#include "UnrealCPPCharacter.h"
#include "UnrealCPPProjectile.h"
#include "Animation/AnimInstance.h"
#include "Camera/CameraComponent.h"
#include "Components/CapsuleComponent.h"
#include "Components/InputComponent.h"
#include "GameFramework/InputSettings.h"
#include "HeadMountedDisplayFunctionLibrary.h"
#include "Kismet/GameplayStatics.h"
#include "MotionControllerComponent.h"
#include "XRMotionControllerBase.h" // for FXRMotionControllerBase::RightHandSourceId
#include "Kismet/KismetMathLibrary.h"
#include "TimerManager.h"
DEFINE_LOG_CATEGORY_STATIC(LogFPChar, Warning, All);
//////////////////////////////////////////////////////////////////////////
// AUnrealCPPCharacter
AUnrealCPPCharacter::AUnrealCPPCharacter()
{
// Set size for collision capsule
GetCapsuleComponent()->InitCapsuleSize(55.f, 96.0f);
// set our turn rates for input
BaseTurnRate = 45.f;
BaseLookUpRate = 45.f;
// Create a CameraComponent
FirstPersonCameraComponent = CreateDefaultSubobject<UCameraComponent>(TEXT("FirstPersonCamera"));
FirstPersonCameraComponent->SetupAttachment(GetCapsuleComponent());
FirstPersonCameraComponent->RelativeLocation = FVector(-39.56f, 1.75f, 64.f); // Position the camera
FirstPersonCameraComponent->bUsePawnControlRotation = true;
// Create a mesh component that will be used when being viewed from a '1st person' view (when controlling this pawn)
Mesh1P = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("CharacterMesh1P"));
Mesh1P->SetOnlyOwnerSee(true);
Mesh1P->SetupAttachment(FirstPersonCameraComponent);
Mesh1P->bCastDynamicShadow = false;
Mesh1P->CastShadow = false;
Mesh1P->RelativeRotation = FRotator(1.9f, -19.19f, 5.2f);
Mesh1P->RelativeLocation = FVector(-0.5f, -4.4f, -155.7f);
// Create a gun mesh component
FP_Gun = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("FP_Gun"));
FP_Gun->SetOnlyOwnerSee(true); // only the owning player will see this mesh
FP_Gun->bCastDynamicShadow = false;
FP_Gun->CastShadow = false;
// FP_Gun->SetupAttachment(Mesh1P, TEXT("GripPoint"));
FP_Gun->SetupAttachment(RootComponent);
FP_MuzzleLocation = CreateDefaultSubobject<USceneComponent>(TEXT("MuzzleLocation"));
FP_MuzzleLocation->SetupAttachment(FP_Gun);
FP_MuzzleLocation->SetRelativeLocation(FVector(0.2f, 48.4f, -10.6f));
// Default offset from the character location for projectiles to spawn
GunOffset = FVector(100.0f, 0.0f, 10.0f);
// Note: The ProjectileClass and the skeletal mesh/anim blueprints for Mesh1P, FP_Gun, and VR_Gun
// are set in the derived blueprint asset named MyCharacter to avoid direct content references in C++.
// Create VR Controllers.
R_MotionController = CreateDefaultSubobject<UMotionControllerComponent>(TEXT("R_MotionController"));
R_MotionController->MotionSource = FXRMotionControllerBase::RightHandSourceId;
R_MotionController->SetupAttachment(RootComponent);
L_MotionController = CreateDefaultSubobject<UMotionControllerComponent>(TEXT("L_MotionController"));
L_MotionController->SetupAttachment(RootComponent);
// Create a gun and attach it to the right-hand VR controller.
// Create a gun mesh component
VR_Gun = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("VR_Gun"));
VR_Gun->SetOnlyOwnerSee(true); // only the owning player will see this mesh
VR_Gun->bCastDynamicShadow = false;
VR_Gun->CastShadow = false;
VR_Gun->SetupAttachment(R_MotionController);
VR_Gun->SetRelativeRotation(FRotator(0.0f, -90.0f, 0.0f));
VR_MuzzleLocation = CreateDefaultSubobject<USceneComponent>(TEXT("VR_MuzzleLocation"));
VR_MuzzleLocation->SetupAttachment(VR_Gun);
VR_MuzzleLocation->SetRelativeLocation(FVector(0.000004, 53.999992, 10.000000));
VR_MuzzleLocation->SetRelativeRotation(FRotator(0.0f, 90.0f, 0.0f)); // Counteract the rotation of the VR gun model.
