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index 5bd9c62..8ad0b66 100644 --- a/SwordNGun/Content/Characters/Protagonist/Character/Meshes/Combines/SK_FemaleBase_Skeleton.uasset +++ b/SwordNGun/Content/Characters/Protagonist/Character/Meshes/Combines/SK_FemaleBase_Skeleton.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:67f95417d16ef99902cbfdd8b1ed6f2a1709cf1a4e38a53dc85897854593517e -size 30254 +oid sha256:b0464988b0a980abd3a5e9b0137d2865128e2a630b13e5fe9dd87813f1d9750a +size 30307 diff --git a/SwordNGun/Content/Characters/Protagonist/Character/OLD/Mesh/UE4_Mannequin_Skeleton.uasset b/SwordNGun/Content/Characters/Protagonist/Character/OLD/Mesh/UE4_Mannequin_Skeleton.uasset index b5396f7..c350de6 100644 --- a/SwordNGun/Content/Characters/Protagonist/Character/OLD/Mesh/UE4_Mannequin_Skeleton.uasset +++ b/SwordNGun/Content/Characters/Protagonist/Character/OLD/Mesh/UE4_Mannequin_Skeleton.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:c85eb9acccdbcf9c7b6e5521b23de11df24cd4a9aa0ae7fa837d9cd1e881170a +oid sha256:abe99721461b0fbce2576ec2fef40187a4dbdbe98d2651908d48d9c3f98e4dae size 31538 diff --git a/SwordNGun/Content/Maps/MovementTest.umap b/SwordNGun/Content/Maps/MovementTest.umap index 51bac59..a7f5820 100644 --- a/SwordNGun/Content/Maps/MovementTest.umap +++ b/SwordNGun/Content/Maps/MovementTest.umap @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:648e3d439ffcd3e0dd0650512a2a99641ee7e7b02c6a85dcdccbf2f3713a99b9 +oid sha256:8bb1a583282267238055f588c1a28565eadb3d28076172a28dadc13bf0981190 size 949560 diff --git a/SwordNGun/Source/SwordNGun/Private/Components/SNGCharacterMovementComponent.cpp b/SwordNGun/Source/SwordNGun/Private/Components/SNGCharacterMovementComponent.cpp index 5ce7bd2..2bca96a 100644 --- a/SwordNGun/Source/SwordNGun/Private/Components/SNGCharacterMovementComponent.cpp +++ b/SwordNGun/Source/SwordNGun/Private/Components/SNGCharacterMovementComponent.cpp @@ -3,6 +3,7 @@ #include "Components/SNGCharacterMovementComponent.h" +#include "GameFramework/Character.h" #include "Kismet/KismetMathLibrary.h" #include "PhysicsEngine/PhysicsSettings.h" @@ -32,8 +33,17 @@ USNGCharacterMovementComponent::USNGCharacterMovementComponent() // jump MaxJumpHeight = 250.0f; DesiredJumpDuration = 0.75f; - ComputerGravityScaleAndJumpZVelocity(); + ComputeGravityScaleAndJumpZVelocity(); + // dash + DashVelocity = 1000.0f; + DashGroundFriction = 0.0f; + DashGravityScale = 0.1f; + DashFloatTime = 0.2f; + DashSlideTime = 0.5f; + DashGravityToDefaultSpeed = 5.0f; + DashGroundFrictionToDefaultSpeed = 5.0f; + /* // not used...yet MinJumpHeight = 200.0f; @@ -58,14 +68,33 @@ USNGCharacterMovementComponent::USNGCharacterMovementComponent() */ void USNGCharacterMovementComponent::RestoreMovementDefaults() { - GroundFriction = DefaultGroundFriction; - GravityScale = DefaultGravityScale; + GroundFriction = TargetGroundFriction = DefaultGroundFriction; + GravityScale = TargetGravityScale = DefaultGravityScale; RotationRate = DefaultRotationRate; - MaxWalkSpeed = DefaultMaxWalkSpeed; + MaxWalkSpeed = TargetMaxWalkSpeed = DefaultMaxWalkSpeed; AirControl = DefaultAirControl; JumpZVelocity = DefaultJumpZVelocity; } +void USNGCharacterMovementComponent::Dash() +{ + GroundFriction = DashGroundFriction; + GravityScale = DashGravityScale; + FloatTime = DashFloatTime; + SlideTime = DashSlideTime; + + // sets gravity and friction targets which will start interpolating after float time and slide time elapse respectively + TargetGravityScale = DefaultGravityScale; + TargetGroundFriction = DefaultGroundFriction; + GravityScaleInterpSpeed = DashGravityToDefaultSpeed; + GroundFrictionInterpSpeed = DashGroundFrictionToDefaultSpeed; + + FRotator CharacterRot = FRotator(0.0f, GetCharacterOwner()->GetActorRotation().Yaw, 0.0f); + FVector LaunchDir = FVector(UKismetMathLibrary::GetForwardVector(CharacterRot)); + LaunchDir.Normalize(); + Launch(LaunchDir * DashVelocity); +} + #if WITH_EDITOR void USNGCharacterMovementComponent::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) { @@ -76,7 +105,7 @@ void USNGCharacterMovementComponent::PostEditChangeProperty(FPropertyChangedEven PropertyThatChanged && PropertyThatChanged->GetFName() == GET_MEMBER_NAME_CHECKED(USNGCharacterMovementComponent, DesiredJumpDuration)) { // Compute WalkableFloorZ from the Angle. - ComputerGravityScaleAndJumpZVelocity(); + ComputeGravityScaleAndJumpZVelocity(); } } @@ -85,16 +114,17 @@ void USNGCharacterMovementComponent::PostLoad() Super::PostLoad(); // Compute gravity scale and jump z velocity for first time - ComputerGravityScaleAndJumpZVelocity(); + ComputeGravityScaleAndJumpZVelocity(); } #endif // WITH_EDITOR void USNGCharacterMovementComponent::OnSprintTimer() { bIsSprinting = true; + TargetMaxWalkSpeed = SprintingMaxWalkSpeed; } -void USNGCharacterMovementComponent::ComputerGravityScaleAndJumpZVelocity() +void USNGCharacterMovementComponent::ComputeGravityScaleAndJumpZVelocity() { float HalfJumpDuration = DesiredJumpDuration / 2.0f; DefaultJumpZVelocity = (2 * MaxJumpHeight) / HalfJumpDuration; @@ -125,6 +155,44 @@ void USNGCharacterMovementComponent::AddJumpForce() */ } +void USNGCharacterMovementComponent::InterpolateMovementParameters(float DeltaTime) +{ + // set walk speed + MaxWalkSpeed = FMath::FInterpTo(MaxWalkSpeed, TargetMaxWalkSpeed, DeltaTime, MaxWalkSpeedInterpSpeed); + + // ground friction + if(SlideTime > 0.0f) + { + SlideTime = FMath::Max(SlideTime - DeltaTime * GetCharacterOwner()->CustomTimeDilation, 0.0f); + } + else + { + GroundFriction = FMath::FInterpTo(GroundFriction, TargetGroundFriction, DeltaTime, GroundFrictionInterpSpeed); + } + + // gravity scale + if(FloatTime > 0.0f) + { + FloatTime = FMath::Max(FloatTime - DeltaTime * GetCharacterOwner()->CustomTimeDilation, 0.0f); + } + else + { + GravityScale = FMath::FInterpTo(GravityScale, TargetGravityScale, DeltaTime, GravityScaleInterpSpeed); + } + + // set rotation rate + // NOTE(kevin): since default rotate rate is 360 RInterpTo will go from 0 to 180 instead of 360 to 180 + // need to think of a way to prevent this + // might just need to do my own interp manually + /* + FRotator TargetRotationRate = bIsSprinting ? SprintingRotationRate : DefaultRotationRate; + FRotator NewRotationRate = FMath::RInterpTo(RotationRate, TargetRotationRate, DeltaTime, WalkToSprintInterpSpeed); + RotationRate = NewRotationRate; + */ + + // gravity +} + void USNGCharacterMovementComponent::BeginPlay() { Super::BeginPlay(); @@ -139,30 +207,23 @@ void USNGCharacterMovementComponent::TickComponent(float DeltaTime, ELevelTick T Super::TickComponent(DeltaTime, Tick, ThisTickFunction); float LateralSpeed = Velocity.Size2D(); - if(LateralSpeed >= SprintLateralSpeedThreshold && !GetWorld()->GetTimerManager().IsTimerActive(TimerHandle_SprintTimer) ) + if(LateralSpeed >= SprintLateralSpeedThreshold && !GetWorld()->GetTimerManager().IsTimerActive(TimerHandle_SprintTimer)) { GetWorld()->GetTimerManager().SetTimer(TimerHandle_SprintTimer, this, &USNGCharacterMovementComponent::OnSprintTimer, TimeToInitiateSprint, false); } - - if(LateralSpeed < SprintLateralSpeedThreshold && GetWorld()->GetTimerManager().IsTimerActive(TimerHandle_SprintTimer)) + + if(LateralSpeed < SprintLateralSpeedThreshold) { - GetWorld()->GetTimerManager().ClearTimer(TimerHandle_SprintTimer); + if(GetWorld()->GetTimerManager().IsTimerActive(TimerHandle_SprintTimer)) + { + GetWorld()->GetTimerManager().ClearTimer(TimerHandle_SprintTimer); + } bIsSprinting = false; + TargetMaxWalkSpeed = DefaultMaxWalkSpeed; + MaxWalkSpeedInterpSpeed = WalkToSprintInterpSpeed; } - // set walk speed and rotation rate depending on whether player is sprinting or not - float TargetMaxWalkSpeed = bIsSprinting ? SprintingMaxWalkSpeed : DefaultMaxWalkSpeed; - float NewMaxWalkSpeed = FMath::FInterpTo(MaxWalkSpeed, TargetMaxWalkSpeed, DeltaTime, WalkToSprintInterpSpeed); - MaxWalkSpeed = NewMaxWalkSpeed; - - // NOTE(kevin): since default rotate rate is 360 RInterpTo will go from 0 to 180 instead of 360 to 180 - // need to think of a way to prevent this - // might just need to do my own interp manually - /* - FRotator TargetRotationRate = bIsSprinting ? SprintingRotationRate : DefaultRotationRate; - FRotator NewRotationRate = FMath::RInterpTo(RotationRate, TargetRotationRate, DeltaTime, WalkToSprintInterpSpeed); - RotationRate = NewRotationRate; - */ + InterpolateMovementParameters(DeltaTime); } diff --git a/SwordNGun/Source/SwordNGun/Public/Characters/SNGCharacterBase.h b/SwordNGun/Source/SwordNGun/Public/Characters/SNGCharacterBase.h index 85360d0..fac43d9 100644 --- a/SwordNGun/Source/SwordNGun/Public/Characters/SNGCharacterBase.h +++ b/SwordNGun/Source/SwordNGun/Public/Characters/SNGCharacterBase.h @@ -36,7 +36,10 @@ protected: UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Animations") UAnimMontage* JumpBackMontage; - + + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Animations") + UAnimMontage* DashMontage; + UPROPERTY(BlueprintReadWrite) bool CanMove; @@ -64,7 +67,7 @@ protected: void LookUpRate(float Value); void StartJump(); - + virtual void Landed(const FHitResult& Hit) override; // Called when the game starts or when spawned diff --git a/SwordNGun/Source/SwordNGun/Public/Components/SNGCharacterMovementComponent.h b/SwordNGun/Source/SwordNGun/Public/Components/SNGCharacterMovementComponent.h index 44b272f..566dbba 100644 --- a/SwordNGun/Source/SwordNGun/Public/Components/SNGCharacterMovementComponent.h +++ b/SwordNGun/Source/SwordNGun/Public/Components/SNGCharacterMovementComponent.h @@ -28,6 +28,9 @@ public: */ UFUNCTION(BlueprintCallable) void RestoreMovementDefaults(); + + UFUNCTION(BlueprintCallable) + void Dash(); /** * Gets bool whether the character is currently in the sprinting state @@ -39,48 +42,66 @@ public: virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override; #endif // WITH_EDITOR - - protected: // default ground /** Default friction when not performing any special actions and on the ground */ - UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Ground|Defaults", meta=(ClampMin="0", UIMin="0")) + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Defaults|Ground", meta=(ClampMin="0", UIMin="0")) float DefaultGroundFriction; + + /** Ground friction we want character to interpolate to. Interpolated based on GroundFrictionInterpSpeed. */ + UPROPERTY(BlueprintReadWrite) + float TargetGroundFriction; + + /** How fast current GroundFriction will be interpolated to TargetGroundFriction */ + UPROPERTY(BlueprintReadWrite) + float GroundFrictionInterpSpeed; + + /** Timer used to determine when to start interpolating GroundFriction back to TargetGroundFriction */ + UPROPERTY(BlueprintReadWrite) + float SlideTime; /** Default ground walk speed when not performing any special actions */ - UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Ground|Defaults", meta=(ClampMin="0", UIMin="0")) + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Defaults|Ground", meta=(ClampMin="0", UIMin="0")) float DefaultMaxWalkSpeed; + /** Current MaxWalkSpeed we want to character to walk at. Interpolated based on MaxWalkSpeedInterpSpeed. */ + UPROPERTY(BlueprintReadWrite) + float TargetMaxWalkSpeed; + + UPROPERTY(BlueprintReadWrite) + /** How fast current MaxWalkSpeed will be interpolated to TargetMaxWalkSpeed */ + float MaxWalkSpeedInterpSpeed; + /** Default ground walk speed when not performing any special actions */ - UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Ground|Defaults", meta=(ClampMin="0", UIMin="0")) + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Defaults|Ground", meta=(ClampMin="0", UIMin="0")) FRotator DefaultRotationRate; // sprinting /** Ground