From 488c375c2d204a21e46553f7411414b8002d6ac7 Mon Sep 17 00:00:00 2001 From: Kevin Poretti Date: Sat, 5 Mar 2022 17:11:58 -0500 Subject: [PATCH 01/29] Movement test level with ruler and slopes --- SwordNGun/Config/DefaultEditor.ini | 1 + .../Environment/Prototype/Blueprints/S_SuperGridGroup.uasset | 3 +++ .../Prototype/Blueprints/SuperGridAssetInterface.uasset | 3 +++ .../Prototype/Blueprints/SuperGrid_DynamicStairs.uasset | 3 +++ .../Environment/Prototype/Blueprints/SuperGrid_Group.uasset | 3 +++ .../Environment/Prototype/Blueprints/SuperGrid_Master.uasset | 3 +++ .../Environment/Prototype/Blueprints/SuperGrid_Wall.uasset | 3 +++ .../Prototype/Materials/Base/M_SuperGrid_MultiColor.uasset | 3 +++ .../Prototype/Materials/Base/M_SuperGrid_Orientation.uasset | 3 +++ .../Prototype/Materials/Base/M_SuperGrid_SingleColor.uasset | 3 +++ .../Prototype/Materials/Base/M_SuperGrid_Template.uasset | 3 +++ .../Prototype/Materials/Functions/Basic/BreakSet.uasset | 3 +++ .../Materials/Functions/Basic/Layout_LocalSides.uasset | 3 +++ .../Materials/Functions/Basic/Layout_WorldSides.uasset | 3 +++ .../Prototype/Materials/Functions/Basic/MakeSet.uasset | 3 +++ .../Prototype/Materials/Functions/Basic/Roughness.uasset | 3 +++ .../Materials/Functions/Texture/Dye_4ColorBasic.uasset | 3 +++ .../Materials/Functions/Texture/Dye_MultiColor.uasset | 3 +++ .../Materials/Functions/Texture/Dye_SingleColor.uasset | 3 +++ .../Materials/Functions/Texture/Tex_SimpleGrid.uasset | 3 +++ .../Prototype/Materials/Functions/UV/UV_CustomPanner.uasset | 3 +++ .../Prototype/Materials/Functions/UV/UV_CustomTexture.uasset | 3 +++ .../Prototype/Materials/Functions/UV/UV_ObjectScalable.uasset | 3 +++ .../Prototype/Materials/Functions/UV/UV_SetupGrid.uasset | 3 +++ .../Prototype/Materials/Functions/UV/UV_WorldScalable.uasset | 3 +++ .../Prototype/Materials/Instances/M_MovementBad.uasset | 3 +++ .../Prototype/Materials/Instances/M_MovementGood.uasset | 3 +++ .../Prototype/Materials/Instances/M_MovementWarning.uasset | 3 +++ .../Prototype/Materials/Instances/M_PrototypeLevel.uasset | 3 +++ .../Materials/Palette/Advanced/M_SuperGrid_Auto.uasset | 3 +++ .../Materials/Palette/Grids/M_SuperGrid_BlackSheet.uasset | 3 +++ .../Prototype/Materials/Palette/Grids/M_SuperGrid_Chess.uasset | 3 +++ .../Materials/Palette/Grids/M_SuperGrid_DangerZone.uasset | 3 +++ .../Materials/Palette/Grids/M_SuperGrid_Default.uasset | 3 +++ .../Materials/Palette/Grids/M_SuperGrid_DefaultBlack.uasset | 3 +++ .../Materials/Palette/Grids/M_SuperGrid_DoubleColor.uasset | 3 +++ .../Materials/Palette/Grids/M_SuperGrid_Walkable.uasset | 3 +++ .../Prototype/Materials/Palette/Grids/M_SuperGrid_White.uasset | 3 +++ .../Prototype/Materials/Palette/M_MovementBad.uasset | 3 +++ .../Prototype/Materials/Palette/M_MovementGood.uasset | 3 +++ .../Prototype/Materials/Palette/M_PrototypeLevel.uasset | 3 +++ .../Prototype/Materials/Palette/M_PrototypeLevel_Base.uasset | 3 +++ .../Materials/Palette/Templates/M_SuperGrid_Barrel.uasset | 3 +++ .../Materials/Palette/Templates/M_SuperGrid_Llama.uasset | 3 +++ .../Materials/Palette/Templates/M_SuperGrid_Te_Human.uasset | 3 +++ .../Environment/Prototype/Source/Meshes/SuperGrid_Arch1.uasset | 3 +++ .../Environment/Prototype/Source/Meshes/SuperGrid_Arch2.uasset | 3 +++ .../Environment/Prototype/Source/Meshes/SuperGrid_Box.uasset | 3 +++ .../Prototype/Source/Meshes/SuperGrid_BoxCentered.uasset | 3 +++ .../Prototype/Source/Meshes/SuperGrid_BoxHighRes.uasset | 3 +++ .../Environment/Prototype/Source/Meshes/SuperGrid_Cone.uasset | 3 +++ .../Prototype/Source/Meshes/SuperGrid_CornerInner.uasset | 3 +++ .../Prototype/Source/Meshes/SuperGrid_CornerOuter.uasset | 3 +++ .../Prototype/Source/Meshes/SuperGrid_CylinderBend.uasset | 3 +++ .../Prototype/Source/Meshes/SuperGrid_CylinderFull.uasset | 3 +++ .../Prototype/Source/Meshes/SuperGrid_CylinderHalf.uasset | 3 +++ .../Prototype/Source/Meshes/SuperGrid_CylinderQuarter.uasset | 3 +++ .../Prototype/Source/Meshes/SuperGrid_Hexagon.uasset | 3 +++ .../Environment/Prototype/Source/Meshes/SuperGrid_Plane.uasset | 3 +++ .../Prototype/Source/Meshes/SuperGrid_Pyramide.uasset | 3 +++ .../Environment/Prototype/Source/Meshes/SuperGrid_Ramp.uasset | 3 +++ .../Prototype/Source/Meshes/SuperGrid_RingFull.uasset | 3 +++ .../Prototype/Source/Meshes/SuperGrid_RingPiece.uasset | 3 +++ .../Prototype/Source/Meshes/SuperGrid_RingQuarter.uasset | 3 +++ .../Prototype/Source/Meshes/SuperGrid_SlantedBox22.uasset | 3 +++ .../Prototype/Source/Meshes/SuperGrid_SlantedBox35.uasset | 3 +++ .../Prototype/Source/Meshes/SuperGrid_SlantedBox45.uasset | 3 +++ .../Environment/Prototype/Source/Meshes/SuperGrid_Slope.uasset | 3 +++ .../Prototype/Source/Meshes/SuperGrid_Stairs.uasset | 3 +++ .../Prototype/Source/Textures/T_BasicGridW_M.uasset | 3 +++ .../Environment/Prototype/Source/Textures/T_BasicGrid_M.uasset | 3 +++ .../Environment/Prototype/Source/Textures/T_BasicGrid_N.uasset | 3 +++ .../Prototype/Source/Textures/T_ConcreteWall_M.uasset | 3 +++ .../Prototype/Source/Textures/T_ConcreteWall_N.uasset | 3 +++ .../Prototype/Source/Textures/T_ConcreteWall_R.uasset | 3 +++ .../Prototype/Source/Textures/T_CustomMetal_M.uasset | 3 +++ .../Prototype/Source/Textures/T_CustomMetal_N.uasset | 3 +++ .../Prototype/Source/Textures/T_Distortion_N.uasset | 3 +++ .../Environment/Prototype/Source/Textures/T_DotGrid_M.uasset | 3 +++ .../Environment/Prototype/Source/Textures/T_DotGrid_N.uasset | 3 +++ .../Prototype/Source/Textures/T_HexagonRandom.uasset | 3 +++ .../Environment/Prototype/Source/Textures/T_Hexagon_M.uasset | 3 +++ .../Environment/Prototype/Source/Textures/T_Hexagon_N.uasset | 3 +++ .../Prototype/Source/Textures/T_ModernGrid_M.uasset | 3 +++ .../Prototype/Source/Textures/T_ModernGrid_N.uasset | 3 +++ .../Environment/Prototype/Source/Textures/T_Panels_M.uasset | 3 +++ .../Environment/Prototype/Source/Textures/T_Panels_N.uasset | 3 +++ .../Environment/Prototype/Source/Textures/T_StoneGrid_M.uasset | 3 +++ .../Environment/Prototype/Source/Textures/T_StoneGrid_N.uasset | 3 +++ .../Prototype/Source/Textures/Templates/T_SGGroup.uasset | 3 +++ .../Prototype/Source/Textures/Templates/T_SGLogo.uasset | 3 +++ .../Source/Textures/Templates/T_TemplateBarrel.uasset | 3 +++ .../Prototype/Source/Textures/Templates/T_TemplateGrid.uasset | 3 +++ .../Prototype/Source/Textures/Templates/T_TemplateHuman.uasset | 3 +++ .../Prototype/Source/Textures/Templates/T_TemplateLlama.uasset | 3 +++ SwordNGun/Content/Maps/MovementTest.umap | 3 +++ 96 files changed, 286 insertions(+) create mode 100644 SwordNGun/Content/Environment/Prototype/Blueprints/S_SuperGridGroup.uasset create mode 100644 SwordNGun/Content/Environment/Prototype/Blueprints/SuperGridAssetInterface.uasset create mode 100644 SwordNGun/Content/Environment/Prototype/Blueprints/SuperGrid_DynamicStairs.uasset create mode 100644 SwordNGun/Content/Environment/Prototype/Blueprints/SuperGrid_Group.uasset create mode 100644 SwordNGun/Content/Environment/Prototype/Blueprints/SuperGrid_Master.uasset create mode 100644 SwordNGun/Content/Environment/Prototype/Blueprints/SuperGrid_Wall.uasset create mode 100644 SwordNGun/Content/Environment/Prototype/Materials/Base/M_SuperGrid_MultiColor.uasset create mode 100644 SwordNGun/Content/Environment/Prototype/Materials/Base/M_SuperGrid_Orientation.uasset create mode 100644 SwordNGun/Content/Environment/Prototype/Materials/Base/M_SuperGrid_SingleColor.uasset create mode 100644 SwordNGun/Content/Environment/Prototype/Materials/Base/M_SuperGrid_Template.uasset create mode 100644 SwordNGun/Content/Environment/Prototype/Materials/Functions/Basic/BreakSet.uasset create mode 100644 SwordNGun/Content/Environment/Prototype/Materials/Functions/Basic/Layout_LocalSides.uasset create mode 100644 SwordNGun/Content/Environment/Prototype/Materials/Functions/Basic/Layout_WorldSides.uasset create mode 100644 SwordNGun/Content/Environment/Prototype/Materials/Functions/Basic/MakeSet.uasset create mode 100644 SwordNGun/Content/Environment/Prototype/Materials/Functions/Basic/Roughness.uasset create mode 100644 SwordNGun/Content/Environment/Prototype/Materials/Functions/Texture/Dye_4ColorBasic.uasset create mode 100644 SwordNGun/Content/Environment/Prototype/Materials/Functions/Texture/Dye_MultiColor.uasset create mode 100644 SwordNGun/Content/Environment/Prototype/Materials/Functions/Texture/Dye_SingleColor.uasset create mode 100644 SwordNGun/Content/Environment/Prototype/Materials/Functions/Texture/Tex_SimpleGrid.uasset create mode 100644 SwordNGun/Content/Environment/Prototype/Materials/Functions/UV/UV_CustomPanner.uasset create mode 100644 SwordNGun/Content/Environment/Prototype/Materials/Functions/UV/UV_CustomTexture.uasset create mode 100644 SwordNGun/Content/Environment/Prototype/Materials/Functions/UV/UV_ObjectScalable.uasset create mode 100644 SwordNGun/Content/Environment/Prototype/Materials/Functions/UV/UV_SetupGrid.uasset create mode 100644 SwordNGun/Content/Environment/Prototype/Materials/Functions/UV/UV_WorldScalable.uasset create mode 100644 SwordNGun/Content/Environment/Prototype/Materials/Instances/M_MovementBad.uasset create mode 100644 SwordNGun/Content/Environment/Prototype/Materials/Instances/M_MovementGood.uasset create mode 100644 SwordNGun/Content/Environment/Prototype/Materials/Instances/M_MovementWarning.uasset create mode 100644 SwordNGun/Content/Environment/Prototype/Materials/Instances/M_PrototypeLevel.uasset create mode 100644 SwordNGun/Content/Environment/Prototype/Materials/Palette/Advanced/M_SuperGrid_Auto.uasset create mode 100644 SwordNGun/Content/Environment/Prototype/Materials/Palette/Grids/M_SuperGrid_BlackSheet.uasset create mode 100644 SwordNGun/Content/Environment/Prototype/Materials/Palette/Grids/M_SuperGrid_Chess.uasset create mode 100644 SwordNGun/Content/Environment/Prototype/Materials/Palette/Grids/M_SuperGrid_DangerZone.uasset create mode 100644 SwordNGun/Content/Environment/Prototype/Materials/Palette/Grids/M_SuperGrid_Default.uasset create mode 100644 SwordNGun/Content/Environment/Prototype/Materials/Palette/Grids/M_SuperGrid_DefaultBlack.uasset create mode 100644 SwordNGun/Content/Environment/Prototype/Materials/Palette/Grids/M_SuperGrid_DoubleColor.uasset create mode 100644 SwordNGun/Content/Environment/Prototype/Materials/Palette/Grids/M_SuperGrid_Walkable.uasset create mode 100644 SwordNGun/Content/Environment/Prototype/Materials/Palette/Grids/M_SuperGrid_White.uasset create mode 100644 SwordNGun/Content/Environment/Prototype/Materials/Palette/M_MovementBad.uasset create mode 100644 SwordNGun/Content/Environment/Prototype/Materials/Palette/M_MovementGood.uasset create mode 100644 SwordNGun/Content/Environment/Prototype/Materials/Palette/M_PrototypeLevel.uasset create mode 100644 SwordNGun/Content/Environment/Prototype/Materials/Palette/M_PrototypeLevel_Base.uasset create mode 100644 SwordNGun/Content/Environment/Prototype/Materials/Palette/Templates/M_SuperGrid_Barrel.uasset create mode 100644 SwordNGun/Content/Environment/Prototype/Materials/Palette/Templates/M_SuperGrid_Llama.uasset create mode 100644 SwordNGun/Content/Environment/Prototype/Materials/Palette/Templates/M_SuperGrid_Te_Human.uasset create mode 100644 SwordNGun/Content/Environment/Prototype/Source/Meshes/SuperGrid_Arch1.uasset create mode 100644 SwordNGun/Content/Environment/Prototype/Source/Meshes/SuperGrid_Arch2.uasset create mode 100644 SwordNGun/Content/Environment/Prototype/Source/Meshes/SuperGrid_Box.uasset create mode 100644 SwordNGun/Content/Environment/Prototype/Source/Meshes/SuperGrid_BoxCentered.uasset create mode 100644 SwordNGun/Content/Environment/Prototype/Source/Meshes/SuperGrid_BoxHighRes.uasset create mode 100644 SwordNGun/Content/Environment/Prototype/Source/Meshes/SuperGrid_Cone.uasset create mode 100644 SwordNGun/Content/Environment/Prototype/Source/Meshes/SuperGrid_CornerInner.uasset create mode 100644 SwordNGun/Content/Environment/Prototype/Source/Meshes/SuperGrid_CornerOuter.uasset create mode 100644 SwordNGun/Content/Environment/Prototype/Source/Meshes/SuperGrid_CylinderBend.uasset create mode 100644 SwordNGun/Content/Environment/Prototype/Source/Meshes/SuperGrid_CylinderFull.uasset create mode 100644 SwordNGun/Content/Environment/Prototype/Source/Meshes/SuperGrid_CylinderHalf.uasset create mode 100644 SwordNGun/Content/Environment/Prototype/Source/Meshes/SuperGrid_CylinderQuarter.uasset create mode 100644 SwordNGun/Content/Environment/Prototype/Source/Meshes/SuperGrid_Hexagon.uasset create mode 100644 SwordNGun/Content/Environment/Prototype/Source/Meshes/SuperGrid_Plane.uasset create mode 100644 SwordNGun/Content/Environment/Prototype/Source/Meshes/SuperGrid_Pyramide.uasset create mode 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sha256:6139ad35e82e1ae578bb8ee26e1f4f2bbd4f2257a88b4b553d54cf3f5b678ca7 +size 28287 diff --git a/SwordNGun/Content/Maps/MovementTest.umap b/SwordNGun/Content/Maps/MovementTest.umap new file mode 100644 index 0000000..2b0e369 --- /dev/null +++ b/SwordNGun/Content/Maps/MovementTest.umap @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:94157076b731dbf34a63ef8c8bc995696e74bf5667cc01b7d5c3b12954e68c63 +size 744201 From 22ac08c064639cecd543ce854ee5b8fc062cb305 Mon Sep 17 00:00:00 2001 From: Kevin Poretti Date: Sat, 5 Mar 2022 22:36:15 -0500 Subject: [PATCH 02/29] Add more geometry to movement test map --- SwordNGun/Config/DefaultEngine.ini | 2 +- SwordNGun/Content/Maps/MovementTest.umap | 4 ++-- SwordNGun/Content/Maps/Test.umap | 2 +- SwordNGun/Content/Maps/Test_BuiltData.uasset | 2 +- 4 files changed, 5 insertions(+), 5 deletions(-) diff --git a/SwordNGun/Config/DefaultEngine.ini b/SwordNGun/Config/DefaultEngine.ini index b331701..5b668ef 100644 --- a/SwordNGun/Config/DefaultEngine.ini +++ b/SwordNGun/Config/DefaultEngine.ini @@ -12,7 +12,7 @@ AppliedDefaultGraphicsPerformance=Maximum +ActiveClassRedirects=(OldClassName="TP_BlankGameModeBase",NewClassName="SwordNGunGameModeBase") [/Script/EngineSettings.GameMapsSettings] -EditorStartupMap=/Game/Maps/Test.Test +EditorStartupMap=/Game/Maps/MovementTest.MovementTest [/Script/Engine.PhysicsSettings] PhysicErrorCorrection=(PingExtrapolation=0.100000,PingLimit=100.000000,ErrorPerLinearDifference=1.000000,ErrorPerAngularDifference=1.000000,MaxRestoredStateError=1.000000,MaxLinearHardSnapDistance=400.000000,PositionLerp=0.000000,AngleLerp=0.400000,LinearVelocityCoefficient=100.000000,AngularVelocityCoefficient=10.000000,ErrorAccumulationSeconds=0.500000,ErrorAccumulationDistanceSq=15.000000,ErrorAccumulationSimilarity=100.000000) diff --git a/SwordNGun/Content/Maps/MovementTest.umap b/SwordNGun/Content/Maps/MovementTest.umap index 2b0e369..21d7afa 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 sha256:94157076b731dbf34a63ef8c8bc995696e74bf5667cc01b7d5c3b12954e68c63 -size 744201 +oid sha256:d6d3f56a37df3ef219417d253c08f6c9e16e27ef3c24b5d97adb073315a50ebb +size 927119 diff --git a/SwordNGun/Content/Maps/Test.umap b/SwordNGun/Content/Maps/Test.umap index 28b79b0..4516342 100644 --- a/SwordNGun/Content/Maps/Test.umap +++ b/SwordNGun/Content/Maps/Test.umap @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:039bcb87dd1019127e8f634e35b1f4b3edec2b3f8afabaa7e4fae2724a6e8a9e +oid sha256:05a7948d3087236a2e65fa0d6e33e50d00ebf909f11ba4492adfe768ec258336 size 684571 diff --git a/SwordNGun/Content/Maps/Test_BuiltData.uasset b/SwordNGun/Content/Maps/Test_BuiltData.uasset index 9ae3568..a521157 100644 --- a/SwordNGun/Content/Maps/Test_BuiltData.uasset +++ b/SwordNGun/Content/Maps/Test_BuiltData.