// Uncomment the following line to turn motion controllers on by default:
//bUsingMotionControllers = true;
}
void AUnrealCPPCharacter::BeginPlay()
{
// Call the base class
Super::BeginPlay();
FullHealth = 1000.0f;
Health = FullHealth;
HealthPercentage = 1.0f;
PreviousHealth = HealthPercentage;
bCanBeDamaged = true;
FullMagic = 100.0f;
Magic = FullMagic;
MagicPercentage = 1.0f;
PreviousMagic = MagicPercentage;
MagicValue = 0.0f;
bCanUseMagic = true;
if (MagicCurve)
{
FOnTimelineFloat TimelineCallback;
FOnTimelineEventStatic TimelineFinishedCallback;
TimelineCallback.BindUFunction(this, FName("SetMagicValue"));
TimelineFinishedCallback.BindUFunction(this, FName{ TEXT("SetMagicState") });
MyTimeline.AddInterpFloat(MagicCurve, TimelineCallback);
MyTimeline.SetTimelineFinishedFunc(TimelineFinishedCallback);
}
//Attach gun mesh component to Skeleton, doing it here because the skeleton is not yet created in the constructor
FP_Gun->AttachToComponent(Mesh1P, FAttachmentTransformRules(EAttachmentRule::SnapToTarget, true), TEXT("GripPoint"));
// Show or hide the two versions of the gun based on whether or not we're using motion controllers.
if (bUsingMotionControllers)
{
VR_Gun->SetHiddenInGame(false, true);
Mesh1P->SetHiddenInGame(true, true);
}
else
{
VR_Gun->SetHiddenInGame(true, true);
Mesh1P->SetHiddenInGame(false, true);
}
}
void AUnrealCPPCharacter::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
MyTimeline.TickTimeline(DeltaTime);
}
//////////////////////////////////////////////////////////////////////////
// Input
void AUnrealCPPCharacter::SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent)
{
// set up gameplay key bindings
check(PlayerInputComponent);
// Bind jump events
PlayerInputComponent->BindAction("Jump", IE_Pressed, this, &ACharacter::Jump);
PlayerInputComponent->BindAction("Jump", IE_Released, this, &ACharacter::StopJumping);
// Bind fire event
PlayerInputComponent->BindAction("Fire", IE_Pressed, this, &AUnrealCPPCharacter::OnFire);
// Enable touchscreen input
EnableTouchscreenMovement(PlayerInputComponent);
PlayerInputComponent->BindAction("ResetVR", IE_Pressed, this, &AUnrealCPPCharacter::OnResetVR);
// Bind movement events
PlayerInputComponent->BindAxis("MoveForward", this, &AUnrealCPPCharacter::MoveForward);
PlayerInputComponent->BindAxis("MoveRight", this, &AUnrealCPPCharacter::MoveRight);
// We have 2 versions of the rotation bindings to handle different kinds of devices differently
// "turn" handles devices that provide an absolute delta, such as a mouse.