walk speed when sprinting */ - UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Ground|Sprint", meta=(ClampMin="0", UIMin="0")) + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Sprint", meta=(ClampMin="0", UIMin="0")) float SprintingMaxWalkSpeed; /** Lateral speed the player needs to maintain to stay in the sprinting state */ - UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Ground|Sprint", meta=(ClampMin="0", UIMin="0")) + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Sprint", meta=(ClampMin="0", UIMin="0")) float SprintLateralSpeedThreshold; /** Default ground walk speed when not performing any special actions */ - UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Ground|Sprint", meta=(ClampMin="0", UIMin="0")) + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Sprint", meta=(ClampMin="0", UIMin="0")) FRotator SprintingRotationRate; /** How long after applying movement input should the character start sprinting? */ - UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Ground|Sprint", meta=(ClampMin="0", UIMin="0")) + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Sprint", meta=(ClampMin="0", UIMin="0")) float TimeToInitiateSprint; /** The speed in which the max walk speed to interpolated to the max sprint speed when a sprint has been initiated */ - UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Ground|Sprint", meta=(ClampMin="0", UIMin="0")) + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Sprint", meta=(ClampMin="0", UIMin="0")) float WalkToSprintInterpSpeed; FTimerHandle TimerHandle_SprintTimer; - + UPROPERTY(BlueprintReadOnly) bool bIsSprinting; - + void OnSprintTimer(); // firing @@ -95,19 +116,31 @@ protected: // airborne /** Gravity scale when not performing any special actions */ - UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="SNG Character Movement|Air|Defaults", meta=(ClampMin="0", UIMin="0")) + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="SNG Character Movement|Defaults|Air", meta=(ClampMin="0", UIMin="0")) float DefaultGravityScale; /** How much to dampen lateral velocities at the start of a jump */ - UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Air|Defaults", meta=(ClampMin="0", UIMin="0")) + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Defaults|Air", meta=(ClampMin="0", UIMin="0")) float LateralVelocityDampening; + /** Gravity Scale we want character to interpolate to. Interpolated based on GravityScaleInterpSpeed. */ + UPROPERTY(BlueprintReadWrite) + float TargetGravityScale; + + /** How fast current GravityScale will be interpolated to TargetGravityScale */ + UPROPERTY(BlueprintReadWrite) + float GravityScaleInterpSpeed; + + /** Timer used to determine when to start interpolating GravityScale back to TargetGravityScale */ + UPROPERTY(BlueprintReadWrite) + float FloatTime; + /** * How high (Z) is the character able to reach when holding the jump button for the maximum allowed time. * * This is used in conjunction with DesiredJumpDuration to derive DefaultGravityScale and JumpZVelocity. */ - UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Air|Jump", meta=(ClampMin="0", UIMin="0")) + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Jump", meta=(ClampMin="0", UIMin="0")) float MaxJumpHeight; /** @@ -116,22 +149,22 @@ protected: * * This is used in conjunction with MaxJumpHeight to derive DefaultGravityScale and JumpZVelocity. */ - UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Air|Jump", meta=(ClampMin="0", UIMin="0")) + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Jump", meta=(ClampMin="0", UIMin="0")) float DesiredJumpDuration; /** Force to continuously apply to character when they are holding the jump button */ - UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="SNG Character Movement|Air|Jump", meta=(ClampMin="0", UIMin="0")) + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="SNG Character