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:14f150104e65ac134d63a2915bcbe13035267ff93d1924b0ecf899144dd8f13d +oid sha256:8556ad96aa46bec273540a3f8deef8d1df1c1f884a880004f0b77f290299ca8c size 2349199 From 649a2aeb2c62b65a0daec2aea84dadfab0fa2d04 Mon Sep 17 00:00:00 2001 From: Kevin Poretti Date: Sat, 5 Mar 2022 22:41:37 -0500 Subject: [PATCH 03/29] Fix bounds on movement test level --- SwordNGun/Content/Maps/MovementTest.umap | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/SwordNGun/Content/Maps/MovementTest.umap b/SwordNGun/Content/Maps/MovementTest.umap index 21d7afa..7610f7e 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:d6d3f56a37df3ef219417d253c08f6c9e16e27ef3c24b5d97adb073315a50ebb +oid sha256:f971742b0a82312a2ab227da0c27502755c064bff62c5dbd55b2fdac0b99077b size 927119 From 8396a5765a72c59fbc6e72f2d179996de43121dc Mon Sep 17 00:00:00 2001 From: Kevin Poretti Date: Sun, 6 Mar 2022 14:24:45 -0500 Subject: [PATCH 04/29] Finish movement test level --- SwordNGun/Content/Maps/MovementTest.umap | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/SwordNGun/Content/Maps/MovementTest.umap b/SwordNGun/Content/Maps/MovementTest.umap index 7610f7e..6fcf62d 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:f971742b0a82312a2ab227da0c27502755c064bff62c5dbd55b2fdac0b99077b -size 927119 +oid sha256:190cc1b9e5d8370f71d6e159635af0116b6d426295a2068988a0dd8ea06cda1c +size 950704 From 43e6c4a4ff05ed8ef0ffcb2310c74ef239be5c60 Mon Sep 17 00:00:00 2001 From: Kevin Poretti Date: Thu, 10 Mar 2022 20:40:49 -0500 Subject: [PATCH 05/29] Try and improve jump --- .../Protagonist/BP_Protagonist.uasset | 4 ++-- .../States/BP_ProtagAirborneState.uasset | 4 ++-- .../Protagonist/States/BP_ProtagJump.uasset | 4 ++-- SwordNGun/Content/Maps/MovementTest.umap | 4 ++-- .../Controllers/SNGPlayerController.cpp | Bin 27646 -> 28140 bytes .../Public/Controllers/SNGPlayerController.h | Bin 6382 -> 6208 bytes SwordNGun/Source/SwordNGun/SNGTypes.h | Bin 21446 -> 22062 bytes 7 files changed, 8 insertions(+), 8 deletions(-) diff --git a/SwordNGun/Content/Characters/Protagonist/BP_Protagonist.uasset b/SwordNGun/Content/Characters/Protagonist/BP_Protagonist.uasset index ec9102d..1542da7 100644 --- a/SwordNGun/Content/Characters/Protagonist/BP_Protagonist.uasset +++ b/SwordNGun/Content/Characters/Protagonist/BP_Protagonist.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:ea485c3ac95ad03bedbb4ceb3647c2da9de2ede6722f40f69e9c636b183c072f -size 211579 +oid sha256:0bd518d9e5ac0d902498ac86db052d5dbe04cc86a511297d51649b621efa9498 +size 211647 diff --git a/SwordNGun/Content/Characters/Protagonist/States/BP_ProtagAirborneState.uasset 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.../Controllers/SNGPlayerController.cpp | Bin 27646 -> 13448 bytes .../Private/Effects/SNGImpactEffect.cpp | Bin 4928 -> 2391 bytes .../Interfaces/SNGEventProcessorInterface.cpp | Bin 444 -> 216 bytes .../Interfaces/SNGWeaponUserInterface.cpp | Bin 438 -> 213 bytes .../Private/States/SNGEnemyBaseState.cpp | Bin 720 -> 345 bytes .../Private/States/SNGProtagonistState.cpp | Bin 764 -> 367 bytes .../SwordNGun/Private/States/SNGState.cpp | Bin 8578 -> 4085 bytes .../Weapons/SNGInstantRangedWeapon.cpp | 2 +- .../Private/Weapons/SNGMeleeWeaponBase.cpp | Bin 6034 -> 2938 bytes .../Weapons/SNGProjectileRangedWeapon.cpp | Bin 220 -> 105 bytes .../Private/Weapons/SNGRangedWeaponBase.cpp | Bin 10694 -> 5186 bytes .../Private/Weapons/SNGWeaponBase.cpp | Bin 4238 -> 2036 bytes .../SNGEventBlueprintLibrary.h | Bin 5266 -> 2578 bytes .../Public/Characters/SNGCharacterBase.h | Bin 11002 -> 5327 bytes .../Public/Characters/SNGEnemyBase.h | Bin 970 -> 461 bytes .../Public/Characters/SNGProtagonist.h | Bin 9492 -> 4576 bytes .../SNGCharacterMovementComponent.h | Bin 9608 -> 4698 bytes .../Public/Components/SNGHealthComponent.h | Bin 6258 -> 3026 bytes .../Components/SNGStateMachineComponent.h | Bin 2918 -> 1403 bytes .../Components/SNGWeaponInventoryComponent.h | Bin 3682 -> 1776 bytes .../Public/Controllers/SNGPlayerController.h | Bin 6382 -> 3035 bytes .../Public/Effects/SNGImpactEffect.h | Bin 6928 -> 3344 bytes .../Interfaces/SNGEventProcessorInterface.h | Bin 2454 -> 1190 bytes .../Interfaces/SNGWeaponUserInterface.h | Bin 1370 -> 654 bytes .../Public/States/SNGEnemyBaseState.h | Bin 918 -> 434 bytes .../Public/States/SNGProtagonistState.h | Bin 946 -> 448 bytes .../Source/SwordNGun/Public/States/SNGState.h | Bin 5064 -> 2422 bytes .../Public/Weapons/SNGMeleeWeaponBase.h | Bin 1744 -> 835 bytes .../Weapons/SNGProjectileRangedWeapon.h | Bin 652 -> 309 bytes .../Public/Weapons/SNGRangedWeaponBase.h | Bin 15130 -> 7365 bytes .../SwordNGun/Public/Weapons/SNGWeaponBase.h | Bin 4966 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Mon Sep 17 00:00:00 2001 From: Kevin Poretti Date: Thu, 10 Mar 2022 21:24:42 -0500 Subject: [PATCH 07/29] Convert all source files to UTF-8 with current Better_Movement changes --- .../SNGEventBlueprintLibrary.cpp | Bin 1588 -> 767 bytes .../Private/Characters/SNGCharacterBase.cpp | Bin 13704 -> 6587 bytes .../Private/Characters/SNGEnemyBase.cpp | Bin 378 -> 180 bytes .../Private/Characters/SNGProtagonist.cpp | Bin 22332 -> 10817 bytes .../SNGCharacterMovementComponent.cpp | Bin 3962 -> 1906 bytes .../Private/Components/SNGHealthComponent.cpp | Bin 5738 -> 2770 bytes .../Components/SNGStateMachineComponent.cpp | Bin 15252 -> 7423 bytes .../SNGWeaponInventoryComponent.cpp | Bin 5724 -> 2763 bytes .../Controllers/SNGPlayerController.cpp | Bin 28140 -> 13693 bytes .../Private/Effects/SNGImpactEffect.cpp | Bin 4928 -> 2391 bytes .../Interfaces/SNGEventProcessorInterface.cpp | Bin 444 -> 216 bytes .../Interfaces/SNGWeaponUserInterface.cpp | Bin 438 -> 213 bytes .../Private/States/SNGEnemyBaseState.cpp | Bin 720 -> 345 bytes .../Private/States/SNGProtagonistState.cpp | Bin 764 -> 367 bytes .../SwordNGun/Private/States/SNGState.cpp | Bin 8578 -> 4085 bytes .../Weapons/SNGInstantRangedWeapon.cpp | 2 +- .../Private/Weapons/SNGMeleeWeaponBase.cpp | Bin 6034 -> 2938 bytes .../Weapons/SNGProjectileRangedWeapon.cpp | Bin 220 -> 105 bytes .../Private/Weapons/SNGRangedWeaponBase.cpp | Bin 10694 -> 5186 bytes .../Private/Weapons/SNGWeaponBase.cpp | Bin 4238 -> 2036 bytes .../SNGEventBlueprintLibrary.h | Bin 5266 -> 2578 bytes .../Public/Characters/SNGCharacterBase.h | Bin 11002 -> 5327 bytes .../Public/Characters/SNGEnemyBase.h | Bin 970 -> 461 bytes .../Public/Characters/SNGProtagonist.h | Bin 9492 -> 4576 bytes .../SNGCharacterMovementComponent.h | Bin 9608 -> 4698 bytes .../Public/Components/SNGHealthComponent.h | Bin 6258 -> 3026 bytes .../Components/SNGStateMachineComponent.h | Bin 2918 -> 1403 bytes .../Components/SNGWeaponInventoryComponent.h | Bin 3682 -> 1776 bytes .../Public/Controllers/SNGPlayerController.h | Bin 6208 -> 2958 bytes .../Public/Effects/SNGImpactEffect.h | Bin 6928 -> 3344 bytes .../Interfaces/SNGEventProcessorInterface.h | Bin 2454 -> 1190 bytes .../Interfaces/SNGWeaponUserInterface.h | Bin 1370 -> 654 bytes .../Public/States/SNGEnemyBaseState.h | Bin 918 -> 434 bytes .../Public/States/SNGProtagonistState.h | Bin 946 -> 448 bytes .../Source/SwordNGun/Public/States/SNGState.h | Bin 5064 -> 2422 bytes .../Public/Weapons/SNGMeleeWeaponBase.h | Bin 1744 -> 835 bytes .../Weapons/SNGProjectileRangedWeapon.h | Bin 652 -> 309 bytes .../Public/Weapons/SNGRangedWeaponBase.h | Bin 15130 -> 7365 bytes .../SwordNGun/Public/Weapons/SNGWeaponBase.h | Bin 4966 -> 2399 bytes SwordNGun/Source/SwordNGun/SNGTypes.cpp | 2 +- SwordNGun/Source/SwordNGun/SNGTypes.h | Bin 22062 -> 10681 bytes 41 files changed, 2 insertions(+), 2 deletions(-) diff --git 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b/SwordNGun/Source/SwordNGun/Private/Weapons/SNGInstantRangedWeapon.cpp @@ -1,4 +1,4 @@ -// Project Sword & Gun Copyright © 2021 Kevin Poretti +// Project Sword & Gun Copyright © 2021 Kevin Poretti #include "Weapons/SNGInstantRangedWeapon.h" diff --git a/SwordNGun/Source/SwordNGun/Private/Weapons/SNGMeleeWeaponBase.cpp b/SwordNGun/Source/SwordNGun/Private/Weapons/SNGMeleeWeaponBase.cpp index 2755dabab3ef74bd83f8e60321bdc621f1847259..2d577fd3842ba4deb822842a1e619ea2692bef08 100644 GIT binary patch literal 2938 zcmbtW+j84B5Phb;Vyn(1lt-bGJTi$hibOe@$dYTyP2W5)xsp&*00#uE(KPv>{zkv7 zyMU;R?ari=7YP7?vj=-Qi(U_|jQ$fd3+YCi9A3ahtze+bt&z)>g@68rx3Ay6fiL(V z6Ojqm~5JZ`^h z1@pra4QZtn^b3O`-+q?1pIL3HsGsNI1=`t0p$R*kcdhTO)`ONgJYy-22L%fA7{e2I zyc#9z(r!aS{8^(zot7&!I1rT$N8}Y^KNMC#MiH|wU^nf;oz?}+9?%$>V`_!5eU&FF z@51PJN)BznEjBw2%e1Fibk3BE@E4x}msqVjt$-XH+$6V?*+n?f%Q>#gE+oci(}j8R z$2@F5jTOW(cnnyH3Y3O5VL^qq&2A0?O2XPG8j;6?(cB1CEwovK3&mmj0S@7Lb?%}z z*I%_Ma_8G;Z{|KzCY(Y=d(bOgNh`GqPyE5G8n`2m{4m(j8HPH5k=@M4gE>8o4}3fg 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zc-Ghz!y>OKF@C*qPisQcdNvvoK}*+^O;0?&JsZz5SANF(@N?5g*lQ}7#G^}BZUxO`TDcj=(JCaRn* zFvafqjXs(&rb`X$#M{9Fym~mF?U7yD!PpoW5U+6sEA&i&;nmVpWrriI&Xyo6g z)A-WP$O4;AdvflJde3w9yqbt8H_t92TiKfGI_DQ5}fOyV$O10v*GhKsb{;sCD<8GSI zyIj?iNaZXIj)?~@qbk)Sf3$+_PldM zjGJfm(LHQOmdFBjq^&)DIZt;#Alr$vRZzShkNtR^u`{ZCvO{vyICHe9M(v*D2!Z>}*R*3($p?p|E1H3e40+wScsQfoNlT3^lH^$TJo`v-Tm?sOI- zySc7fG`g9!>~X!!;C|j*tJD0qo5A#FHg$y^-Zpg2vJZL(q+hxf$v;W|dEkM5!`^pO z9uPf-Hm_uu{oImSIxlMHBcba+n8iKoWf9>?3pX7(chbtnsmI*Oq8C~EGnF!43Od(2 zutw9WuiGyj4WYJCZd#vYl^HZPZy8>wI5)cvaDnd!OEybC1^b z$+pmx^X+A3|8q1&w!>H1|3OQ$)@`1CX4RxfbCJ6Q!@c>}zmG6n7j>s?*iJ*_L8UeD zd%H`5OJ^6i|GV?9tU3=#6v+O0|WpPH3SQZhMI8@fF z7ge9d$*Igm)>QYJBf;o=2j{Z*nl0`*2_Ks_L#e5t}Ixi#g@IO2bgs|I+u26mDujy#Tthuhf24TU+TH From 2c7bf0fb53ab8f737dd24d6a349a1981e5b38b24 Mon Sep 17 00:00:00 2001 From: Kevin Poretti Date: Fri, 11 Mar 2022 20:45:14 -0500 Subject: [PATCH 08/29] Create new character class --- .../Animations/NewProtag_AnimBP.uasset | 3 + .../Protagonist/BP_NewProtag.uasset | 3 + .../Protagonist/BP_Protagonist.uasset | 4 +- .../Core/GameModes/BP_TestGameMode.uasset | 4 +- SwordNGun/Content/Maps/MovementTest.umap | 2 +- .../Private/Characters/SNGCharacterBase.cpp | Bin 6587 -> 6280 bytes .../SNGCharacterBase_DEPRECATED.cpp | 265 ++++++++++++++++++ .../SNGCharacterMovementComponent.cpp | 12 +- .../Weapons/SNGInstantRangedWeapon.cpp | 4 +- .../Private/Weapons/SNGMeleeWeaponBase.cpp | 4 +- .../Public/Characters/SNGCharacterBase.h | Bin 5327 -> 2174 bytes .../Characters/SNGCharacterBase_DEPRECATED.h | 174 ++++++++++++ .../Public/Characters/SNGEnemyBase.h | 4 +- .../Public/Characters/SNGProtagonist.h | 4 +- .../SNGCharacterMovementComponent.h | 6 +- 15 files changed, 466 insertions(+), 23 deletions(-) create mode 100644 SwordNGun/Content/Characters/Protagonist/Animations/NewProtag_AnimBP.uasset create mode 100644 SwordNGun/Content/Characters/Protagonist/BP_NewProtag.uasset create mode 100644 SwordNGun/Source/SwordNGun/Private/Characters/SNGCharacterBase_DEPRECATED.cpp create mode 100644 SwordNGun/Source/SwordNGun/Public/Characters/SNGCharacterBase_DEPRECATED.h diff --git a/SwordNGun/Content/Characters/Protagonist/Animations/NewProtag_AnimBP.uasset b/SwordNGun/Content/Characters/Protagonist/Animations/NewProtag_AnimBP.uasset new file mode 100644 index 0000000..245c0b8 --- /dev/null +++ b/SwordNGun/Content/Characters/Protagonist/Animations/NewProtag_AnimBP.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:2afc51cc43713c9c0b199224b19b02a8cb70745ec2bc4318383a0d4681912d58 +size 798845 diff --git a/SwordNGun/Content/Characters/Protagonist/BP_NewProtag.uasset b/SwordNGun/Content/Characters/Protagonist/BP_NewProtag.uasset new file mode 100644 index 0000000..495786a --- /dev/null +++ b/SwordNGun/Content/Characters/Protagonist/BP_NewProtag.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:9243affa8259717c04da6bdd8ff7270bf0104e828d739fa31016e903a45fe8b4 +size 118953 diff --git a/SwordNGun/Content/Characters/Protagonist/BP_Protagonist.uasset b/SwordNGun/Content/Characters/Protagonist/BP_Protagonist.uasset index 1542da7..a1c581c 100644 --- a/SwordNGun/Content/Characters/Protagonist/BP_Protagonist.uasset +++ b/SwordNGun/Content/Characters/Protagonist/BP_Protagonist.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:0bd518d9e5ac0d902498ac86db052d5dbe04cc86a511297d51649b621efa9498 -size 211647 +oid sha256:2717da35d9ce4517ee1e4ca8d66335c3546a53be67ea20382123c744e7885e63 +size 209596 diff --git a/SwordNGun/Content/Core/GameModes/BP_TestGameMode.uasset b/SwordNGun/Content/Core/GameModes/BP_TestGameMode.uasset index 4f91467..7652b31 100644 --- a/SwordNGun/Content/Core/GameModes/BP_TestGameMode.uasset +++ b/SwordNGun/Content/Core/GameModes/BP_TestGameMode.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid 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--- /dev/null +++ b/SwordNGun/Source/SwordNGun/Private/Characters/SNGCharacterBase_DEPRECATED.cpp @@ -0,0 +1,265 @@ +// Project Sword & Gun Copyright © 2021 Kevin Poretti + + +#include "Characters/SNGCharacterBase_DEPRECATED.h" + +#include "Components/CapsuleComponent.h" +#include "GameFramework/PawnMovementComponent.h" +#include "Kismet/KismetMathLibrary.h" +#include "SwordNGun/SwordNGun.h" + +// Sets default values +ASNGCharacterBase_DEPRECATED::ASNGCharacterBase_DEPRECATED(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer.SetDefaultSubobjectClass(ACharacter::CharacterMovementComponentName)) +{ + // By default calls Tick() every frame. + PrimaryActorTick.bCanEverTick = true; + + StateMachineComponent = CreateDefaultSubobject(TEXT("StateMachineComponent")); + HealthComponent = CreateDefaultSubobject(TEXT("HealthComponent")); + + GetCapsuleComponent()->SetCollisionResponseToChannel(COLLISION_RANGED_WEAPON, ECR_Ignore); + GetCapsuleComponent()->SetCollisionResponseToChannel(COLLISION_MELEE_WEAPON, ECR_Ignore); + + EnableAllActions(); + + AController* MyController = GetController(); + if(MyController) + { + GetController()->SetIgnoreMoveInput(false); + } +} + +void ASNGCharacterBase_DEPRECATED::SetupRotateTowardsTarget(FRotator TargetRotation, float DegreesPerSecond, float MaxRotation) +{ + RotateTimeElapsed = 0.0f; + InitialRot = GetActorRotation(); + this->TargetRot = TargetRotation; + DegPerSecond = DegreesPerSecond; + this->MaxRot = MaxRotation; + + RotateTime = FMath::Min(FMath::Abs(TargetRotation.Yaw - InitialRot.Yaw), MaxRotation) / DegreesPerSecond; +} + +void ASNGCharacterBase_DEPRECATED::RotateTowardsTarget(float DeltaTime) +{ + if(RotateTimeElapsed < RotateTime) + { + SetActorRotation(UKismetMathLibrary::RInterpTo_Constant(GetActorRotation(), TargetRot, + DeltaTime, DegPerSecond)); + + RotateTimeElapsed += DeltaTime; + } +} + +void ASNGCharacterBase_DEPRECATED::SetIgnoreMovementInput(bool IsIgnored) +{ + AController* MyController = GetController(); + if(MyController) + { + GetController()->SetIgnoreMoveInput(IsIgnored); + } +} + +void ASNGCharacterBase_DEPRECATED::DisableAllActions() +{ + bCanMove = false; + bCanJump = false; + bCanDodge = false; + bCanAttack = false; +} + +void ASNGCharacterBase_DEPRECATED::EnableAllActions() +{ + bCanMove = true; + bCanJump = true; + bCanDodge = true; + bCanAttack = true; +} + +void ASNGCharacterBase_DEPRECATED::SetCanMove(bool CanMove) +{ + bCanMove = CanMove; +} + +bool ASNGCharacterBase_DEPRECATED::CanMove() +{ + return bCanMove; +} + +void ASNGCharacterBase_DEPRECATED::SetCanCharacterJump(bool CanJump) +{ + bCanJump = CanJump; +} + +bool ASNGCharacterBase_DEPRECATED::CanCharacterJump() +{ + return bCanJump; +} + +void ASNGCharacterBase_DEPRECATED::SetCanAttack(bool CanAttack) +{ + bCanAttack = CanAttack; +} + +bool ASNGCharacterBase_DEPRECATED::CanAttack() +{ + return bCanAttack; +} + +void ASNGCharacterBase_DEPRECATED::SetCanDodge(bool CanDodge) +{ + bCanDodge = CanDodge; +} + +bool ASNGCharacterBase_DEPRECATED::CanDodge() +{ + return bCanDodge; +} + +void ASNGCharacterBase_DEPRECATED::ApplyHitStop(float HitStopTime, float HitSlowTime) +{ + CurrHitStopTime = HitStopTime; + CurrHitSlowTime = HitSlowTime; + bIsInHitStop = true; +} + +void ASNGCharacterBase_DEPRECATED::PushEvent_Implementation(FSNGEvent Event) +{ + if(StateMachineComponent) + { + StateMachineComponent->PushEvent(Event); + } +} + +ASNGWeaponBase* ASNGCharacterBase_DEPRECATED::GetCurrentWeapon_Implementation() +{ + return nullptr; +} + +void ASNGCharacterBase_DEPRECATED::ReceiveHit(FSNGHitData const& HitData, AController* EventInstigator, AActor* DamageCauser) +{ + AActor* Causer = EventInstigator->GetPawn(); + + if(HitData.HitstopApplicationType == ESNGHitstopApplicationType::Both || + HitData.HitstopApplicationType == ESNGHitstopApplicationType::ReceiverOnly) + { + ApplyHitStop(HitData.StopTime, HitData.SlowTime); + } + + FVector AdjustedLaunchDir; + switch (HitData.LaunchDirectionType) + { + case ESNGLaunchDirectionType::UseCauserRotation: + { + FRotator CauserRotationYaw(0.0f, Causer->GetActorRotation().Yaw, 0.0f); + AdjustedLaunchDir = CauserRotationYaw.RotateVector(HitData.LaunchDirection); + } + break; + case ESNGLaunchDirectionType::UseLookAtRotation: + { + FRotator LookAtRotation = UKismetMathLibrary::FindLookAtRotation(Causer->GetActorLocation(), GetActorLocation()); + FRotator LookAtRotationYaw(0.0f, LookAtRotation.Yaw, 0.0f); + AdjustedLaunchDir = LookAtRotationYaw.RotateVector(HitData.LaunchDirection); + } + break; + default: + { + AdjustedLaunchDir = HitData.LaunchDirection; + } + break; + } + + switch (HitData.LaunchType) + { + case ESNGLaunchType::OnlyInAir: + { + bool IsInAir = GetMovementComponent()->IsFalling(); + if(IsInAir) + { + AdjustedLaunchDir *= HitData.LaunchForce; + LaunchCharacter(AdjustedLaunchDir, true, true); + } + else + { + AdjustedLaunchDir = FVector(AdjustedLaunchDir.X, AdjustedLaunchDir.Y, 0.0f); + LaunchCharacter(AdjustedLaunchDir, true, true); + } + } + break; + case ESNGLaunchType::Always: + { + AdjustedLaunchDir *= HitData.LaunchForce; + LaunchCharacter(AdjustedLaunchDir, true, true); + } + break; + default: + { + + } + break; + } +} + +float ASNGCharacterBase_DEPRECATED::TakeDamage(float Damage, FDamageEvent const& DamageEvent, AController* EventInstigator, + AActor* DamageCauser) +{ + Super::TakeDamage(Damage, DamageEvent, EventInstigator, DamageCauser); + + if(HealthComponent) + { + HealthComponent->SubtractHealth(Damage); + } + + if (DamageEvent.IsOfType(FSNGDamageEvent::ClassID)) + { + // point damage event, pass off to helper function + FSNGDamageEvent* const MyDamageEvent = (FSNGDamageEvent*) &DamageEvent; + ReceiveHit(MyDamageEvent->HitData, EventInstigator, DamageCauser); + + FSNGEvent Event; + Event.EventType = ESNGEventType::Damage; + Event.DamageData.HitData = MyDamageEvent->HitData; + Event.DamageData.EventInstigator = EventInstigator; + Event.DamageData.DamageCauser = DamageCauser; + Event.DamageData.SurfaceType = MyDamageEvent->SurfaceType; + Event.DamageData.ImpactPoint = MyDamageEvent->ImpactPoint; + PushEvent(Event); + } + + return Damage; +} + +void ASNGCharacterBase_DEPRECATED::Tick(float DeltaSeconds) +{ + Super::Tick(DeltaSeconds); + + RotateTowardsTarget(DeltaSeconds); + + if(bIsInHitStop) + { + CurrHitStopTime = FMath::Clamp(CurrHitStopTime - GetWorld()->GetDeltaSeconds(), 0.0f, CurrHitStopTime); + if(CurrHitStopTime > 0.0f) + { + CustomTimeDilation = 0.0f; + } + else + { + CustomTimeDilation = 0.01; + CurrHitSlowTime = FMath::Clamp(CurrHitSlowTime - GetWorld()->GetDeltaSeconds(), 0.0f, CurrHitSlowTime); + if(CurrHitSlowTime == 0.0f) + { + CustomTimeDilation = 1.0f; + bIsInHitStop = false; + } + } + } +} + +void ASNGCharacterBase_DEPRECATED::PostInitializeComponents() +{ + Super::PostInitializeComponents(); + + SNGCharacterMovementComponent = Cast(Super::GetMovementComponent()); +} + diff --git a/SwordNGun/Source/SwordNGun/Private/Components/SNGCharacterMovementComponent.cpp b/SwordNGun/Source/SwordNGun/Private/Components/SNGCharacterMovementComponent.cpp index 5ab7d50..b45f919 100644 --- a/SwordNGun/Source/SwordNGun/Private/Components/SNGCharacterMovementComponent.cpp +++ b/SwordNGun/Source/SwordNGun/Private/Components/SNGCharacterMovementComponent.cpp @@ -5,7 +5,7 @@ USNGCharacterMovementComponent::USNGCharacterMovementComponent() { - // Set defaults dealign with grounded movement + // Set defaults dealing with grounded movement DefaultGravityScale = 1.0f; DefaultMaxWalkSpeed = 475.0f; FiringMaxWalkSpeed = 300.0f; @@ -13,7 +13,7 @@ USNGCharacterMovementComponent::USNGCharacterMovementComponent() SprintingMaxWalkSpeed = 600.0f; // Set defaults dealing with jumping and being airborne - JumpForce = 1000.0f; + DefaultJumpForce = 1000.0f; DefaultAirFriction = 150.0f; DefaultAirControl = 0.35; @@ -36,23 +36,28 @@ void USNGCharacterMovementComponent::RestoreMovementDefaults() MaxWalkSpeed = DefaultMaxWalkSpeed; BrakingDecelerationFalling = DefaultAirFriction; AirControl = DefaultAirControl; + JumpZVelocity = DefaultJumpForce; } void USNGCharacterMovementComponent::StartJump() { + /* JumpTimer = MaxJumpTime; Velocity = FVector(Velocity.X * LateralVelocityDampening, Velocity.Y * LateralVelocityDampening, 0.0f); + */ } void USNGCharacterMovementComponent::AddJumpForce() { + /* if(JumpTimer > 0.0f) { Velocity = FVector(Velocity.X, Velocity.Y, Velocity.Z + (JumpForce * GetWorld()->DeltaTimeSeconds)); JumpTimer = FMath::Max(JumpTimer - GetWorld()->DeltaTimeSeconds, 0.0f); } + */ } void USNGCharacterMovementComponent::BeginPlay() @@ -61,9 +66,6 @@ void USNGCharacterMovementComponent::BeginPlay() // set character movement parameters to defaults RestoreMovementDefaults(); - - // Reset timers - JumpTimer = 0.0f; } void USNGCharacterMovementComponent::TickComponent(float DeltaTime, ELevelTick Tick, diff --git a/SwordNGun/Source/SwordNGun/Private/Weapons/SNGInstantRangedWeapon.cpp b/SwordNGun/Source/SwordNGun/Private/Weapons/SNGInstantRangedWeapon.cpp index 10b593f..fc56116 100644 --- a/SwordNGun/Source/SwordNGun/Private/Weapons/SNGInstantRangedWeapon.cpp +++ b/SwordNGun/Source/SwordNGun/Private/Weapons/SNGInstantRangedWeapon.cpp @@ -4,7 +4,7 @@ #include "Weapons/SNGInstantRangedWeapon.h" #include "DrawDebugHelpers.h" -#include "Characters/SNGCharacterBase.h" +#include "Characters/SNGCharacterBase_DEPRECATED.h" #include "Kismet/GameplayStatics.h" #include "Particles/ParticleSystemComponent.h" #include "PhysicalMaterials/PhysicalMaterial.h" @@ -107,7 +107,7 @@ void ASNGInstantRangedWeapon::DoLineTrace(FRotator SpreadOffset) if(HitData.HitstopApplicationType == ESNGHitstopApplicationType::Both || HitData.HitstopApplicationType == ESNGHitstopApplicationType::CauserOnly) { - ASNGCharacterBase* OwnerAsChar = Cast(GetOwner()); + ASNGCharacterBase_DEPRECATED* OwnerAsChar = Cast(GetOwner()); OwnerAsChar->ApplyHitStop(HitData.StopTime, HitData.SlowTime); } diff --git a/SwordNGun/Source/SwordNGun/Private/Weapons/SNGMeleeWeaponBase.cpp b/SwordNGun/Source/SwordNGun/Private/Weapons/SNGMeleeWeaponBase.cpp index 2d577fd..6a91ca6 100644 --- a/SwordNGun/Source/SwordNGun/Private/Weapons/SNGMeleeWeaponBase.cpp +++ b/SwordNGun/Source/SwordNGun/Private/Weapons/SNGMeleeWeaponBase.cpp @@ -4,7 +4,7 @@ #include "Weapons/SNGMeleeWeaponBase.h" -#include "Characters/SNGCharacterBase.h" +#include "Characters/SNGCharacterBase_DEPRECATED.h" #include "Kismet/KismetSystemLibrary.h" #include "SwordNGun/SwordNGun.h" @@ -61,7 +61,7 @@ void ASNGMeleeWeaponBase::DoSphereCast(FSNGHitData const& HitData, bool Override if(HitData.HitstopApplicationType == ESNGHitstopApplicationType::Both || HitData.HitstopApplicationType == ESNGHitstopApplicationType::CauserOnly) { - ASNGCharacterBase* OwnerAsChar = Cast(GetOwner()); + ASNGCharacterBase_DEPRECATED* OwnerAsChar = Cast(GetOwner()); OwnerAsChar->ApplyHitStop(HitData.StopTime, HitData.SlowTime); } diff --git a/SwordNGun/Source/SwordNGun/Public/Characters/SNGCharacterBase.h b/SwordNGun/Source/SwordNGun/Public/Characters/SNGCharacterBase.h index b50db15d4de9b1aaeb601866a3142588c641e703..7f30421e8ccbffe49aad79279a101ef6363a4954 100644 GIT binary patch literal 2174 zcmd6oU2hUm5QgU#6aT}eCQ6NI)k};Q1=^<3D&eEXD??$SYXKWrAZYwS{z>(D=PU@_ z2Dmh2*|X=&yfg27oj<>i?bsr#+1S3>SBtG!&>DHnkD&3cGi<;3ToW z-MH*8_Fvmeo>#2ifidG$(ly73kxJQlY>)hT0>aqZ=nwgikQre$UOSg|#|GH!vLD%j z+a0sMbmYV}2X=%92N`Bw=N$AQI%jT8tH9|N#uYT%zAwHptL<0~`#=oxT4his=pVr* z#%m$99kIKHDCXiL*$I4F#8)wp&wV>#HFSnUb`=dFrS`^|ZR%CP5EEHZE*{d5wHBxE zL2mFX+F=f*iU<2brB~w_@;Pw za@l_7`^tgpS@BebN?$${_J~0dROM>o9-P7CdeuJ{>?e*WzY_cI7Su<(r4F;ahgirz z)n};EE^!b3wa8T+w3=`p-=wu$E?hQWwFox@!0Vtax0au%g!?WJJE#I6g{h_i)D zsm5fp?{Qq%+pPaKYi+`AsH=ik+qSxVj_rLbS7`qiw|#n54EK=>JzdDMI3vP|&)7>= zGh%+`F`ttG&E6taK43@ri0q1YsPgq1DWG>Br4DMC&bttno`eoljt2Z<_bJql=D0dZ zbGXmBrcdNmFCRlc>ZXXYT9f>Qo@(>0N!DF)OFWo>f 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zQ3Us?+r1NdC=AQP`GAd<;PN*-iEvIW=S$Fgz9z^e+{)1&a5c`+90Wr(*B2~FF)G?( z4Q0m_osu`zS*lA){VPwo{R$u-chthDT$F{npz!;&ufk%frKNc%KX(ziI`tLIS*9ZY x|Mu#mk8&+InsC=0l({*lm*HOc`0z|`_N&8DdnVFSeG978Cx%*8l+Uk&zX48DVWj{7 diff --git a/SwordNGun/Source/SwordNGun/Public/Characters/SNGCharacterBase_DEPRECATED.h b/SwordNGun/Source/SwordNGun/Public/Characters/SNGCharacterBase_DEPRECATED.h new file mode 100644 index 0000000..0adcaf6 --- /dev/null +++ b/SwordNGun/Source/SwordNGun/Public/Characters/SNGCharacterBase_DEPRECATED.h @@ -0,0 +1,174 @@ +// Project Sword & Gun Copyright © 2021 Kevin Poretti + +#pragma once + +#include "CoreMinimal.h" +#include "Components/SNGCharacterMovementComponent.h" + +#include "Components/SNGHealthComponent.h" +#include "Components/SNGStateMachineComponent.h" +#include "GameFramework/Character.h" +#include "Interfaces/SNGEventProcessorInterface.h" +#include "Interfaces/SNGWeaponUserInterface.h" + +#include "SNGCharacterBase_DEPRECATED.generated.h" + +UCLASS() +class SWORDNGUN_API ASNGCharacterBase_DEPRECATED : public ACharacter, public ISNGEventProcessorInterface, public ISNGWeaponUserInterface +{ + GENERATED_BODY() + +public: + // Sets default values for this character's properties + ASNGCharacterBase_DEPRECATED(const FObjectInitializer& ObjectInitializer); + + /********************************************************************* + * Flags + ********************************************************************/ + + UFUNCTION(BlueprintCallable) + void DisableAllActions(); + + UFUNCTION(BlueprintCallable) + void EnableAllActions(); + + // NOTE(kevin): should be a blueprint setter but I could not get that working for the life of me + UFUNCTION(BlueprintCallable) + void SetCanMove(bool CanMove); + + UFUNCTION(BlueprintGetter) + bool CanMove(); + + // NOTE(kevin): should be a blueprint setter but I could not get that working for the life of me + // should also probably be a protagonist/player character specific thing + UFUNCTION(BlueprintCallable) + void SetCanCharacterJump(bool CanJump); + + UFUNCTION(BlueprintGetter) + bool CanCharacterJump(); + + // NOTE(kevin): should be a blueprint setter but I could not get that working for the life of me + UFUNCTION(BlueprintCallable) + void SetCanAttack(bool CanAttack); + + UFUNCTION(BlueprintGetter) + bool CanAttack(); + + // NOTE(kevin): should be a blueprint setter but I could not get that working for the life of me + // should also probably be a protagonist/player character specific thing + UFUNCTION(BlueprintCallable) + void SetCanDodge(bool CanDodge); + + UFUNCTION(BlueprintGetter) + bool CanDodge(); + +protected: + UPROPERTY(BlueprintReadOnly) + bool bCanMove; + + UPROPERTY(BlueprintReadOnly) + bool bCanJump; + + UPROPERTY(BlueprintReadOnly) + bool bCanAttack; + + UPROPERTY(BlueprintReadOnly) + bool bCanDodge; + + /********************************************************************* + * Movement + ********************************************************************/ + +public: + + UFUNCTION(BlueprintCallable, Category="Movement") + void SetIgnoreMovementInput(bool IsIgnored); + + UFUNCTION(BlueprintCallable, Category="Movement") + FORCEINLINE class USNGCharacterMovementComponent* GetSNGCharacterMovementComponent() const + { + return SNGCharacterMovementComponent; + } + +protected: + USNGCharacterMovementComponent* SNGCharacterMovementComponent; + +public: + /********************************************************************* + * Event processing interface + ********************************************************************/ + // event processing + UFUNCTION(BlueprintCallable, BlueprintNativeEvent) + void PushEvent(FSNGEvent Event); + + /** + * The state machine will be handling most if not all of the states + * we simply wrap the state machine's push event implementation since most + * characters that will want to push events to another character will have a reference + * to the character itself rather than the state machine component + */ + virtual void PushEvent_Implementation(FSNGEvent Event); + + + /********************************************************************* + * Weapons + ********************************************************************/ + UFUNCTION(BlueprintCallable, BlueprintNativeEvent) + ASNGWeaponBase* GetCurrentWeapon(); + + virtual ASNGWeaponBase* GetCurrentWeapon_Implementation(); + + /********************************************************************* + * Damage and hits + ********************************************************************/ + // damage and related + UFUNCTION(BlueprintCallable) + void ApplyHitStop(float HitStopTime, float HitSlowTime); + + virtual void ReceiveHit(FSNGHitData const& HitData, AController* EventInstigator, AActor* DamageCauser); + + virtual float TakeDamage(float Damage, struct FDamageEvent const& DamageEvent, AController* EventInstigator, AActor* DamageCauser) override; + +protected: + bool bIsInHitStop; + + float CurrHitStopTime; + + float CurrHitSlowTime; + + /********************************************************************* + * Rotate towards target + ********************************************************************/ +public: + UFUNCTION(BlueprintCallable) + void SetupRotateTowardsTarget(FRotator TargetRotation, float DegreesPerSecond, float MaxRotation); + + UFUNCTION(BlueprintCallable) + void RotateTowardsTarget(float DeltaTime); + +protected: + FRotator InitialRot; + + FRotator TargetRot; + + float DegPerSecond; + + float MaxRot; + + float RotateTime; + + float RotateTimeElapsed; + + /********************************************************************* + * Components + ********************************************************************/ + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Components") + USNGStateMachineComponent* StateMachineComponent; + + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Components") + USNGHealthComponent* HealthComponent; + + virtual void Tick(float DeltaSeconds) override; + + virtual void PostInitializeComponents() override; +}; diff --git a/SwordNGun/Source/SwordNGun/Public/Characters/SNGEnemyBase.h b/SwordNGun/Source/SwordNGun/Public/Characters/SNGEnemyBase.h index c0c456a..0e2a6b9 100644 --- a/SwordNGun/Source/SwordNGun/Public/Characters/SNGEnemyBase.h +++ b/SwordNGun/Source/SwordNGun/Public/Characters/SNGEnemyBase.h @@ -3,14 +3,14 @@ #pragma once #include "CoreMinimal.h" -#include "Characters/SNGCharacterBase.h" +#include "Characters/SNGCharacterBase_DEPRECATED.h" #include "SNGEnemyBase.generated.h" /** * */ UCLASS() -class SWORDNGUN_API ASNGEnemyBase : public ASNGCharacterBase +class SWORDNGUN_API ASNGEnemyBase : public ASNGCharacterBase_DEPRECATED { GENERATED_BODY() diff --git a/SwordNGun/Source/SwordNGun/Public/Characters/SNGProtagonist.h b/SwordNGun/Source/SwordNGun/Public/Characters/SNGProtagonist.h index c7f5229..f849661 100644 --- a/SwordNGun/Source/SwordNGun/Public/Characters/SNGProtagonist.h +++ b/SwordNGun/Source/SwordNGun/Public/Characters/SNGProtagonist.h @@ -5,7 +5,7 @@ #include "CoreMinimal.h" #include "Camera/CameraComponent.h" -#include "Characters/SNGCharacterBase.h" +#include "Characters/SNGCharacterBase_DEPRECATED.h" #include "Components/SNGWeaponInventoryComponent.h" #include "GameFramework/SpringArmComponent.h" @@ -27,7 +27,7 @@ struct FMeleeAttackData * */ UCLASS() -class SWORDNGUN_API ASNGProtagonist : public ASNGCharacterBase +class SWORDNGUN_API ASNGProtagonist : public ASNGCharacterBase_DEPRECATED { GENERATED_BODY() diff --git a/SwordNGun/Source/SwordNGun/Public/Components/SNGCharacterMovementComponent.h b/SwordNGun/Source/SwordNGun/Public/Components/SNGCharacterMovementComponent.h index 223c747..8fa5cce 100644 --- a/SwordNGun/Source/SwordNGun/Public/Components/SNGCharacterMovementComponent.h +++ b/SwordNGun/Source/SwordNGun/Public/Components/SNGCharacterMovementComponent.h @@ -54,11 +54,7 @@ protected: /** Force to continuously apply to character when they are holding the jump button */ UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Character Movement: SNG Air Defaults", meta=(ClampMin="0", UIMin="0")) - float JumpForce; - - /** Timer that counts down */ - UPROPERTY(BlueprintReadWrite); - float JumpTimer; + float DefaultJumpForce; /** 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="Character Movement: SNG Air Defaults", meta=(ClampMin="0", UIMin="0")) From 0a8720f7068b9aaceec6b8d7a061df1fd0303c44 Mon Sep 17 00:00:00 2001 From: Kevin Poretti Date: Sun, 13 Mar 2022 00:08:51 -0500 Subject: [PATCH 09/29] Jump anims and a bit more tweaking --- .../AnimNotifies/ANS_DoMeleeAttack.uasset | 3 --- .../AnimNotifies/AN_CanAttack.uasset | 3 --- .../AnimNotifies/AN_CanDodge.uasset | 3 --- .../Characters/AnimNotifies/AN_CanJump.uasset | 3 --- .../Characters/AnimNotifies/AN_CanMove.uasset | 4 ++-- .../Characters/AnimNotifies/AN_Jump.uasset | 3 +++ .../AN_SetCollisionEnabled.uasset | 3 --- .../AnimNotifies/AN_SetGravityEnabled.uasset | 3 --- .../AnimNotifies/Old/ANS_DoMeleeAttack.uasset | 3 +++ .../AnimNotifies/Old/AN_CanAttack.uasset | 3 +++ .../AnimNotifies/Old/AN_CanDodge.uasset | 3 +++ .../AnimNotifies/Old/AN_CanJump.uasset | 3 +++ .../Old/AN_SetCollisionEnabled.uasset | 3 +++ .../Old/AN_SetGravityEnabled.uasset | 3 +++ .../Locomotion/Common/Air_Dash_Montage.uasset | 4 ++-- .../Common/BS_Common_WalkRunStart.uasset | 3 +++ .../Common/BS_Common_WalkRunStop.uasset | 3 +++ .../Common/BS_Common_WalkRun_Loop.uasset | 3 +++ .../Common/Fighter_Jump_B_Montage.uasset | 3 +++ .../Common/Fighter_Jump_B_start.uasset | 3 +++ .../Common/Fighter_Jump_F_Montage.uasset | 3 +++ .../Common/Fighter_Jump_F_land.uasset | 3 +++ .../Common/Fighter_Jump_F_loop.uasset | 3 +++ .../Common/Fighter_Jump_F_start.uasset | 3 +++ .../Common/Fighter_Jump_Montage.uasset | 3 +++ .../Common/Fighter_Jump_land.uasset | 3 +++ .../Common/Fighter_Jump_loop.uasset | 3 +++ .../Common/Fighter_Jump_start.uasset | 3 +++ .../Common/HandGun_Common_Walk_End1.uasset | 3 --- .../Common/HandGun_Common_Walk_Loop1.uasset | 3 --- .../Common/HandGun_Common_Walk_Start1.uasset | 3 --- .../Dodge/HandGun_Step_B_Montage.uasset | 4 ++-- .../Dodge/HandGun_Step_F_Montage.uasset | 4 ++-- .../Dodge/HandGun_Step_L_Montage.uasset | 4 ++-- .../Dodge/HandGun_Step_R_Montage.uasset | 4 ++-- .../Melee/Air/Sword_AirCombo1_Montage.uasset | 4 ++-- .../Melee/Air/Sword_AirCombo2_Montage.uasset | 4 ++-- .../Melee/Air/Sword_AirCombo3_Montage.uasset | 4 ++-- .../Melee/Air/Sword_AirCombo4_Montage.uasset | 4 ++-- .../Animations/NewProtag_AnimBP.uasset | 4 ++-- .../Protagonist/BP_NewProtag.uasset | 4 ++-- .../AnimNotifies/ANS_DoMeleeAttack.uasset | 4 ++-- .../Core/AnimNotifies/AN_CanAttack.uasset | 4 ++-- .../Core/AnimNotifies/AN_CanDodge.uasset | 4 ++-- .../Core/AnimNotifies/AN_CanJump.uasset | 4 ++-- .../Core/AnimNotifies/AN_CanMove.uasset | 2 +- SwordNGun/Content/Maps/MovementTest.umap | 2 +- .../Private/Characters/SNGCharacterBase.cpp | Bin 6280 -> 5887 bytes .../SNGCharacterMovementComponent.cpp | 2 ++ .../Public/Characters/SNGCharacterBase.h | Bin 2174 -> 1632 bytes 50 files changed, 96 insertions(+), 61 deletions(-) delete mode 100644 SwordNGun/Content/Characters/AnimNotifies/ANS_DoMeleeAttack.uasset delete mode 100644 SwordNGun/Content/Characters/AnimNotifies/AN_CanAttack.uasset delete mode 100644 SwordNGun/Content/Characters/AnimNotifies/AN_CanDodge.uasset delete mode 100644 SwordNGun/Content/Characters/AnimNotifies/AN_CanJump.uasset create mode 100644 SwordNGun/Content/Characters/AnimNotifies/AN_Jump.uasset delete mode 100644 SwordNGun/Content/Characters/AnimNotifies/AN_SetCollisionEnabled.uasset delete mode 100644 SwordNGun/Content/Characters/AnimNotifies/AN_SetGravityEnabled.uasset create mode 100644 SwordNGun/Content/Characters/AnimNotifies/Old/ANS_DoMeleeAttack.uasset create mode 100644 SwordNGun/Content/Characters/AnimNotifies/Old/AN_CanAttack.uasset create mode 100644 SwordNGun/Content/Characters/AnimNotifies/Old/AN_CanDodge.uasset create mode 100644 SwordNGun/Content/Characters/AnimNotifies/Old/AN_CanJump.uasset create mode 100644 SwordNGun/Content/Characters/AnimNotifies/Old/AN_SetCollisionEnabled.uasset create mode 100644 SwordNGun/Content/Characters/AnimNotifies/Old/AN_SetGravityEnabled.uasset create mode 100644 SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/Common/BS_Common_WalkRunStart.uasset create mode 100644 SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/Common/BS_Common_WalkRunStop.uasset create mode 100644 SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/Common/BS_Common_WalkRun_Loop.uasset create mode 100644 SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/Common/Fighter_Jump_B_Montage.uasset create mode 100644 SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/Common/Fighter_Jump_B_start.uasset create mode 100644 SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/Common/Fighter_Jump_F_Montage.uasset create mode 100644 SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/Common/Fighter_Jump_F_land.uasset create mode 100644 SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/Common/Fighter_Jump_F_loop.uasset create mode 100644 SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/Common/Fighter_Jump_F_start.uasset create mode 100644 SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/Common/Fighter_Jump_Montage.uasset create mode 100644 SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/Common/Fighter_Jump_land.uasset create mode 100644 SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/Common/Fighter_Jump_loop.uasset create mode 100644 SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/Common/Fighter_Jump_start.uasset delete mode 100644 SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/Common/HandGun_Common_Walk_End1.uasset delete mode 100644 SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/Common/HandGun_Common_Walk_Loop1.uasset delete mode 100644 SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/Common/HandGun_Common_Walk_Start1.uasset diff --git a/SwordNGun/Content/Characters/AnimNotifies/ANS_DoMeleeAttack.uasset b/SwordNGun/Content/Characters/AnimNotifies/ANS_DoMeleeAttack.uasset deleted file mode 100644 index ec6e8e2..0000000 --- a/SwordNGun/Content/Characters/AnimNotifies/ANS_DoMeleeAttack.uasset +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:668f59f340bbd4d686c8a79a23bf3b87bb7736a6ad31c7cc507eea49733aa6fe -size 61509 diff --git a/SwordNGun/Content/Characters/AnimNotifies/AN_CanAttack.uasset b/SwordNGun/Content/Characters/AnimNotifies/AN_CanAttack.uasset deleted file mode 100644 index affd8d7..0000000 --- a/SwordNGun/Content/Characters/AnimNotifies/AN_CanAttack.uasset +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:101213a7d922f8dee041a5db9d3a62cb307ba90c3de2475ac3a0f98c959fa921 -size 23001 diff --git a/SwordNGun/Content/Characters/AnimNotifies/AN_CanDodge.uasset b/SwordNGun/Content/Characters/AnimNotifies/AN_CanDodge.uasset deleted file mode 100644 index b2faa64..0000000 --- a/SwordNGun/Content/Characters/AnimNotifies/AN_CanDodge.uasset +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:112106f6f9f5d5972c0bebb2269398808997c74441c27741f6bf218191617a7e -size 22982 diff --git a/SwordNGun/Content/Characters/AnimNotifies/AN_CanJump.uasset b/SwordNGun/Content/Characters/AnimNotifies/AN_CanJump.uasset deleted file mode 100644 index c83a631..0000000 --- a/SwordNGun/Content/Characters/AnimNotifies/AN_CanJump.uasset +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:a1938a01546a6a8e39c0694f4583dc4cab810cb5faf7a4972c5b5521f606a10b -size 23010 diff --git a/SwordNGun/Content/Characters/AnimNotifies/AN_CanMove.uasset b/SwordNGun/Content/Characters/AnimNotifies/AN_CanMove.uasset index ace0e36..9780975 100644 --- a/SwordNGun/Content/Characters/AnimNotifies/AN_CanMove.uasset +++ b/SwordNGun/Content/Characters/AnimNotifies/AN_CanMove.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:307c92c9e9a17ef65dcecf9727ee0682631981d98fb5d6bbb148256c006d2027 -size 23085 +oid sha256:ab509ef28cffad3cf980c371ec246ff071d511b81b6215d124d128265fa223b4 +size 35238 diff --git a/SwordNGun/Content/Characters/AnimNotifies/AN_Jump.uasset b/SwordNGun/Content/Characters/AnimNotifies/AN_Jump.uasset new file mode 100644 index 0000000..6def8a9 --- /dev/null +++ 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--git a/SwordNGun/Content/Characters/AnimNotifies/Old/AN_CanDodge.uasset b/SwordNGun/Content/Characters/AnimNotifies/Old/AN_CanDodge.uasset new file mode 100644 index 0000000..69a7559 --- /dev/null +++ b/SwordNGun/Content/Characters/AnimNotifies/Old/AN_CanDodge.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:73ca07525c5eda525dc33b50b6d4b35e4da4077376cf7d473614593808538381 +size 23604 diff --git a/SwordNGun/Content/Characters/AnimNotifies/Old/AN_CanJump.uasset b/SwordNGun/Content/Characters/AnimNotifies/Old/AN_CanJump.uasset new file mode 100644 index 0000000..e1e5996 --- /dev/null +++ b/SwordNGun/Content/Characters/AnimNotifies/Old/AN_CanJump.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:12d8189497f4976930833e3ad3492f2126a0d4390f97ad3884f92611377b26cb +size 23714 diff --git a/SwordNGun/Content/Characters/AnimNotifies/Old/AN_SetCollisionEnabled.uasset 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z)n};EE^!b3wa8T+w3=`p-=wu$E?hQWwFox@!0Vtax0au%g!?WJJE#I6g{h_i)D zsm5fp?{Qq%+pPaKYi+`AsH=ik+qSxVj_rLbS7`qiw|#n54EK=>JzdDMI3vP|&)7>= zGh%+`F`ttG&E6taK43@ri0q1YsPgq1DWG>Br4DMC&bttno`eoljt2Z<_bJql=D0dZ zbGXmBrcdNmFCRlc>ZXXYT9f>Qo@(>0N!DF)OFWo>f z^}o%_0{4vW*3GD<@QUbB@zw3x!@h1i%^%H^Ffmg1ILJy;Q!(8c$uJ?ONG~HP?wUqH ZKYwFriml&E+hkSa`{Hho%+D;Be*pwKYkvR$ From 292989f26bbba7e367fe73f4e6e4d98c8230ac33 Mon Sep 17 00:00:00 2001 From: Kevin Poretti Date: Sun, 13 Mar 2022 22:07:13 -0400 Subject: [PATCH 10/29] Sprinting and movement debug visuals --- .../Common/BS_Common_WalkRun_Loop.uasset | 4 +- .../Common/Fighter_Jump_B_Montage.uasset | 4 +- .../Common/Fighter_Jump_F_Montage.uasset | 4 +- .../Common/Fighter_Jump_Montage.uasset | 4 +- .../Animations/NewProtag_AnimBP.uasset | 4 +- .../Protagonist/BP_NewProtag.uasset | 4 +- SwordNGun/Content/Maps/MovementTest.umap | 2 +- .../Private/Characters/SNGCharacterBase.cpp | 71 ++++++++++++++++--- .../SNGCharacterMovementComponent.cpp | 55 ++++++++++++-- .../Public/Characters/SNGCharacterBase.h | 12 ++++ .../SNGCharacterMovementComponent.h | 70 +++++++++++++----- 11 files changed, 192 insertions(+), 42 deletions(-) diff --git a/SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/Common/BS_Common_WalkRun_Loop.uasset b/SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/Common/BS_Common_WalkRun_Loop.uasset index e52fe04..47921b5 100644 --- a/SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/Common/BS_Common_WalkRun_Loop.uasset +++ b/SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/Common/BS_Common_WalkRun_Loop.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:a4f6d008c77aabd1dbdd37490b3c5c90c2c3958960552b6c5ab9d2cd01e3ef39 -size 96903 +oid sha256:54fcc28cf0198b65c51169a7f067d813632c802746a999c65d5bd399d325e3eb +size 97614 diff --git a/SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/Common/Fighter_Jump_B_Montage.uasset b/SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/Common/Fighter_Jump_B_Montage.uasset index 30d8aae..0b5dc3d 100644 --- a/SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/Common/Fighter_Jump_B_Montage.uasset +++ b/SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/Common/Fighter_Jump_B_Montage.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:f0c7f3d669a02e5aa92f6a05c78124728b26c359bac3db6c2b28dade2d9e7b41 -size 100764 +oid sha256:da6d7b3ae36fd5309a6d31b69cbc6406238e8ed8845d80936c86fa62cfa3520f +size 100671 diff --git a/SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/Common/Fighter_Jump_F_Montage.uasset b/SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/Common/Fighter_Jump_F_Montage.uasset index 5073344..7099ef8 100644 --- a/SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/Common/Fighter_Jump_F_Montage.uasset +++ b/SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/Common/Fighter_Jump_F_Montage.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:ccab3e0fb6616e4ddaeb0da25825610a46836e70be76a2f41f07673509dbcbd4 -size 100764 +oid sha256:0c4ad86b963a95e8be3350fb90318f833d7ad667106a05342b0baded036d44a1 +size 100671 diff --git a/SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/Common/Fighter_Jump_Montage.uasset b/SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/Common/Fighter_Jump_Montage.uasset index 72d613c..5aa3f5e 100644 --- a/SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/Common/Fighter_Jump_Montage.uasset +++ b/SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/Common/Fighter_Jump_Montage.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:dadd70b91847df21e536ec5c8de76ba663ba16c562b3a101d57edac935d12fc2 -size 100951 +oid sha256:d9b1d7cb7cfc727716a4636c6b5cf8735758c197b4a1b601d1b5255271d53f08 +size 100999 diff --git a/SwordNGun/Content/Characters/Protagonist/Animations/NewProtag_AnimBP.uasset b/SwordNGun/Content/Characters/Protagonist/Animations/NewProtag_AnimBP.uasset index 4696939..470eae5 100644 --- a/SwordNGun/Content/Characters/Protagonist/Animations/NewProtag_AnimBP.uasset +++ b/SwordNGun/Content/Characters/Protagonist/Animations/NewProtag_AnimBP.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:d96495d49da6cd90b87abda3e2b5681d9353cf7aa27c29a2c10271a5914b9d1f -size 310300 +oid sha256:57a0520d59e75d352939ce848b9bd75a7e3490b882d6620a894008a659d8d9c2 +size 345340 diff --git a/SwordNGun/Content/Characters/Protagonist/BP_NewProtag.uasset b/SwordNGun/Content/Characters/Protagonist/BP_NewProtag.uasset index 3f2ff71..9b3d6c3 100644 --- a/SwordNGun/Content/Characters/Protagonist/BP_NewProtag.uasset +++ b/SwordNGun/Content/Characters/Protagonist/BP_NewProtag.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:6a90b66adb30d17f9a18723e149d2cd553020d021ade8ab5b70c3fa478947682 -size 120934 +oid sha256:7ecb5a7f85bd3012a863b9a712189a6a5245d669698e0b489aad709b60560b85 +size 121112 diff --git a/SwordNGun/Content/Maps/MovementTest.umap b/SwordNGun/Content/Maps/MovementTest.umap index d130c7b..818d791 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 sha256:26fd6b912a81b407319afe9584efe86e9cbb9c364423f99b1fd94d2333d13584 +oid sha256:4b75dd510229676eaba5ff8351430835c51ceedb672d6ef2914472fb85dea1d0 size 949560 diff --git a/SwordNGun/Source/SwordNGun/Private/Characters/SNGCharacterBase.cpp b/SwordNGun/Source/SwordNGun/Private/Characters/SNGCharacterBase.cpp index 29b8a2a..f70dda7 100644 --- a/SwordNGun/Source/SwordNGun/Private/Characters/SNGCharacterBase.cpp +++ b/SwordNGun/Source/SwordNGun/Private/Characters/SNGCharacterBase.cpp @@ -11,12 +11,33 @@ #include "Kismet/KismetMathLibrary.h" -static int32 ShowCharacterMovementDebug = 0; -FAutoConsoleVariableRef CVARShowCharacterMovementDebug(TEXT("SNG.ShowCharacterMovementDebug"), - ShowCharacterMovementDebug, +static int32 CharacterMovementDebug = 0; +FAutoConsoleVariableRef CVARCharacterMovementDebug(TEXT("SNG.CharacterMovementDebug.Show"), + CharacterMovementDebug, TEXT("Print movement information for character"), ECVF_Cheat); +static int32 ShowCharacterTrajectory = 0; +FAutoConsoleVariableRef CVARShowCharacterTrajectory(TEXT("SNG.CharacterMovementDebug.Trajectory.Show"), + ShowCharacterTrajectory, + TEXT("Render character trajectory"), + ECVF_Cheat); + +static float TrajectoryPeriod = 0.05f; +FAutoConsoleVariableRef CVARTrajectoryPeriod(TEXT("SNG.CharacterMovementDebug.Trajectory.Period"), + TrajectoryPeriod, + TEXT("How often should trajectory lines be drawn"), + ECVF_Cheat); + +static float TrajectoryLineLifetime = 10.0f; +FAutoConsoleVariableRef CVARTrajectoryLineLifetime(TEXT("SNG.CharacterMovementDebug.Trajectory.Lifetime"), + TrajectoryLineLifetime, + TEXT("How long should a trajectory line segment be visible"), + ECVF_Cheat); + +static float LastSavedPosTime = 0.0f; +static FVector LastSavedPos = FVector::ZeroVector; + // Sets default values ASNGCharacterBase::ASNGCharacterBase(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer.SetDefaultSubobjectClass(ACharacter::CharacterMovementComponentName)) @@ -48,6 +69,11 @@ ASNGCharacterBase::ASNGCharacterBase(const FObjectInitializer& ObjectInitializer { UE_LOG(LogTemp, Warning, TEXT("SNGCharacterBase :: Could not get skeletal mesh. Did you forget to set it?")); } + + + DefaultFOV = 90.0f; + SprintFOV = 110.0f; + SprintFOVInterpSpeed = 2.0f; } void ASNGCharacterBase::MoveForward(float Value) @@ -162,19 +188,48 @@ void ASNGCharacterBase::Tick(float DeltaTime) { Super::Tick(DeltaTime); - if(ShowCharacterMovementDebug) + USNGCharacterMovementComponent* CharMovement = Cast(GetCharacterMovement()); + check(CharMovement); + // interpolate to appropriate field of view depending on whether player sprinting or not + float TargetFOV = CharMovement->GetIsSprinting() ? SprintFOV : DefaultFOV; + float NewFOV = FMath::FInterpTo(CameraComponent->FieldOfView, TargetFOV, DeltaTime, SprintFOVInterpSpeed); + CameraComponent->SetFieldOfView(NewFOV); + + // Debug + if(CharacterMovementDebug) { - FVector StartPos = GetActorLocation() - GetCapsuleComponent()->GetScaledCapsuleHalfHeight(); + FVector StartPos(GetActorLocation().X, + GetActorLocation().Y, + GetActorLocation().Z - GetCapsuleComponent()->GetScaledCapsuleHalfHeight()); FVector ActorForward = UKismetMathLibrary::GetForwardVector(GetActorRotation()); DrawDebugDirectionalArrow(GetWorld(), StartPos, StartPos + (ActorForward * 100.0f), - 10.0f, FColor::Cyan, false, -1.0f, 0, 2.0f); + 10.0f, FColor::Blue, false, -1.0f, 0, 2.0f); FVector CurrInputDirection = GetInputAsWorldDirection(); CurrInputDirection.Normalize(); DrawDebugDirectionalArrow(GetWorld(), StartPos, StartPos + (CurrInputDirection * 100.0f), - 10.0f, FColor::Magenta, false, -1.0f, 0, 2.0f); + 10.0f, FColor::Purple, false, -1.0f, 0, 2.0f); + + FString DebugMsg = FString::Printf(TEXT("MaxWalkSpeed: %f"), GetCharacterMovement()->MaxWalkSpeed); + GEngine->AddOnScreenDebugMessage(-1, 0.0f, FColor::Magenta, DebugMsg); + + float LateralSpeed = GetVelocity().Size2D(); + DebugMsg = FString::Printf(TEXT("LateralSpeed: %f"), LateralSpeed); + GEngine->AddOnScreenDebugMessage(-1, 0.0f, FColor::Magenta, DebugMsg); + + DebugMsg = FString::Printf(TEXT("RotationRate: %s"), *GetCharacterMovement()->RotationRate.ToString()); + GEngine->AddOnScreenDebugMessage(-1, 0.0f, FColor::Magenta, DebugMsg); + + if(ShowCharacterTrajectory) + { + if(GetWorld()->TimeSeconds - LastSavedPosTime >= TrajectoryPeriod) + { + DrawDebugLine(GetWorld(), LastSavedPos, StartPos, FColor::Red, false, TrajectoryLineLifetime, 