// "turnrate" is for devices that we choose to treat as a rate of change, such as an analog joystick
PlayerInputComponent->BindAxis("Turn", this, &APawn::AddControllerYawInput);
PlayerInputComponent->BindAxis("TurnRate", this, &AUnrealCPPCharacter::TurnAtRate);
PlayerInputComponent->BindAxis("LookUp", this, &APawn::AddControllerPitchInput);
PlayerInputComponent->BindAxis("LookUpRate", this, &AUnrealCPPCharacter::LookUpAtRate);
}
void AUnrealCPPCharacter::OnFire()
{
// try and fire a projectile
if (ProjectileClass != NULL && !FMath::IsNearlyZero(Magic, 0.001f) && bCanUseMagic)
{
UWorld* const World = GetWorld();
if (World != NULL)
{
if (bUsingMotionControllers)
{
const FRotator SpawnRotation = VR_MuzzleLocation->GetComponentRotation();
const FVector SpawnLocation = VR_MuzzleLocation->GetComponentLocation();
World->SpawnActor<AUnrealCPPProjectile>(ProjectileClass, SpawnLocation, SpawnRotation);
}
else
{
const FRotator SpawnRotation = GetControlRotation();
// MuzzleOffset is in camera space, so transform it to world space before offsetting from the character location to find the final muzzle position
const FVector SpawnLocation = ((FP_MuzzleLocation != nullptr) ? FP_MuzzleLocation->GetComponentLocation() : GetActorLocation()) + SpawnRotation.RotateVector(GunOffset);
//Set Spawn Collision Handling Override
FActorSpawnParameters ActorSpawnParams;
ActorSpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButDontSpawnIfColliding;
// spawn the projectile at the muzzle
World->SpawnActor<AUnrealCPPProjectile>(ProjectileClass, SpawnLocation, SpawnRotation, ActorSpawnParams);
// try and play the sound if specified
if (FireSound != NULL)
{
UGameplayStatics::PlaySoundAtLocation(this, FireSound, GetActorLocation());
}
// try and play a firing animation if specified
if (FireAnimation != NULL)
{
// Get the animation object for the arms mesh
UAnimInstance* AnimInstance = Mesh1P->GetAnimInstance();
if (AnimInstance != NULL)
{
AnimInstance->Montage_Play(FireAnimation, 1.f);
}
}
SetMagicChange(-20.0f);
}
}
}
}
void AUnrealCPPCharacter::OnResetVR()
{
UHeadMountedDisplayFunctionLibrary::ResetOrientationAndPosition();
}
void AUnrealCPPCharacter::BeginTouch(const ETouchIndex::Type FingerIndex, const FVector Location)
{
if (TouchItem.bIsPressed == true)
{
return;
}
if ((FingerIndex == TouchItem.FingerIndex) && (TouchItem.bMoved == false))
{
OnFire();
}
TouchItem.bIsPressed = true;
TouchItem.FingerIndex = FingerIndex;
TouchItem.Location = Location;
TouchItem.bMoved = false;
}
void AUnrealCPPCharacter::EndTouch(const ETouchIndex::Type FingerIndex, const FVector Location)
{
if (TouchItem.bIsPressed == false)
{
return;
}
TouchItem.bIsPressed = false;
}
//Commenting this section out to be consistent with FPS BP template.
//This allows the user to turn without using the right virtual joystick
//void AUnrealCPPCharacter::TouchUpdate(const ETouchIndex::Type FingerIndex, const FVector Location)
//{
// if ((TouchItem.bIsPressed == true) && (TouchItem.FingerIndex == FingerIndex))
// {
// if (TouchItem.bIsPressed)
// {
// if (GetWorld() != nullptr)
// {
// UGameViewportClient* ViewportClient = GetWorld()->GetGameViewport();
// if (ViewportClient != nullptr)
// {
// FVector MoveDelta = Location - TouchItem.Location;
// FVector2D ScreenSize;
// ViewportClient->GetViewportSize(ScreenSize);
// FVector2D ScaledDelta = FVector2D(MoveDelta.X, MoveDelta.Y) / ScreenSize;
// if (FMath::Abs(ScaledDelta.X) >= 4.0 / ScreenSize.X)
// {
// TouchItem.bMoved = true;
// float Value = ScaledDelta.X * BaseTurnRate;
// AddControllerYawInput(Value);
// }
// if (FMath::Abs(ScaledDelta.Y) >= 4.0 / ScreenSize.Y)
// {
// TouchItem.bMoved = true;
// float Value = ScaledDelta.Y * BaseTurnRate;
// AddControllerPitchInput(Value);
// }
// TouchItem.Location = Location;
// }
// TouchItem.Location = Location;
// }
// }
// }
//}
void AUnrealCPPCharacter::MoveForward(float Value)
{
if (Value != 0.0f)
{
// add movement in that direction
AddMovementInput(GetActorForwardVector(), Value);
}
}
void AUnrealCPPCharacter::MoveRight(float Value)
{
if (Value != 0.0f)
{
// add movement in that direction
AddMovementInput(GetActorRightVector(), Value);
}
}
void AUnrealCPPCharacter::TurnAtRate(float Rate)
{
// calculate delta for this frame from the rate information
AddControllerYawInput(Rate * BaseTurnRate * GetWorld()->GetDeltaSeconds());
}
void AUnrealCPPCharacter::LookUpAtRate(float Rate)
{
// calculate delta for this frame from the rate information
AddControllerPitchInput(Rate * BaseLookUpRate * GetWorld()->GetDeltaSeconds());
}
bool AUnrealCPPCharacter::EnableTouchscreenMovement(class UInputComponent* PlayerInputComponent)
{
if (FPlatformMisc::SupportsTouchInput() || GetDefault<UInputSettings>()->bUseMouseForTouch)
{
PlayerInputComponent->BindTouch(EInputEvent::IE_Pressed, this, &AUnrealCPPCharacter::BeginTouch);
PlayerInputComponent->BindTouch(EInputEvent::IE_Released, this, &AUnrealCPPCharacter::EndTouch);
//Commenting this out to be more consistent with FPS BP template.