Movement|Jump", meta=(ClampMin="0", UIMin="0")) float DefaultJumpZVelocity; /** Minimum height a character must reach before jump force is no longer applied even if the jump input is not being held */ - UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Air|Jump", meta=(ClampMin="0", UIMin="0")) + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Jump", meta=(ClampMin="0", UIMin="0")) float MinJumpHeight; /** Max time the jump button can be held to give character upward velocity */ - UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Air|Jump", meta=(ClampMin="0", UIMin="0")) + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Jump", meta=(ClampMin="0", UIMin="0")) float MaxJumpTime; - void ComputerGravityScaleAndJumpZVelocity(); + void ComputeGravityScaleAndJumpZVelocity(); /** * Sets up character velocities and jump parameters like the jump timer @@ -146,16 +179,54 @@ protected: void AddJumpForce(); /** Default friction when not performing any special actions and in the air */ - UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Air|Defaults", meta=(ClampMin="0", UIMin="0")) + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Defaults|Air", meta=(ClampMin="0", UIMin="0")) float DefaultAirControl; /** Minimum distance from the ground a character has to be to be able to perform an air dash */ - UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Air|Defaults", meta=(ClampMin="0", UIMin="0")) + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Defaults|Air", meta=(ClampMin="0", UIMin="0")) float MinAllowedDashHeight; /** Minimum distance from the ground a character has to be to be able to perform an air attack */ - UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Air|Defaults", meta=(ClampMin="0", UIMin="0")) + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Defaults|Air", meta=(ClampMin="0", UIMin="0")) float MinAllowedAttackHeight; + + /** Initial lateral velocity when the character dashes */ + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Dash", meta=(ClampMin="0", UIMin="0")) + float DashVelocity; + + /** Initial ground friction when the character dashes */ + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Dash", meta=(ClampMin="0", UIMin="0")) + float DashGroundFriction; + + /** Initial gravity scale when the character dashes */ + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Dash", meta=(ClampMin="0", UIMin="0")) + float DashGravityScale; + + /** How long the character should "float" before the gravity scale is interpolated back to default */ + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Dash", meta=(ClampMin="0", UIMin="0")) + float DashFloatTime; + + /** How fast default gravity scale will be interpolated to after dash is done */ + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Dash", meta=(ClampMin="0", UIMin="0")) + float DashGravityToDefaultSpeed; + + /** How long the character should "slide" before the ground friction is interpolated back to default */ + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Dash", meta=(ClampMin="0", UIMin="0")) + float DashSlideTime; + + /** How fast default ground friction will be interpolated to after dash is done */ + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Dash", meta=(ClampMin="0", UIMin="0")) + float DashGroundFrictionToDefaultSpeed; + + /** + * @brief Interpolates current movement parameters (i.e. GravityScale, MaxWalkSpeed, GroundFrinction) to the values + * specified by the parameters corresponding target value (i.e. GravityScale will be interpolated to TargetGravityScale). + * The interpolation speed is determined by the parameters corresponding speed value (i.e. GravityScale is interpolated + * to TargetGravityScale by a speed of GravityScaleInterpSpeed). + * + * This function is called every component tick. + */ + void InterpolateMovementParameters(float DeltaTime); virtual void BeginPlay() override;