0, 2.0f); + LastSavedPos = StartPos; + LastSavedPosTime = GetWorld()->TimeSeconds; + } + } } - } // Called to bind functionality to input diff --git a/SwordNGun/Source/SwordNGun/Private/Components/SNGCharacterMovementComponent.cpp b/SwordNGun/Source/SwordNGun/Private/Components/SNGCharacterMovementComponent.cpp index f07388f..f30e7ca 100644 --- a/SwordNGun/Source/SwordNGun/Private/Components/SNGCharacterMovementComponent.cpp +++ b/SwordNGun/Source/SwordNGun/Private/Components/SNGCharacterMovementComponent.cpp @@ -3,16 +3,29 @@ #include "Components/SNGCharacterMovementComponent.h" +#include "Kismet/KismetMathLibrary.h" + USNGCharacterMovementComponent::USNGCharacterMovementComponent() { - // Set defaults dealing with grounded movement + // Defaults DefaultGroundFriction = 8.0f; DefaultGravityScale = 1.0f; - DefaultMaxWalkSpeed = 475.0f; - FiringMaxWalkSpeed = 300.0f; - ReloadingMaxWalkSpeed = 300.0f; - SprintingMaxWalkSpeed = 600.0f; + DefaultMaxWalkSpeed = 600.0f; + DefaultRotationRate = FRotator(0.0f, 360.0f, 0.0f); + + // sprint + SprintingMaxWalkSpeed = 800.0f; + SprintLateralSpeedThreshold = 300.0f; + SprintingRotationRate = FRotator(0.0f, 180.0f, 0.0f); + TimeToInitiateSprint = 4.0f; + WalkToSprintInterpSpeed = 1.0f; + // firing + FiringMaxWalkSpeed = 300.0f; + + // reloading + ReloadingMaxWalkSpeed = 300.0f; + // Set defaults dealing with jumping and being airborne DefaultJumpForce = 1000.0f; DefaultAirFriction = 150.0f; @@ -35,12 +48,18 @@ void USNGCharacterMovementComponent::RestoreMovementDefaults() { GroundFriction = DefaultGroundFriction; GravityScale = DefaultGravityScale; + RotationRate = DefaultRotationRate; MaxWalkSpeed = DefaultMaxWalkSpeed; BrakingDecelerationFalling = DefaultAirFriction; AirControl = DefaultAirControl; JumpZVelocity = DefaultJumpForce; } +void USNGCharacterMovementComponent::OnSprintTimer() +{ + bIsSprinting = true; +} + void USNGCharacterMovementComponent::StartJump() { /* @@ -75,5 +94,31 @@ void USNGCharacterMovementComponent::TickComponent(float DeltaTime, ELevelTick T { Super::TickComponent(DeltaTime, Tick, ThisTickFunction); + float LateralSpeed = Velocity.Size2D(); + 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)) + { + GetWorld()->GetTimerManager().ClearTimer(TimerHandle_SprintTimer); + bIsSprinting = false; + } + // 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; + */ } diff --git a/SwordNGun/Source/SwordNGun/Public/Characters/SNGCharacterBase.h b/SwordNGun/Source/SwordNGun/Public/Characters/SNGCharacterBase.h index ca333a2..450639c 100644 --- a/SwordNGun/Source/SwordNGun/Public/Characters/SNGCharacterBase.h +++ b/SwordNGun/Source/SwordNGun/Public/Characters/SNGCharacterBase.h @@ -42,6 +42,18 @@ protected: UPROPERTY(BlueprintReadWrite) bool CanMovementCancelMontage; + + /** Field of the view the camera starts with */ + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Field Of View", meta=(ClampMin="30", UIMin="30")) + float DefaultFOV; + + /** Field of the view when the player starts sprinting */ + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Field Of View", meta=(ClampMin="30", UIMin="30")) + float SprintFOV; + + /** */ + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Field Of View", meta=(ClampMin="0", UIMin="0")) + float SprintFOVInterpSpeed; void MoveForward(float Value); diff --git a/SwordNGun/Source/SwordNGun/Public/Components/SNGCharacterMovementComponent.h b/SwordNGun/Source/SwordNGun/Public/Components/SNGCharacterMovementComponent.h index 8fa5cce..10f2985 100644 --- a/SwordNGun/Source/SwordNGun/Public/Components/SNGCharacterMovementComponent.h +++ b/SwordNGun/Source/SwordNGun/Public/Components/SNGCharacterMovementComponent.h @@ -27,45 +27,83 @@ public: UFUNCTION(BlueprintCallable) void RestoreMovementDefaults(); + /** + * Gets bool whether the character is currently in the sprinting state + */ + UFUNCTION(BlueprintCallable) + FORCEINLINE bool GetIsSprinting() { return bIsSprinting; } + protected: + // default ground /** Default friction when not performing any special actions and on the ground */ - UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Character Movement: SNG Ground Defaults", meta=(ClampMin="0", UIMin="0")) + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement.Ground.Defaults", meta=(ClampMin="0", UIMin="0")) float DefaultGroundFriction; /** Default ground walk speed when not performing any special actions */ - UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Character Movement: SNG Ground Defaults", meta=(ClampMin="0", UIMin="0")) + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement.Ground.Defaults", meta=(ClampMin="0", UIMin="0")) float DefaultMaxWalkSpeed; - /** Ground walk speed when firing a ranged weapon */ - UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Character Movement: SNG Ground Defaults", meta=(ClampMin="0", UIMin="0")) - float FiringMaxWalkSpeed; - - /** Ground walk speed when reloading a ranged weapon */ - UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Character Movement: SNG Ground Defaults", meta=(ClampMin="0", UIMin="0")) - float ReloadingMaxWalkSpeed; - + /** Default ground walk speed when not performing any special actions */ + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement.Ground.Defaults", meta=(ClampMin="0", UIMin="0")) + FRotator DefaultRotationRate; + + // sprinting /** Ground walk speed when sprinting */ - UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Character Movement: SNG Ground Defaults", meta=(ClampMin="0", UIMin="0")) + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement.Ground.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")) + 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")) + 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")) + 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")) + float WalkToSprintInterpSpeed; + + FTimerHandle TimerHandle_SprintTimer; + + UPROPERTY(BlueprintReadOnly) + bool bIsSprinting; + + void OnSprintTimer(); + + // firing + /** Ground walk speed when firing a ranged weapon */ + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement.Firing", meta=(ClampMin="0", UIMin="0")) + float FiringMaxWalkSpeed; + + // reloading + /** Ground walk speed when reloading a ranged weapon */ + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement.Reloading", meta=(ClampMin="0", UIMin="0")) + float ReloadingMaxWalkSpeed; + + // airborne /** Gravity scale when not performing any special actions */ - UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Character Movement: SNG Air Defaults", meta=(ClampMin="0", UIMin="0")) + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement.Air.Defaults", meta=(ClampMin="0", UIMin="0")) float DefaultGravityScale; /** Force to continuously apply to character when they are holding the jump button */ - UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Character Movement: SNG Air Defaults", meta=(ClampMin="0", UIMin="0")) + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement.Air.Defaults", meta=(ClampMin="0", UIMin="0")) float DefaultJumpForce; /** 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="Character Movement: SNG Air Defaults", meta=(ClampMin="0", UIMin="0")) + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement.Air.Defaults", meta=(ClampMin="0", UIMin="0")) float MinJumpHeight; /** Max time the jump button can be held to give character upward velocity */ - UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Character Movement: SNG Air Defaults", meta=(ClampMin="0", UIMin="0")) + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement.Air.Defaults", meta=(ClampMin="0", UIMin="0")) float MaxJumpTime; /** How much to dampen lateral velocities at the start of a jump */ - UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Character Movement: SNG Air Defaults", meta=(ClampMin="0", UIMin="0")) + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement.Air.Defaults", meta=(ClampMin="0", UIMin="0")) float LateralVelocityDampening; /** From e235de93f27b8e6fed1a636f07e160c68090f1b1 Mon Sep 17 00:00:00 2001 From: Kevin Poretti Date: Sun, 13 Mar 2022 22:32:37 -0400 Subject: [PATCH 11/29] Tweak sprint speed --- .../Animations/Locomotion/Common/BS_Common_WalkRun_Loop.uasset | 2 +- SwordNGun/Content/Characters/Protagonist/BP_NewProtag.uasset | 2 +- SwordNGun/Content/Maps/MovementTest.umap | 2 +- 3 files changed, 3 insertions(+), 3 deletions(-) diff --git a/SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/Common/BS_Common_WalkRun_Loop.uasset b/SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/Common/BS_Common_WalkRun_Loop.uasset index 47921b5..e2ba283 100644 --- a/SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/Common/BS_Common_WalkRun_Loop.uasset +++ b/SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/Common/BS_Common_WalkRun_Loop.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:54fcc28cf0198b65c51169a7f067d813632c802746a999c65d5bd399d325e3eb +oid sha256:9270f07502802778024e6ae229d567ee269a71abdb9bc726376383bb4024556c size 97614 diff --git a/SwordNGun/Content/Characters/Protagonist/BP_NewProtag.uasset b/SwordNGun/Content/Characters/Protagonist/BP_NewProtag.uasset index 9b3d6c3..7364c3d 100644 --- a/SwordNGun/Content/Characters/Protagonist/BP_NewProtag.uasset +++ b/SwordNGun/Content/Characters/Protagonist/BP_NewProtag.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:7ecb5a7f85bd3012a863b9a712189a6a5245d669698e0b489aad709b60560b85 +oid sha256:573f605038b7a86d8ab9ee4d2b2c1d34223fa9eeda8880ba5457e6081e8fad6f size 121112 diff --git a/SwordNGun/Content/Maps/MovementTest.umap b/SwordNGun/Content/Maps/MovementTest.umap index 818d791..210e70a 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 sha256:4b75dd510229676eaba5ff8351430835c51ceedb672d6ef2914472fb85dea1d0 +oid sha256:fa5b9fa26a36ecb5f6f16ecd757395570eed91cbef21ce6fa4f3657072b5dcbe size 949560 From 493cca3fee05d04fda857cdf57402697ebcd2c82 Mon Sep 17 00:00:00 2001 From: Kevin Poretti Date: Tue, 15 Mar 2022 16:04:27 -0400 Subject: [PATCH 12/29] Tweaking movement and parameters for controller --- .../Common/BS_Common_WalkRun_Loop.uasset | 2 +- .../Characters/Protagonist/BP_NewProtag.uasset | 4 ++-- SwordNGun/Content/Maps/MovementTest.umap | 2 +- .../Private/Characters/SNGCharacterBase.cpp | 18 +++++++++++++++--- .../Public/Characters/SNGCharacterBase.h | 4 ++++ 5 files changed, 23 insertions(+), 7 deletions(-) diff --git a/SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/Common/BS_Common_WalkRun_Loop.uasset b/SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/Common/BS_Common_WalkRun_Loop.uasset index e2ba283..e14d1ce 100644 --- a/SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/Common/BS_Common_WalkRun_Loop.uasset +++ b/SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/Common/BS_Common_WalkRun_Loop.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:9270f07502802778024e6ae229d567ee269a71abdb9bc726376383bb4024556c +oid sha256:76158622300fd0652b982cfe2ef7cde04a0ee28fd8101faf7e1aecad9347d352 size 97614 diff --git a/SwordNGun/Content/Characters/Protagonist/BP_NewProtag.uasset b/SwordNGun/Content/Characters/Protagonist/BP_NewProtag.uasset index 7364c3d..e91bd71 100644 --- a/SwordNGun/Content/Characters/Protagonist/BP_NewProtag.uasset +++ b/SwordNGun/Content/Characters/Protagonist/BP_NewProtag.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:573f605038b7a86d8ab9ee4d2b2c1d34223fa9eeda8880ba5457e6081e8fad6f -size 121112 +oid sha256:039d1630c89642de057a33b027d97d374d4d8a3fe07310c343ec76c8308c5d93 +size 121177 diff --git a/SwordNGun/Content/Maps/MovementTest.umap b/SwordNGun/Content/Maps/MovementTest.umap index 210e70a..94856af 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:fa5b9fa26a36ecb5f6f16ecd757395570eed91cbef21ce6fa4f3657072b5dcbe +oid sha256:74fd15f88e1e5f8e8b8b5167d2749364d7fbec56235c3868759b2d819081bd22 size 949560 diff --git a/SwordNGun/Source/SwordNGun/Private/Characters/SNGCharacterBase.cpp b/SwordNGun/Source/SwordNGun/Private/Characters/SNGCharacterBase.cpp index f70dda7..af4f60a 100644 --- a/SwordNGun/Source/SwordNGun/Private/Characters/SNGCharacterBase.cpp +++ b/SwordNGun/Source/SwordNGun/Private/Characters/SNGCharacterBase.cpp @@ -10,7 +10,6 @@ #include "GameFramework/SpringArmComponent.h" #include "Kismet/KismetMathLibrary.h" - static int32 CharacterMovementDebug = 0; FAutoConsoleVariableRef CVARCharacterMovementDebug(TEXT("SNG.CharacterMovementDebug.Show"), CharacterMovementDebug, @@ -114,6 +113,16 @@ void ASNGCharacterBase::MoveRight(float Value) AddMovementInput(UKismetMathLibrary::GetRightVector(ViewRotation), Value); } +void ASNGCharacterBase::TurnRate(float Value) +{ + AddControllerYawInput(Value * 50.0f * GetWorld()->DeltaTimeSeconds); +} + +void ASNGCharacterBase::LookUpRate(float Value) +{ + AddControllerPitchInput(Value * 50.0f * GetWorld()->DeltaTimeSeconds); +} + void ASNGCharacterBase::StartJump() { if(!CanJump()) @@ -175,9 +184,7 @@ FVector ASNGCharacterBase::GetInputAsWorldDirection() } FRotator ViewRotation = FRotator(0.0f, MyController->GetControlRotation().Yaw, 0.0f); - FVector ForwardInput = UKismetMathLibrary::GetForwardVector(ViewRotation) * InputDirection.Y; - FVector RightInput = UKismetMathLibrary::GetRightVector(ViewRotation) * InputDirection.X; return ForwardInput + RightInput; @@ -245,6 +252,11 @@ void ASNGCharacterBase::SetupPlayerInputComponent(UInputComponent* PlayerInputCo PlayerInputComponent->BindAxis("Turn", this, &ASNGCharacterBase::AddControllerYawInput); PlayerInputComponent->BindAxis("LookUp", this, &ASNGCharacterBase::AddControllerPitchInput); + // controller camera movement + PlayerInputComponent->BindAxis("TurnRate", this, &ASNGCharacterBase::TurnRate); + PlayerInputComponent->BindAxis("LookUpRate", this, &ASNGCharacterBase::LookUpRate); + + // actions PlayerInputComponent->BindAction("Jump", IE_Pressed, this, &ASNGCharacterBase::StartJump); PlayerInputComponent->BindAction("Jump", IE_Released, this, &ASNGCharacterBase::StopJumping); } diff --git a/SwordNGun/Source/SwordNGun/Public/Characters/SNGCharacterBase.h b/SwordNGun/Source/SwordNGun/Public/Characters/SNGCharacterBase.h index 450639c..85360d0 100644 --- a/SwordNGun/Source/SwordNGun/Public/Characters/SNGCharacterBase.h +++ b/SwordNGun/Source/SwordNGun/Public/Characters/SNGCharacterBase.h @@ -59,6 +59,10 @@ protected: void MoveRight(float Value); + void TurnRate(float Value); + + void LookUpRate(float Value); + void StartJump(); virtual void Landed(const FHitResult& Hit) override; From 057c929e5fa5011b00385bdadd19d53605b0de1e Mon Sep 17 00:00:00 2001 From: Kevin Poretti Date: Tue, 15 Mar 2022 22:05:50 -0400 Subject: [PATCH 13/29] Derive gravity and jump velocity from time in air and max height --- .../Protagonist/BP_NewProtag.uasset | 4 +- SwordNGun/Content/Maps/MovementTest.umap | 2 +- .../Private/Characters/SNGCharacterBase.cpp | 6 +- .../SNGCharacterMovementComponent.cpp | 66 +++++++++++++--- .../SNGCharacterMovementComponent.h | 75 ++++++++++++------- 5 files changed, 111 insertions(+), 42 deletions(-) diff --git a/SwordNGun/Content/Characters/Protagonist/BP_NewProtag.uasset b/SwordNGun/Content/Characters/Protagonist/BP_NewProtag.uasset index e91bd71..5089b32 100644 --- a/SwordNGun/Content/Characters/Protagonist/BP_NewProtag.uasset +++ b/SwordNGun/Content/Characters/Protagonist/BP_NewProtag.