//PlayerInputComponent->BindTouch(EInputEvent::IE_Repeat, this, &AUnrealCPPCharacter::TouchUpdate);
return true;
}
return false;
}
float AUnrealCPPCharacter::GetHealth()
{
return HealthPercentage;
}
float AUnrealCPPCharacter::GetMagic()
{
return MagicPercentage;
}
FText AUnrealCPPCharacter::GetHealthIntText()
{
int32 HP = FMath::RoundHalfFromZero(HealthPercentage * 100);
FString HPS = FString::FromInt(HP);
FString HealthHUD = HPS + FString(TEXT("%"));
FText HPText = FText::FromString(HealthHUD);
return HPText;
}
FText AUnrealCPPCharacter::GetMagicIntText()
{
int32 MP = FMath::RoundHalfFromZero(MagicPercentage*FullMagic);
FString MPS = FString::FromInt(MP);
FString FullMPS = FString::FromInt(FullMagic);
FString MagicHUD = MPS + FString(TEXT("/")) + FullMPS;
FText MPText = FText::FromString(MagicHUD);
return MPText;
}
void AUnrealCPPCharacter::SetDamageState()
{
bCanBeDamaged = true;
}
void AUnrealCPPCharacter::DamageTimer()
{
GetWorldTimerManager().SetTimer(MemberTimerHandle, this, &AUnrealCPPCharacter::SetDamageState, 2.0f, false);
}
void AUnrealCPPCharacter::SetMagicValue()
{
TimelineValue = MyTimeline.GetPlaybackPosition();
CurveFloatValue = PreviousMagic + MagicValue*MagicCurve->GetFloatValue(TimelineValue);
MagicPercentage = CurveFloatValue;
MagicPercentage = FMath::Clamp(MagicPercentage, 0.0f, 1.0f);
}
void AUnrealCPPCharacter::SetMagicState()
{
bCanUseMagic = true;
MagicValue = 0.0;
if(GunDefaultMaterial)
{
FP_Gun->SetMaterial(0, GunDefaultMaterial);
}
}
bool AUnrealCPPCharacter::PlayFlash()
{
if(redFlash)
{
redFlash = false;
return true;
}
return false;
}
void AUnrealCPPCharacter::ReceivePointDamage(float Damage, const UDamageType * DamageType, FVector HitLocation, FVector HitNormal, UPrimitiveComponent * HitComponent, FName BoneName, FVector ShotFromDirection, AController * InstigatedBy, AActor * DamageCauser, const FHitResult & HitInfo)
{
bCanBeDamaged = false;
redFlash = true;
UpdateHealth(-Damage);
DamageTimer();
}
void AUnrealCPPCharacter::UpdateHealth(float HealthChange)
{
Health += HealthChange;
Health = FMath::Clamp(Health, 0.0f, FullHealth);
PreviousHealth = HealthPercentage;
HealthPercentage = Health/FullHealth;
}
void AUnrealCPPCharacter::UpdateMagic(float MagicChange)
{
Magic += MagicChange;
Magic = FMath::Clamp(Magic, 0.0f, FullMagic);
PreviousMagic = MagicPercentage;
MagicPercentage = Magic/FullMagic;
}
void AUnrealCPPCharacter::SetMagicChange(float MagicChange)
{
bCanUseMagic = false;
Magic += MagicChange ;
Magic = FMath::Clamp(Magic, 0.0f, FullMagic);
PreviousMagic = MagicPercentage;
MagicValue += (MagicChange/FullMagic);
if(GunOverheatMaterial)
{
FP_Gun->SetMaterial(0, GunOverheatMaterial);
}
MyTimeline.PlayFromStart();
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