFUNCTION(BlueprintCallable, Category="Agrarian|Movement|Stance")
void SetProne(bool bNewProne);
UFUNCTION(BlueprintPure, Category="Agrarian|Movement")
float GetCurrentCarryWeight() const;
@@ -247,6 +283,10 @@ public:
UFUNCTION(Server, Reliable)
void ServerSetWantsToSprint(bool bNewWantsToSprint);
/** Server-authoritative prone stance update. */
UFUNCTION(Server, Reliable)
void ServerSetProne(bool bNewProne);
public:
/** Returns CameraBoom subobject **/