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:039d1630c89642de057a33b027d97d374d4d8a3fe07310c343ec76c8308c5d93 -size 121177 +oid sha256:32c3b487afded73f772bbc4d2afbd62fa4de14a0c10c9b1a926717a569490f61 +size 120474 diff --git a/SwordNGun/Content/Maps/MovementTest.umap b/SwordNGun/Content/Maps/MovementTest.umap index 94856af..51bac59 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 sha256:74fd15f88e1e5f8e8b8b5167d2749364d7fbec56235c3868759b2d819081bd22 +oid sha256:648e3d439ffcd3e0dd0650512a2a99641ee7e7b02c6a85dcdccbf2f3713a99b9 size 949560 diff --git a/SwordNGun/Source/SwordNGun/Private/Characters/SNGCharacterBase.cpp b/SwordNGun/Source/SwordNGun/Private/Characters/SNGCharacterBase.cpp index af4f60a..7f5fe67 100644 --- a/SwordNGun/Source/SwordNGun/Private/Characters/SNGCharacterBase.cpp +++ b/SwordNGun/Source/SwordNGun/Private/Characters/SNGCharacterBase.cpp @@ -205,11 +205,13 @@ void ASNGCharacterBase::Tick(float DeltaTime) // Debug if(CharacterMovementDebug) { + float LateralSpeed = GetVelocity().Size2D(); FVector StartPos(GetActorLocation().X, GetActorLocation().Y, GetActorLocation().Z - GetCapsuleComponent()->GetScaledCapsuleHalfHeight()); FVector ActorForward = UKismetMathLibrary::GetForwardVector(GetActorRotation()); - DrawDebugDirectionalArrow(GetWorld(), StartPos, StartPos + (ActorForward * 100.0f), + DrawDebugDirectionalArrow(GetWorld(), + StartPos, StartPos + (ActorForward * ((LateralSpeed / GetCharacterMovement()->MaxWalkSpeed) * 100.0f)), 10.0f, FColor::Blue, false, -1.0f, 0, 2.0f); FVector CurrInputDirection = GetInputAsWorldDirection(); @@ -220,7 +222,7 @@ void ASNGCharacterBase::Tick(float DeltaTime) FString DebugMsg = FString::Printf(TEXT("MaxWalkSpeed: %f"), GetCharacterMovement()->MaxWalkSpeed); GEngine->AddOnScreenDebugMessage(-1, 0.0f, FColor::Magenta, DebugMsg); - float LateralSpeed = GetVelocity().Size2D(); + DebugMsg = FString::Printf(TEXT("LateralSpeed: %f"), LateralSpeed); GEngine->AddOnScreenDebugMessage(-1, 0.0f, FColor::Magenta, DebugMsg); diff --git a/SwordNGun/Source/SwordNGun/Private/Components/SNGCharacterMovementComponent.cpp b/SwordNGun/Source/SwordNGun/Private/Components/SNGCharacterMovementComponent.cpp index f30e7ca..5ce7bd2 100644 --- a/SwordNGun/Source/SwordNGun/Private/Components/SNGCharacterMovementComponent.cpp +++ b/SwordNGun/Source/SwordNGun/Private/Components/SNGCharacterMovementComponent.cpp @@ -4,21 +4,21 @@ #include "Components/SNGCharacterMovementComponent.h" #include "Kismet/KismetMathLibrary.h" +#include "PhysicsEngine/PhysicsSettings.h" USNGCharacterMovementComponent::USNGCharacterMovementComponent() { // Defaults DefaultGroundFriction = 8.0f; - DefaultGravityScale = 1.0f; DefaultMaxWalkSpeed = 600.0f; DefaultRotationRate = FRotator(0.0f, 360.0f, 0.0f); // sprint - SprintingMaxWalkSpeed = 800.0f; - SprintLateralSpeedThreshold = 300.0f; + SprintingMaxWalkSpeed = 1000.0f; + SprintLateralSpeedThreshold = 500.0f; SprintingRotationRate = FRotator(0.0f, 180.0f, 0.0f); - TimeToInitiateSprint = 4.0f; - WalkToSprintInterpSpeed = 1.0f; + TimeToInitiateSprint = 2.0f; + WalkToSprintInterpSpeed = 4.0f; // firing FiringMaxWalkSpeed = 300.0f; @@ -26,11 +26,16 @@ USNGCharacterMovementComponent::USNGCharacterMovementComponent() // reloading ReloadingMaxWalkSpeed = 300.0f; - // Set defaults dealing with jumping and being airborne - DefaultJumpForce = 1000.0f; - DefaultAirFriction = 150.0f; - DefaultAirControl = 0.35; + // airborne defaults + DefaultAirControl = 0.3f; + // jump + MaxJumpHeight = 250.0f; + DesiredJumpDuration = 0.75f; + ComputerGravityScaleAndJumpZVelocity(); + + /* + // not used...yet MinJumpHeight = 200.0f; MaxJumpTime = 0.2f; @@ -38,6 +43,13 @@ USNGCharacterMovementComponent::USNGCharacterMovementComponent() MinAllowedDashHeight = 175.0f; MinAllowedAttackHeight = 175.0f; + */ + + // Character Movement component defaults + SetWalkableFloorAngle(45.622231f); + + AirControlBoostMultiplier = 0.0f; + AirControlBoostVelocityThreshold = 0.0f; } /** @@ -50,16 +62,48 @@ void USNGCharacterMovementComponent::RestoreMovementDefaults() GravityScale = DefaultGravityScale; RotationRate = DefaultRotationRate; MaxWalkSpeed = DefaultMaxWalkSpeed; - BrakingDecelerationFalling = DefaultAirFriction; AirControl = DefaultAirControl; - JumpZVelocity = DefaultJumpForce; + JumpZVelocity = DefaultJumpZVelocity; } +#if WITH_EDITOR +void USNGCharacterMovementComponent::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) +{ + Super::PostEditChangeProperty(PropertyChangedEvent); + + const FProperty* PropertyThatChanged = PropertyChangedEvent.MemberProperty; + if (PropertyThatChanged && PropertyThatChanged->GetFName() == GET_MEMBER_NAME_CHECKED(USNGCharacterMovementComponent, MaxJumpHeight) || + PropertyThatChanged && PropertyThatChanged->GetFName() == GET_MEMBER_NAME_CHECKED(USNGCharacterMovementComponent, DesiredJumpDuration)) + { + // Compute WalkableFloorZ from the Angle. + ComputerGravityScaleAndJumpZVelocity(); + } +} + +void USNGCharacterMovementComponent::PostLoad() +{ + Super::PostLoad(); + + // Compute gravity scale and jump z velocity for first time + ComputerGravityScaleAndJumpZVelocity(); +} +#endif // WITH_EDITOR + void USNGCharacterMovementComponent::OnSprintTimer() { bIsSprinting = true; } +void USNGCharacterMovementComponent::ComputerGravityScaleAndJumpZVelocity() +{ + float HalfJumpDuration = DesiredJumpDuration / 2.0f; + DefaultJumpZVelocity = (2 * MaxJumpHeight) / HalfJumpDuration; + + float GameGravity = UPhysicsSettings::Get()->DefaultGravityZ; + float TargetGravity = (-2 * MaxJumpHeight) / (HalfJumpDuration * HalfJumpDuration); + DefaultGravityScale = TargetGravity / GameGravity; +} + void USNGCharacterMovementComponent::StartJump() { /* diff --git a/SwordNGun/Source/SwordNGun/Public/Components/SNGCharacterMovementComponent.h b/SwordNGun/Source/SwordNGun/Public/Components/SNGCharacterMovementComponent.h index 10f2985..44b272f 100644 --- a/SwordNGun/Source/SwordNGun/Public/Components/SNGCharacterMovementComponent.h +++ b/SwordNGun/Source/SwordNGun/Public/Components/SNGCharacterMovementComponent.h @@ -20,6 +20,8 @@ class SWORDNGUN_API USNGCharacterMovementComponent : public UCharacterMovementCo public: USNGCharacterMovementComponent(); + virtual void PostLoad() override; + /** * Instantly sets all movement parameters to their defaults values (i.e. ground friction to DefaultGroundFriction, * MaxWalkSpeed to DefaultMaxWalkSpeed, etc.) @@ -33,39 +35,45 @@ public: UFUNCTION(BlueprintCallable) FORCEINLINE bool GetIsSprinting() { return bIsSprinting; } +#if WITH_EDITOR + 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|Ground|Defaults", meta=(ClampMin="0", UIMin="0")) float DefaultGroundFriction; /** 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|Ground|Defaults", meta=(ClampMin="0", UIMin="0")) float DefaultMaxWalkSpeed; /** 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|Ground|Defaults", 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|Ground|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|Ground|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|Ground|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|Ground|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|Ground|Sprint", meta=(ClampMin="0", UIMin="0")) float WalkToSprintInterpSpeed; FTimerHandle TimerHandle_SprintTimer; @@ -77,34 +85,53 @@ protected: // firing /** Ground walk speed when firing a ranged weapon */ - UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement.Firing", meta=(ClampMin="0", UIMin="0")) + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Firing", meta=(ClampMin="0", UIMin="0")) float FiringMaxWalkSpeed; // reloading /** Ground walk speed when reloading a ranged weapon */ - UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement.Reloading", meta=(ClampMin="0", UIMin="0")) + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Reloading", meta=(ClampMin="0", UIMin="0")) float ReloadingMaxWalkSpeed; // airborne /** Gravity scale when not performing any special actions */ - UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement.Air.Defaults", meta=(ClampMin="0", UIMin="0")) + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="SNG Character Movement|Air|Defaults", meta=(ClampMin="0", UIMin="0")) float DefaultGravityScale; - /** Force to continuously apply to character when they are holding the jump button */ - UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement.Air.Defaults", meta=(ClampMin="0", UIMin="0")) - float DefaultJumpForce; + /** 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")) + float LateralVelocityDampening; + /** + * 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")) + float MaxJumpHeight; + + /** + * How long the character should be in the air for when performing a single jump and holding the jump button to reach + * the maximum jump height. + * + * 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")) + 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")) + 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.Defaults", meta=(ClampMin="0", UIMin="0")) + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Air|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.Defaults", meta=(ClampMin="0", UIMin="0")) + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Air|Jump", meta=(ClampMin="0", UIMin="0")) float MaxJumpTime; - /** 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")) - float LateralVelocityDampening; + void ComputerGravityScaleAndJumpZVelocity(); /** * Sets up character velocities and jump parameters like the jump timer @@ -117,21 +144,17 @@ protected: */ UFUNCTION(BlueprintCallable) void AddJumpForce(); - - /** Default friction when not performing any special actions and in the air */ - UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Character Movement: SNG Air Defaults", meta=(ClampMin="0", UIMin="0")) - float DefaultAirFriction; /** Default friction when not performing any special actions and in the air */ - UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Character Movement: SNG Air Defaults", meta=(ClampMin="0", UIMin="0")) + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Air|Defaults", 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="Character Movement: SNG Air Defaults", meta=(ClampMin="0", UIMin="0")) + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Air|Defaults", 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="Character Movement: SNG Air Defaults", meta=(ClampMin="0", UIMin="0")) + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Air|Defaults", meta=(ClampMin="0", UIMin="0")) float MinAllowedAttackHeight; virtual void BeginPlay() override; From 0ab46a246c59d7a43cb937414d5c7cecb3e95389 Mon Sep 17 00:00:00 2001 From: Kevin Poretti Date: Wed, 23 Mar 2022 19:59:19 -0400 Subject: [PATCH 14/29] Change protag mesh to ghost lady --- .../TestEnemy/Animations/Locomotion/Enemy_Run_BS.uasset | 4 ++-- .../TestEnemy/Animations/Locomotion/standing_idle.uasset | 4 ++-- .../Animations/Locomotion/standing_idle_looking_ver__1.uasset | 4 ++-- .../Animations/Locomotion/standing_idle_looking_ver__2.uasset | 4 ++-- .../TestEnemy/Animations/Locomotion/standing_run_back.uasset | 4 ++-- .../Animations/Locomotion/standing_run_forward.uasset | 4 ++-- .../Animations/Locomotion/standing_turn_left_90.uasset | 4 ++-- .../Animations/Locomotion/standing_turn_right_90.uasset | 4 ++-- .../TestEnemy/Animations/Locomotion/standing_walk_back.uasset | 4 ++-- .../Animations/Locomotion/standing_walk_forward.uasset | 4 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.../Animations/Locomotion/Ranged/Pre_WalkRun_BS.uasset | 4 ++-- .../Animations/Locomotion/Ranged/Run/Aim_Run_BS.uasset | 4 ++-- .../Locomotion/Ranged/Run/HandGun_Aim_D_Run_B.uasset | 4 ++-- .../Locomotion/Ranged/Run/HandGun_Aim_D_Run_BL.uasset | 4 ++-- .../Locomotion/Ranged/Run/HandGun_Aim_D_Run_BR.uasset | 4 ++-- .../Locomotion/Ranged/Run/HandGun_Aim_D_Run_F.uasset | 4 ++-- .../Locomotion/Ranged/Run/HandGun_Aim_D_Run_FL.uasset | 4 ++-- .../Locomotion/Ranged/Run/HandGun_Aim_D_Run_FR.uasset | 4 ++-- .../Locomotion/Ranged/Run/HandGun_Aim_D_Run_L.uasset | 4 ++-- .../Locomotion/Ranged/Run/HandGun_Aim_D_Run_R.uasset | 4 ++-- .../Locomotion/Ranged/Run/HandGun_Aim_F_Run_B.uasset | 4 ++-- .../Locomotion/Ranged/Run/HandGun_Aim_F_Run_BL.uasset | 4 ++-- .../Locomotion/Ranged/Run/HandGun_Aim_F_Run_BR.uasset | 4 ++-- .../Locomotion/Ranged/Run/HandGun_Aim_F_Run_F.uasset | 4 ++-- .../Locomotion/Ranged/Run/HandGun_Aim_F_Run_FL.uasset | 4 ++-- .../Locomotion/Ranged/Run/HandGun_Aim_F_Run_FR.uasset | 4 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.../Locomotion/Ranged/Walk/HandGun_Aim_D_Walk_R_Loop.uasset | 4 ++-- .../Locomotion/Ranged/Walk/HandGun_Aim_F_Walk_BL_Loop.uasset | 4 ++-- .../Locomotion/Ranged/Walk/HandGun_Aim_F_Walk_BR_Loop.uasset | 4 ++-- .../Locomotion/Ranged/Walk/HandGun_Aim_F_Walk_B_End.uasset | 4 ++-- .../Locomotion/Ranged/Walk/HandGun_Aim_F_Walk_B_Loop.uasset | 4 ++-- .../Locomotion/Ranged/Walk/HandGun_Aim_F_Walk_B_Start.uasset | 4 ++-- .../Locomotion/Ranged/Walk/HandGun_Aim_F_Walk_FL_Loop.uasset | 4 ++-- .../Locomotion/Ranged/Walk/HandGun_Aim_F_Walk_FR_Loop.uasset | 4 ++-- .../Locomotion/Ranged/Walk/HandGun_Aim_F_Walk_F_End.uasset | 4 ++-- .../Locomotion/Ranged/Walk/HandGun_Aim_F_Walk_F_Loop.uasset | 4 ++-- .../Locomotion/Ranged/Walk/HandGun_Aim_F_Walk_F_Start.uasset | 4 ++-- .../Locomotion/Ranged/Walk/HandGun_Aim_F_Walk_L_End.uasset | 4 ++-- .../Locomotion/Ranged/Walk/HandGun_Aim_F_Walk_L_Loop.uasset | 4 ++-- .../Locomotion/Ranged/Walk/HandGun_Aim_F_Walk_L_Start.uasset | 4 ++-- 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b/SwordNGun/Content/Characters/Protagonist/Animations/NEW/Locomotion/HandGun_Common_Walk_Start.uasset new file mode 100644 index 0000000..e21186f --- /dev/null +++ b/SwordNGun/Content/Characters/Protagonist/Animations/NEW/Locomotion/HandGun_Common_Walk_Start.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:167dd9f8a98c99fbb87e7208459d78e72664702ca668d709e9f54623404b7903 +size 185186 diff --git a/SwordNGun/Content/Characters/Protagonist/BP_NewProtag.uasset b/SwordNGun/Content/Characters/Protagonist/BP_NewProtag.uasset index 6e46ccf..5526fc7 100644 --- a/SwordNGun/Content/Characters/Protagonist/BP_NewProtag.uasset +++ b/SwordNGun/Content/Characters/Protagonist/BP_NewProtag.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:ab322a144057368f70ad379ee2d87223157c3c3f26cb1568421810af1caeb4fb -size 158247 +oid sha256:d3e49b072c77e63690e9b740842034ecb1122e96deb84f3dc0cd32efb494a2c1 +size 183241 diff --git a/SwordNGun/Content/Characters/Protagonist/Character/Meshes/Combines/SK_FemaleBase_Skeleton.uasset b/SwordNGun/Content/Characters/Protagonist/Character/Meshes/Combines/SK_FemaleBase_Skeleton.uasset 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; From 01df25063ca7c7a6d2716624b5206efbc41fa1da Mon Sep 17 00:00:00 2001 From: Kevin Poretti Date: Thu, 24 Mar 2022 22:08:09 -0400 Subject: [PATCH 16/29] Tweak dash parameters --- SwordNGun/Content/Characters/Protagonist/BP_NewProtag.uasset | 4 ++-- SwordNGun/Content/Maps/MovementTest.umap | 2 +- 2 files changed, 3 insertions(+), 3 deletions(-) diff --git a/SwordNGun/Content/Characters/Protagonist/BP_NewProtag.uasset b/SwordNGun/Content/Characters/Protagonist/BP_NewProtag.uasset index 5526fc7..1d767dd 100644 --- a/SwordNGun/Content/Characters/Protagonist/BP_NewProtag.uasset +++ b/SwordNGun/Content/Characters/Protagonist/BP_NewProtag.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:d3e49b072c77e63690e9b740842034ecb1122e96deb84f3dc0cd32efb494a2c1 -size 183241 +oid sha256:f18350e99fafc6adc404bb0a13a1c57fa6b1d152452c0204b9909ae17a885169 +size 184885 diff --git a/SwordNGun/Content/Maps/MovementTest.umap b/SwordNGun/Content/Maps/MovementTest.umap index a7f5820..8a265b3 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 sha256:8bb1a583282267238055f588c1a28565eadb3d28076172a28dadc13bf0981190 +oid sha256:9bbf11ffd9f17ef306ffeb9acc178712e96b81dc426477c35b4b045385f21e5c size 949560 From 811d3329cb8d969f25af2b77ed1a838d6f1ff413 Mon Sep 17 00:00:00 2001 From: Kevin Poretti Date: Fri, 25 Mar 2022 21:00:02 -0400 Subject: [PATCH 17/29] Implement our own Launch function so we have control over whether the movement mode changes --- .../NEW/Dash/Dash_Step_B_Montage.uasset | 4 +- .../NEW/Dash/Dash_Step_F_Montage.uasset | 4 +- .../NEW/Dash/Dash_Step_L_Montage.uasset | 4 +- .../NEW/Dash/Dash_Step_R_Montage.uasset | 4 +- .../Protagonist/BP_NewProtag.uasset | 4 +- .../SNGCharacterMovementComponent.cpp | 32 +++++++++++-- .../SNGCharacterMovementComponent.h | 47 +++++++++++++++++++ 7 files changed, 84 insertions(+), 15 deletions(-) diff --git a/SwordNGun/Content/Characters/Protagonist/Animations/NEW/Dash/Dash_Step_B_Montage.uasset b/SwordNGun/Content/Characters/Protagonist/Animations/NEW/Dash/Dash_Step_B_Montage.uasset index 0f95dc3..e1a32bd 100644 --- a/SwordNGun/Content/Characters/Protagonist/Animations/NEW/Dash/Dash_Step_B_Montage.uasset +++ b/SwordNGun/Content/Characters/Protagonist/Animations/NEW/Dash/Dash_Step_B_Montage.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:087abb836bf20d8e74b735e415b027a4eb3ecbfb4c0ab46529e89f65aae91644 -size 96184 +oid sha256:78a8ef99dbb6df762929410d05c4a56ceae93b7ecbf58aafdfa403016ece0b85 +size 96705 diff --git a/SwordNGun/Content/Characters/Protagonist/Animations/NEW/Dash/Dash_Step_F_Montage.uasset b/SwordNGun/Content/Characters/Protagonist/Animations/NEW/Dash/Dash_Step_F_Montage.uasset index 8338975..b5a3b32 100644 --- a/SwordNGun/Content/Characters/Protagonist/Animations/NEW/Dash/Dash_Step_F_Montage.uasset +++ b/SwordNGun/Content/Characters/Protagonist/Animations/NEW/Dash/Dash_Step_F_Montage.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:4b4192666f769d3ab6668304682615c4e9094f66d97282c1c2f4cb5f69d4863f -size 94759 +oid sha256:cea102b3996610d88fdb518eaafa8cdcae75e54e22e18754a16bf62ca452415a +size 95496 diff --git a/SwordNGun/Content/Characters/Protagonist/Animations/NEW/Dash/Dash_Step_L_Montage.uasset b/SwordNGun/Content/Characters/Protagonist/Animations/NEW/Dash/Dash_Step_L_Montage.uasset index fe01137..3cd1254 100644 --- a/SwordNGun/Content/Characters/Protagonist/Animations/NEW/Dash/Dash_Step_L_Montage.uasset +++ b/SwordNGun/Content/Characters/Protagonist/Animations/NEW/Dash/Dash_Step_L_Montage.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:5808507ebe203db589896e69b275fed1fad145f98f647c8edbab1ec4aa23a574 -size 97348 +oid sha256:d04f22dc554c864650329ca1ab2d5017422e83289d9d013349eddfb8a6630c83 +size 97953 diff --git a/SwordNGun/Content/Characters/Protagonist/Animations/NEW/Dash/Dash_Step_R_Montage.uasset b/SwordNGun/Content/Characters/Protagonist/Animations/NEW/Dash/Dash_Step_R_Montage.uasset index a07151f..8e0b092 100644 --- a/SwordNGun/Content/Characters/Protagonist/Animations/NEW/Dash/Dash_Step_R_Montage.uasset +++ b/SwordNGun/Content/Characters/Protagonist/Animations/NEW/Dash/Dash_Step_R_Montage.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:2659a534c3a8d503a56028a015208d9705efdb8f22461fd9743f3302b619319d -size 97932 +oid sha256:d76f912a13811e31305d105c3dfac9fe6ceb7ab1a49e7db1ad167dcf4a5adee7 +size 98461 diff --git a/SwordNGun/Content/Characters/Protagonist/BP_NewProtag.uasset b/SwordNGun/Content/Characters/Protagonist/BP_NewProtag.uasset index 1d767dd..fa96808 100644 --- a/SwordNGun/Content/Characters/Protagonist/BP_NewProtag.uasset +++ b/SwordNGun/Content/Characters/Protagonist/BP_NewProtag.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:f18350e99fafc6adc404bb0a13a1c57fa6b1d152452c0204b9909ae17a885169 -size 184885 +oid sha256:bebc7a07883dfb1c5a19300b03ac0e0cfe6319dd7fa9adc8ffe6545776dd26da +size 184810 diff --git a/SwordNGun/Source/SwordNGun/Private/Components/SNGCharacterMovementComponent.cpp b/SwordNGun/Source/SwordNGun/Private/Components/SNGCharacterMovementComponent.cpp index 2bca96a..f38d392 100644 --- a/SwordNGun/Source/SwordNGun/Private/Components/SNGCharacterMovementComponent.cpp +++ b/SwordNGun/Source/SwordNGun/Private/Components/SNGCharacterMovementComponent.cpp @@ -78,10 +78,12 @@ void USNGCharacterMovementComponent::RestoreMovementDefaults() void USNGCharacterMovementComponent::Dash() { - GroundFriction = DashGroundFriction; - GravityScale = DashGravityScale; - FloatTime = DashFloatTime; - SlideTime = DashSlideTime; + FLaunchParameters LaunchParams; + LaunchParams.bOverrideMovementMode = false; + LaunchParams.GroundFriction = DashGroundFriction; + LaunchParams.GravityScale = DashGravityScale; + LaunchParams.FloatTime = DashFloatTime; + LaunchParams.SlideTime = DashSlideTime; // sets gravity and friction targets which will start interpolating after float time and slide time elapse respectively TargetGravityScale = DefaultGravityScale; @@ -92,7 +94,9 @@ void USNGCharacterMovementComponent::Dash() FRotator CharacterRot = FRotator(0.0f, GetCharacterOwner()->GetActorRotation().Yaw, 0.0f); FVector LaunchDir = FVector(UKismetMathLibrary::GetForwardVector(CharacterRot)); LaunchDir.Normalize(); - Launch(LaunchDir * DashVelocity); + + LaunchParams.Velocity = LaunchDir * DashVelocity; + LaunchCharacter(LaunchParams); } #if WITH_EDITOR @@ -124,6 +128,21 @@ void USNGCharacterMovementComponent::OnSprintTimer() TargetMaxWalkSpeed = SprintingMaxWalkSpeed; } +void USNGCharacterMovementComponent::LaunchCharacter(FLaunchParameters& LaunchParams) +{ + GroundFriction = LaunchParams.GroundFriction; + GravityScale = LaunchParams.GravityScale; + FloatTime = LaunchParams.FloatTime; + SlideTime = LaunchParams.SlideTime; + + Velocity = LaunchParams.Velocity; + + if(LaunchParams.bOverrideMovementMode) + { + SetMovementMode(LaunchParams.NewMovementMode); + } +} + void USNGCharacterMovementComponent::ComputeGravityScaleAndJumpZVelocity() { float HalfJumpDuration = DesiredJumpDuration / 2.0f; @@ -206,6 +225,8 @@ void USNGCharacterMovementComponent::TickComponent(float DeltaTime, ELevelTick T { Super::TickComponent(DeltaTime, Tick, ThisTickFunction); + // turning off sprinting for now...not a HUGE fan of this implementation + /* float LateralSpeed = Velocity.Size2D(); if(LateralSpeed >= SprintLateralSpeedThreshold && !GetWorld()->GetTimerManager().IsTimerActive(TimerHandle_SprintTimer)) { @@ -224,6 +245,7 @@ void USNGCharacterMovementComponent::TickComponent(float DeltaTime, ELevelTick T TargetMaxWalkSpeed = DefaultMaxWalkSpeed; MaxWalkSpeedInterpSpeed = WalkToSprintInterpSpeed; } + */ InterpolateMovementParameters(DeltaTime); } diff --git a/SwordNGun/Source/SwordNGun/Public/Components/SNGCharacterMovementComponent.h b/SwordNGun/Source/SwordNGun/Public/Components/SNGCharacterMovementComponent.h index 566dbba..e570a1d 100644 --- a/SwordNGun/Source/SwordNGun/Public/Components/SNGCharacterMovementComponent.h +++ b/SwordNGun/Source/SwordNGun/Public/Components/SNGCharacterMovementComponent.h @@ -6,6 +6,51 @@ #include "GameFramework/CharacterMovementComponent.h" #include "SNGCharacterMovementComponent.generated.h" +USTRUCT(BlueprintType) +struct FLaunchParameters +{ + GENERATED_BODY() + + /** Velocity */ + UPROPERTY() + FVector Velocity; + + /** Should the character's movement mode change after being launched? */ + UPROPERTY(BlueprintReadWrite) + bool bOverrideMovementMode; + + /** What the character's movement mode will be set to after launch. This will only be set is bOverrideMovementMode is true. */ + UPROPERTY(BlueprintReadWrite) + TEnumAsByte NewMovementMode; + + /** The ground friction that should be immediately applied when the character is launched */ + UPROPERTY(BlueprintReadWrite) + float GroundFriction; + + /** The gravity scale that should be immediately applied when the character is launched */ + UPROPERTY(BlueprintReadWrite) + float GravityScale; + + /** The float time that should be immediately applied when the character is launched */ + UPROPERTY(BlueprintReadWrite) + float FloatTime; + + /** The slide time that should be immediately applied when the character is launched */ + UPROPERTY(BlueprintReadWrite) + float SlideTime; + + FLaunchParameters() + : Velocity(FVector::ZeroVector) + , bOverrideMovementMode(false) + , NewMovementMode(EMovementMode::MOVE_Walking) + , GroundFriction(8.0f) + , GravityScale(1.0f) + , FloatTime(0.0f) + , SlideTime(0.0f) + { + } +}; + /** * Class that extends UE CharacterMovementComponent to add SNG specific functionality * @@ -134,6 +179,8 @@ protected: /** Timer used to determine when to start interpolating GravityScale back to TargetGravityScale */ UPROPERTY(BlueprintReadWrite) float FloatTime; + + void LaunchCharacter(FLaunchParameters& LaunchParams); /** * How high (Z) is the character able to reach when holding the jump button for the maximum allowed time. From 32531fbcf4add617047c818488d66ac420d4e5dd Mon Sep 17 00:00:00 2001 From: Kevin Poretti Date: Sat, 26 Mar 2022 15:43:53 -0400 Subject: [PATCH 18/29] Add more options to launch parameters and update jump so it uses our own launch function --- .../Locomotion/Fighter_Jump_B_Montage.uasset | 4 +- .../NEW/Locomotion/Fighter_Jump_B_loop.uasset | 3 + .../Locomotion/Fighter_Jump_F_Montage.uasset | 4 +- .../Locomotion/Fighter_Jump_Montage.uasset | 4 +- .../OLD/Mesh/UE4_Mannequin_Skeleton.uasset | 4 +- SwordNGun/Content/Maps/MovementTest.umap | 2 +- .../SNGCharacterMovementComponent.cpp | 81 ++++++++++++---- .../SNGCharacterMovementComponent.h | 95 ++++++++++++++----- 8 files changed, 145 insertions(+), 52 deletions(-) create mode 100644 SwordNGun/Content/Characters/Protagonist/Animations/NEW/Locomotion/Fighter_Jump_B_loop.uasset diff --git a/SwordNGun/Content/Characters/Protagonist/Animations/NEW/Locomotion/Fighter_Jump_B_Montage.uasset b/SwordNGun/Content/Characters/Protagonist/Animations/NEW/Locomotion/Fighter_Jump_B_Montage.uasset index d727772..4ee4334 100644 --- a/SwordNGun/Content/Characters/Protagonist/Animations/NEW/Locomotion/Fighter_Jump_B_Montage.uasset +++ b/SwordNGun/Content/Characters/Protagonist/Animations/NEW/Locomotion/Fighter_Jump_B_Montage.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:872d751ab0275c9f23ac9c13b8b4d6956694bdae602a6ec2716607d488561f76 -size 101677 +oid sha256:a64801201c9ad026d759917e09d8672dea95b90b5817625965eb4e597c6f4d11 +size 101556 diff --git a/SwordNGun/Content/Characters/Protagonist/Animations/NEW/Locomotion/Fighter_Jump_B_loop.uasset b/SwordNGun/Content/Characters/Protagonist/Animations/NEW/Locomotion/Fighter_Jump_B_loop.uasset new file mode 100644 index 0000000..354e3b4 --- /dev/null +++ b/SwordNGun/Content/Characters/Protagonist/Animations/NEW/Locomotion/Fighter_Jump_B_loop.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:94543267049cbeb041a60d806293f99fbe7136b844712767b1f88d4c8854ce9a +size 138315 diff --git a/SwordNGun/Content/Characters/Protagonist/Animations/NEW/Locomotion/Fighter_Jump_F_Montage.uasset b/SwordNGun/Content/Characters/Protagonist/Animations/NEW/Locomotion/Fighter_Jump_F_Montage.uasset index bf70538..eb9b3e5 100644 --- a/SwordNGun/Content/Characters/Protagonist/Animations/NEW/Locomotion/Fighter_Jump_F_Montage.uasset +++ b/SwordNGun/Content/Characters/Protagonist/Animations/NEW/Locomotion/Fighter_Jump_F_Montage.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:25eedcc2e12e6a9a131779b57f23b5f82b2107bf05b83d906e1505a82dcf5473 -size 101677 +oid sha256:1559f9030c485e17682ba6c1fd8f79bb436a4e8a23b9fcffec679990a005465e +size 101981 diff --git a/SwordNGun/Content/Characters/Protagonist/Animations/NEW/Locomotion/Fighter_Jump_Montage.uasset b/SwordNGun/Content/Characters/Protagonist/Animations/NEW/Locomotion/Fighter_Jump_Montage.uasset index 5f4b515..c5d4f02 100644 --- a/SwordNGun/Content/Characters/Protagonist/Animations/NEW/Locomotion/Fighter_Jump_Montage.uasset +++ b/SwordNGun/Content/Characters/Protagonist/Animations/NEW/Locomotion/Fighter_Jump_Montage.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:7417a7c36a1e1e3ed36bcd8ec3c92b6377ae0b2b03499d9f7c541e818e62718c -size 101572 +oid sha256:69acb83754cc839a858d683f1135dffd7c48790b5b32014c5f34fc815447fcfe +size 102024 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 c350de6..5bce5a4 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:abe99721461b0fbce2576ec2fef40187a4dbdbe98d2651908d48d9c3f98e4dae -size 31538 +oid sha256:e258977c54afff014fe0166665b84e7fbf90c0ca03e8ffeb037f83195ce664aa +size 31608 diff --git a/SwordNGun/Content/Maps/MovementTest.umap b/SwordNGun/Content/Maps/MovementTest.umap index 8a265b3..dd8bc88 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 sha256:9bbf11ffd9f17ef306ffeb9acc178712e96b81dc426477c35b4b045385f21e5c +oid sha256:8abecb097959ca5b3ad604935452a0da2425870177a6aaaaecd6ae0de3ce27ef size 949560 diff --git a/SwordNGun/Source/SwordNGun/Private/Components/SNGCharacterMovementComponent.cpp b/SwordNGun/Source/SwordNGun/Private/Components/SNGCharacterMovementComponent.cpp index f38d392..baeab38 100644 --- a/SwordNGun/Source/SwordNGun/Private/Components/SNGCharacterMovementComponent.cpp +++ b/SwordNGun/Source/SwordNGun/Private/Components/SNGCharacterMovementComponent.cpp @@ -79,12 +79,16 @@ void USNGCharacterMovementComponent::RestoreMovementDefaults() void USNGCharacterMovementComponent::Dash() { FLaunchParameters LaunchParams; + LaunchParams.bOverrideX = true; + LaunchParams.bOverrideY = true; + LaunchParams.bOverrideZ = true; LaunchParams.bOverrideMovementMode = false; LaunchParams.GroundFriction = DashGroundFriction; LaunchParams.GravityScale = DashGravityScale; LaunchParams.FloatTime = DashFloatTime; LaunchParams.SlideTime = DashSlideTime; - + + // sets gravity and friction targets which will start interpolating after float time and slide time elapse respectively TargetGravityScale = DefaultGravityScale; TargetGroundFriction = DefaultGroundFriction; @@ -128,14 +132,42 @@ void USNGCharacterMovementComponent::OnSprintTimer() TargetMaxWalkSpeed = SprintingMaxWalkSpeed; } -void USNGCharacterMovementComponent::LaunchCharacter(FLaunchParameters& LaunchParams) +void USNGCharacterMovementComponent::LaunchCharacter(const FLaunchParameters LaunchParams) { - GroundFriction = LaunchParams.GroundFriction; - GravityScale = LaunchParams.GravityScale; + Velocity *= LaunchParams.VelocityScale; + + // + if(LaunchParams.bOverrideX) + { + Velocity.X = LaunchParams.Velocity.X; + } + else + { + Velocity.X += LaunchParams.Velocity.X; + } + + if(LaunchParams.bOverrideY) + { + Velocity.Y = LaunchParams.Velocity.Y; + } + else + { + Velocity.Y += LaunchParams.Velocity.Y; + } + + if(LaunchParams.bOverrideZ) + { + Velocity.Z = LaunchParams.Velocity.Z; + } + else + { + Velocity.Z += LaunchParams.Velocity.Z; + } + + GroundFriction = LaunchParams.bUseDefaultGroundFriction ? DefaultGroundFriction : LaunchParams.GroundFriction; + GravityScale = LaunchParams.bUseDefaultGravityScale ? DefaultGravityScale : LaunchParams.GravityScale; FloatTime = LaunchParams.FloatTime; SlideTime = LaunchParams.SlideTime; - - Velocity = LaunchParams.Velocity; if(LaunchParams.bOverrideMovementMode) { @@ -153,25 +185,32 @@ void USNGCharacterMovementComponent::ComputeGravityScaleAndJumpZVelocity() DefaultGravityScale = TargetGravity / GameGravity; } -void USNGCharacterMovementComponent::StartJump() +bool USNGCharacterMovementComponent::DoJump(bool bReplayingMoves) { - /* - JumpTimer = MaxJumpTime; - - Velocity = FVector(Velocity.X * LateralVelocityDampening, Velocity.Y * LateralVelocityDampening, 0.0f); - */ -} - -void USNGCharacterMovementComponent::AddJumpForce() -{ - /* - if(JumpTimer > 0.0f) + if ( CharacterOwner && CharacterOwner->CanJump() ) { - Velocity = FVector(Velocity.X, Velocity.Y, Velocity.Z + (JumpForce * GetWorld()->DeltaTimeSeconds)); + // Don't jump if we can't move up/down. + if (!bConstrainToPlane || FMath::Abs(PlaneConstraintNormal.Z) != 1.f) + { - JumpTimer = FMath::Max(JumpTimer - GetWorld()->DeltaTimeSeconds, 0.0f); + FLaunchParameters JumpParams; + JumpParams.Velocity.Z = DefaultJumpZVelocity; + JumpParams.bOverrideX = false; + JumpParams.bOverrideY = false; + JumpParams.bOverrideZ = true; + + JumpParams.bUseDefaultGroundFriction = true; + JumpParams.bUseDefaultGravityScale = true; + + JumpParams.bOverrideMovementMode = true; + JumpParams.NewMovementMode = EMovementMode::MOVE_Falling; + + LaunchCharacter(JumpParams); + return true; + } } - */ + + return false; } void USNGCharacterMovementComponent::InterpolateMovementParameters(float DeltaTime) diff --git a/SwordNGun/Source/SwordNGun/Public/Components/SNGCharacterMovementComponent.h b/SwordNGun/Source/SwordNGun/Public/Components/SNGCharacterMovementComponent.h index e570a1d..8f4a816 100644 --- a/SwordNGun/Source/SwordNGun/Public/Components/SNGCharacterMovementComponent.h +++ b/SwordNGun/Source/SwordNGun/Public/Components/SNGCharacterMovementComponent.h @@ -11,39 +11,87 @@ struct FLaunchParameters { GENERATED_BODY() - /** Velocity */ - UPROPERTY() + /** Velocity to either add or set for this character */ + UPROPERTY(EditAnywhere, BlueprintReadWrite) FVector Velocity; + /** + * How much to scale current velocity by. Set all components to 1 if you want the character to keep whatever + * velocity they currently have. + */ + UPROPERTY(EditAnywhere, BlueprintReadWrite) + FVector VelocityScale; + + /** + * Should the X component of character's velocity be overriden with Velocity parameter or added? + * Default is false which means Velocity X component will be added to current character's velocity + */ + UPROPERTY(EditAnywhere, BlueprintReadWrite) + bool bOverrideX; + + /** + * Should the Y component of character's velocity be overriden with Velocity parameter or added? + * Default is false which means Velocity Y component will be added to current character's velocity + */ + UPROPERTY(EditAnywhere, BlueprintReadWrite) + bool bOverrideY; + + /** + * Should the Z component of character's velocity be overriden with Velocity parameter or added? + * Default is false which means Velocity Z component will be added to current character's velocity + */ + UPROPERTY(EditAnywhere, BlueprintReadWrite) + bool bOverrideZ; + /** Should the character's movement mode change after being launched? */ - UPROPERTY(BlueprintReadWrite) + UPROPERTY(EditAnywhere, BlueprintReadWrite) bool bOverrideMovementMode; /** What the character's movement mode will be set to after launch. This will only be set is bOverrideMovementMode is true. */ - UPROPERTY(BlueprintReadWrite) + UPROPERTY(EditAnywhere, BlueprintReadWrite) TEnumAsByte NewMovementMode; + + /** + * GroundFriction will be overriden to DefaultGroundFriction as specified in the character movement + * component instead of what is supplied in this struct. + */ + UPROPERTY(EditAnywhere, BlueprintReadWrite) + bool bUseDefaultGroundFriction; /** The ground friction that should be immediately applied when the character is launched */ - UPROPERTY(BlueprintReadWrite) + UPROPERTY(EditAnywhere, BlueprintReadWrite) float GroundFriction; + /** + * GravityScale will be overriden to DefaultGravityScale as specified in the character movement + * component instead of what is supplied in this struct. + */ + UPROPERTY(EditAnywhere, BlueprintReadWrite) + bool bUseDefaultGravityScale; + /** The gravity scale that should be immediately applied when the character is launched */ - UPROPERTY(BlueprintReadWrite) + UPROPERTY(EditAnywhere, BlueprintReadWrite) float GravityScale; - + /** The float time that should be immediately applied when the character is launched */ - UPROPERTY(BlueprintReadWrite) + UPROPERTY(EditAnywhere, BlueprintReadWrite) float FloatTime; /** The slide time that should be immediately applied when the character is launched */ - UPROPERTY(BlueprintReadWrite) + UPROPERTY(EditAnywhere, BlueprintReadWrite) float SlideTime; FLaunchParameters() : Velocity(FVector::ZeroVector) + , VelocityScale(FVector::OneVector) + , bOverrideX(false) + , bOverrideY(false) + , bOverrideZ(false) , bOverrideMovementMode(false) , NewMovementMode(EMovementMode::MOVE_Walking) + , bUseDefaultGroundFriction(false) , GroundFriction(8.0f) + , bUseDefaultGravityScale(false) , GravityScale(1.0f) , FloatTime(0.0f) , SlideTime(0.0f) @@ -74,6 +122,21 @@ public: UFUNCTION(BlueprintCallable) void RestoreMovementDefaults(); + /** + * @brief Sets and scales current character's velocity and sets other movement values specified in the passed LaunchParams. + * The order of operations for updating velocity is: + * 1) Multiply current velocity by VelocityScale + * 2) Will either set or add to current velocity components with the value specified in LaunchParams.Velocity + * @param LaunchParams - settings on how this character should be launched. See documentation for FLaunchParameters + * for more information. + */ + UFUNCTION(BlueprintCallable, meta=(AutoCreateRefTerm="LaunchParams")) + void LaunchCharacter(const FLaunchParameters LaunchParams); + + /** + * @brief Sets up launch parameters and character movement parameter targets and finally launches the character + * for the character to dash. + */ UFUNCTION(BlueprintCallable) void Dash(); @@ -179,8 +242,6 @@ protected: /** Timer used to determine when to start interpolating GravityScale back to TargetGravityScale */ UPROPERTY(BlueprintReadWrite) float FloatTime; - - void LaunchCharacter(FLaunchParameters& LaunchParams); /** * How high (Z) is the character able to reach when holding the jump button for the maximum allowed time. @@ -213,17 +274,7 @@ protected: void ComputeGravityScaleAndJumpZVelocity(); - /** - * Sets up character velocities and jump parameters like the jump timer - */ - UFUNCTION(BlueprintCallable) - void StartJump(); - - /** - * Continuously applies an upward force to the character as the jump button is held down - */ - UFUNCTION(BlueprintCallable) - void AddJumpForce(); + virtual bool DoJump(bool bReplayingMoves) override; /** Default friction when not performing any special actions and in the air */ UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Defaults|Air", meta=(ClampMin="0", UIMin="0")) From c9fb74b90d235bf0dbad92107fe70debfc2d1d0e Mon Sep 17 00:00:00 2001 From: Kevin Poretti Date: Sat, 26 Mar 2022 21:49:52 -0400 Subject: [PATCH 19/29] Jump in direction of player input --- .../Protagonist/BP_NewProtag.uasset | 4 +- .../Private/Characters/SNGCharacterBase.cpp | 32 +++++++- .../SNGCharacterMovementComponent.cpp | 82 +++++++++++++------ .../Public/Characters/SNGCharacterBase.h | 10 ++- .../SNGCharacterMovementComponent.h | 23 ++++-- 5 files changed, 112 insertions(+), 39 deletions(-) diff --git a/SwordNGun/Content/Characters/Protagonist/BP_NewProtag.uasset b/SwordNGun/Content/Characters/Protagonist/BP_NewProtag.uasset index fa96808..f50171a 100644 --- a/SwordNGun/Content/Characters/Protagonist/BP_NewProtag.uasset +++ b/SwordNGun/Content/Characters/Protagonist/BP_NewProtag.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:bebc7a07883dfb1c5a19300b03ac0e0cfe6319dd7fa9adc8ffe6545776dd26da -size 184810 +oid sha256:9273c229169b5e443f8b740b5a90ba8f1dbfa3f6c6f8efd92351340495a85d71 +size 184558 diff --git a/SwordNGun/Source/SwordNGun/Private/Characters/SNGCharacterBase.cpp b/SwordNGun/Source/SwordNGun/Private/Characters/SNGCharacterBase.cpp index 7f5fe67..224dd45 100644 --- a/SwordNGun/Source/SwordNGun/Private/Characters/SNGCharacterBase.cpp +++ b/SwordNGun/Source/SwordNGun/Private/Characters/SNGCharacterBase.cpp @@ -69,6 +69,7 @@ ASNGCharacterBase::ASNGCharacterBase(const FObjectInitializer& ObjectInitializer UE_LOG(LogTemp, Warning, TEXT("SNGCharacterBase :: Could not get skeletal mesh. Did you forget to set it?")); } + InputThreshold = 0.1f; DefaultFOV = 90.0f; SprintFOV = 110.0f; @@ -206,28 +207,51 @@ void ASNGCharacterBase::Tick(float DeltaTime) if(CharacterMovementDebug) { float LateralSpeed = GetVelocity().Size2D(); + FVector VelocityDir = GetVelocity(); + VelocityDir.Normalize(); + FVector LateralVelocityDir = FVector(VelocityDir.X, VelocityDir.Y, 0.0f); + FVector StartPos(GetActorLocation().X, GetActorLocation().Y, GetActorLocation().Z - GetCapsuleComponent()->GetScaledCapsuleHalfHeight()); FVector ActorForward = UKismetMathLibrary::GetForwardVector(GetActorRotation()); + + // Draw arrow showing velocity DrawDebugDirectionalArrow(GetWorld(), - StartPos, StartPos + (ActorForward * ((LateralSpeed / GetCharacterMovement()->MaxWalkSpeed) * 100.0f)), - 10.0f, FColor::Blue, false, -1.0f, 0, 2.0f); + StartPos, StartPos + (VelocityDir * ((GetVelocity().Size() / GetCharacterMovement()->MaxWalkSpeed) * 100.0f)), + 10.0f, FColor::Yellow, false, -1.0f, 0, 2.0f); + // Draw arrow showing lateral velocity + StartPos.Z += 1; // avoid z-fighting + DrawDebugDirectionalArrow(GetWorld(), + StartPos, StartPos + (LateralVelocityDir * ((LateralSpeed / GetCharacterMovement()->MaxWalkSpeed) * 100.0f)), + 10.0f, FColor::Orange, false, -1.0f, 0, 2.0f); + + // draw arrow showing what direction the player is inputting (WASD or right thumbstick) in the world relative to the camera FVector CurrInputDirection = GetInputAsWorldDirection(); CurrInputDirection.Normalize(); + StartPos.Z += 1; // avoid z-fighting DrawDebugDirectionalArrow(GetWorld(), StartPos, StartPos + (CurrInputDirection * 100.0f), 10.0f, FColor::Purple, false, -1.0f, 0, 2.0f); + // Draw arrow showing where character is facing + StartPos.Z += 1; // avoid z-fighting + DrawDebugDirectionalArrow(GetWorld(), + StartPos, StartPos + (ActorForward * 100.0f), + 10.0f, FColor::Blue, false, -1.0f, 0, 2.0f); + FString DebugMsg = FString::Printf(TEXT("MaxWalkSpeed: %f"), GetCharacterMovement()->MaxWalkSpeed); GEngine->AddOnScreenDebugMessage(-1, 0.0f, FColor::Magenta, DebugMsg); - DebugMsg = FString::Printf(TEXT("LateralSpeed: %f"), LateralSpeed); GEngine->AddOnScreenDebugMessage(-1, 0.0f, FColor::Magenta, DebugMsg); DebugMsg = FString::Printf(TEXT("RotationRate: %s"), *GetCharacterMovement()->RotationRate.ToString()); GEngine->AddOnScreenDebugMessage(-1, 0.0f, FColor::Magenta, DebugMsg); + + bool InputThresholdIsMet = CurrInputDirection.Size2D() >= InputThreshold; + DebugMsg = FString::Printf(TEXT("InputThresholdIsMet: %hs"), InputThresholdIsMet ? "true" : "false"); + GEngine->AddOnScreenDebugMessage(-1, 0.0f, FColor::Magenta, DebugMsg); if(ShowCharacterTrajectory) { @@ -260,6 +284,6 @@ void ASNGCharacterBase::SetupPlayerInputComponent(UInputComponent* PlayerInputCo // actions PlayerInputComponent->BindAction("Jump", IE_Pressed, this, &ASNGCharacterBase::StartJump); - PlayerInputComponent->BindAction("Jump", IE_Released, this, &ASNGCharacterBase::StopJumping); + //PlayerInputComponent->BindAction("Jump", IE_Released, this, &ASNGCharacterBase::StopJumping); } diff --git a/SwordNGun/Source/SwordNGun/Private/Components/SNGCharacterMovementComponent.cpp b/SwordNGun/Source/SwordNGun/Private/Components/SNGCharacterMovementComponent.cpp index baeab38..44054ce 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 "Characters/SNGCharacterBase.h" #include "GameFramework/Character.h" #include "Kismet/KismetMathLibrary.h" #include "PhysicsEngine/PhysicsSettings.h" @@ -33,6 +34,8 @@ USNGCharacterMovementComponent::USNGCharacterMovementComponent() // jump MaxJumpHeight = 250.0f; DesiredJumpDuration = 0.75f; + DefaultJumpLateralVelocity = DefaultMaxWalkSpeed; + LateralVelocityScaling = FVector2D(1.0f, 1.0f); ComputeGravityScaleAndJumpZVelocity(); // dash @@ -78,16 +81,16 @@ void USNGCharacterMovementComponent::RestoreMovementDefaults() void USNGCharacterMovementComponent::Dash() { - FLaunchParameters LaunchParams; - LaunchParams.bOverrideX = true; - LaunchParams.bOverrideY = true; - LaunchParams.bOverrideZ = true; - LaunchParams.bOverrideMovementMode = false; - LaunchParams.GroundFriction = DashGroundFriction; - LaunchParams.GravityScale = DashGravityScale; - LaunchParams.FloatTime = DashFloatTime; - LaunchParams.SlideTime = DashSlideTime; - + FLaunchParameters DashParams; + DashParams.bOverrideLateralVelocityClamping = true; + DashParams.bOverrideX = true; + DashParams.bOverrideY = true; + DashParams.bOverrideZ = true; + DashParams.bOverrideMovementMode = false; + DashParams.GroundFriction = DashGroundFriction; + DashParams.GravityScale = DashGravityScale; + DashParams.FloatTime = DashFloatTime; + DashParams.SlideTime = DashSlideTime; // sets gravity and friction targets which will start interpolating after float time and slide time elapse respectively TargetGravityScale = DefaultGravityScale; @@ -95,12 +98,12 @@ void USNGCharacterMovementComponent::Dash() GravityScaleInterpSpeed = DashGravityToDefaultSpeed; GroundFrictionInterpSpeed = DashGroundFrictionToDefaultSpeed; - FRotator CharacterRot = FRotator(0.0f, GetCharacterOwner()->GetActorRotation().Yaw, 0.0f); + FRotator CharacterRot = FRotator(0.0f, CharacterOwner->GetActorRotation().Yaw, 0.0f); FVector LaunchDir = FVector(UKismetMathLibrary::GetForwardVector(CharacterRot)); LaunchDir.Normalize(); - LaunchParams.Velocity = LaunchDir * DashVelocity; - LaunchCharacter(LaunchParams); + DashParams.Velocity = LaunchDir * DashVelocity; + LaunchCharacter(DashParams); } #if WITH_EDITOR @@ -135,8 +138,7 @@ void USNGCharacterMovementComponent::OnSprintTimer() void USNGCharacterMovementComponent::LaunchCharacter(const FLaunchParameters LaunchParams) { Velocity *= LaunchParams.VelocityScale; - - // + if(LaunchParams.bOverrideX) { Velocity.X = LaunchParams.Velocity.X; @@ -163,6 +165,14 @@ void USNGCharacterMovementComponent::LaunchCharacter(const FLaunchParameters Lau { Velocity.Z += LaunchParams.Velocity.Z; } + + if(!LaunchParams.bOverrideLateralVelocityClamping) + { + // clamp lateral velocity to max walk speed + FVector LateralVelocity = FVector(Velocity.X, Velocity.Y, 0.0f); + LateralVelocity = LateralVelocity.GetClampedToMaxSize(DefaultMaxWalkSpeed); + Velocity = FVector(LateralVelocity.X, LateralVelocity.Y, Velocity.Z); + } GroundFriction = LaunchParams.bUseDefaultGroundFriction ? DefaultGroundFriction : LaunchParams.GroundFriction; GravityScale = LaunchParams.bUseDefaultGravityScale ? DefaultGravityScale : LaunchParams.GravityScale; @@ -192,21 +202,41 @@ bool USNGCharacterMovementComponent::DoJump(bool bReplayingMoves) // Don't jump if we can't move up/down. if (!bConstrainToPlane || FMath::Abs(PlaneConstraintNormal.Z) != 1.f) { + ASNGCharacterBase* CharacterOwnerAsSNGChar = Cast(CharacterOwner); + if(CharacterOwnerAsSNGChar) + { + FLaunchParameters JumpParams; - FLaunchParameters JumpParams; - JumpParams.Velocity.Z = DefaultJumpZVelocity; - JumpParams.bOverrideX = false; - JumpParams.bOverrideY = false; - JumpParams.bOverrideZ = true; + FVector WorldInputDir = CharacterOwnerAsSNGChar->GetInputAsWorldDirection(); + if(WorldInputDir.Size2D() >= CharacterOwnerAsSNGChar->GetInputThreshold()) + { + FVector JumpLateralVelocity = WorldInputDir * DefaultJumpLateralVelocity; + JumpParams.Velocity.X = JumpLateralVelocity.X; + JumpParams.Velocity.Y = JumpLateralVelocity.Y; + } + + JumpParams.Velocity.Z = DefaultJumpZVelocity; + JumpParams.bOverrideLateralVelocityClamping = false; + JumpParams.bOverrideX = false; + JumpParams.bOverrideY = false; + JumpParams.bOverrideZ = true; - JumpParams.bUseDefaultGroundFriction = true; - JumpParams.bUseDefaultGravityScale = true; + JumpParams.VelocityScale = FVector(LateralVelocityScaling, 1.0f); + + JumpParams.bUseDefaultGroundFriction = true; + JumpParams.bUseDefaultGravityScale = true; - JumpParams.bOverrideMovementMode = true; - JumpParams.NewMovementMode = EMovementMode::MOVE_Falling; + JumpParams.bOverrideMovementMode = true; + JumpParams.NewMovementMode = EMovementMode::MOVE_Falling; - LaunchCharacter(JumpParams); - return true; + LaunchCharacter(JumpParams); + return true; + } + else + { + UE_LOG(LogTemp, Error, TEXT("SNGCharacterMovementComponent :: DoJump :: Could not cast CharacterOwner to ASNGCharacterBase")); + return false; + } } } diff --git a/SwordNGun/Source/SwordNGun/Public/Characters/SNGCharacterBase.h b/SwordNGun/Source/SwordNGun/Public/Characters/SNGCharacterBase.h index fac43d9..17ce8c5 100644 --- a/SwordNGun/Source/SwordNGun/Public/Characters/SNGCharacterBase.h +++ b/SwordNGun/Source/SwordNGun/Public/Characters/SNGCharacterBase.h @@ -18,6 +18,10 @@ public: // Sets default values for this character's properties ASNGCharacterBase(const FObjectInitializer& ObjectInitializer); + FVector GetInputAsWorldDirection(); + + FORCEINLINE float GetInputThreshold() { return InputThreshold; } + protected: UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Components") UCameraComponent* CameraComponent; @@ -28,6 +32,10 @@ protected: UPROPERTY(BlueprintReadOnly) FVector2D InputDirection; + /** Magnitude InputDirection needs to meet for the input to be considered "non-zero" */ + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Input") + float InputThreshold; + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Animations") UAnimMontage* JumpNeutralMontage; @@ -72,8 +80,6 @@ protected: // Called when the game starts or when spawned virtual void BeginPlay() override; - - FVector GetInputAsWorldDirection(); public: // Called every frame diff --git a/SwordNGun/Source/SwordNGun/Public/Components/SNGCharacterMovementComponent.h b/SwordNGun/Source/SwordNGun/Public/Components/SNGCharacterMovementComponent.h index 8f4a816..be23784 100644 --- a/SwordNGun/Source/SwordNGun/Public/Components/SNGCharacterMovementComponent.h +++ b/SwordNGun/Source/SwordNGun/Public/Components/SNGCharacterMovementComponent.h @@ -22,6 +22,10 @@ struct FLaunchParameters UPROPERTY(EditAnywhere, BlueprintReadWrite) FVector VelocityScale; + /** If true, lateral velocity will NOT be clamped to max walk speed after performing all other velocity update operations */ + UPROPERTY(EditAnywhere, BlueprintReadWrite) + bool bOverrideLateralVelocityClamping; + /** * Should the X component of character's velocity be overriden with Velocity parameter or added? * Default is false which means Velocity X component will be added to current character's velocity @@ -84,6 +88,7 @@ struct FLaunchParameters FLaunchParameters() : Velocity(FVector::ZeroVector) , VelocityScale(FVector::OneVector) + , bOverrideLateralVelocityClamping(false) , bOverrideX(false) , bOverrideY(false) , bOverrideZ(false) @@ -227,10 +232,6 @@ protected: 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|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; @@ -260,7 +261,7 @@ protected: 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 */ + /** Z velocity set on the character when they are press the jump button */ UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="SNG Character Movement|Jump", meta=(ClampMin="0", UIMin="0")) float DefaultJumpZVelocity; @@ -272,6 +273,18 @@ protected: UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Jump", meta=(ClampMin="0", UIMin="0")) float MaxJumpTime; + /** + * Lateral velocity to set when the player initiates jump and is holding a direction. + * + * This value is multiplied by the world direction the player is inputting. + */ + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Jump", meta=(ClampMin="0", UIMin="0")) + float DefaultJumpLateralVelocity; + + /** How much to scale lateral velocity by when a jump is initiated */ + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Jump", meta=(ClampMin="0", UIMin="0")) + FVector2D LateralVelocityScaling; + void ComputeGravityScaleAndJumpZVelocity(); virtual bool DoJump(bool bReplayingMoves) override; From 88cbe5910ca2198a52471da6b4d1fb9f2ccc211c Mon Sep 17 00:00:00 2001 From: Kevin Poretti Date: Sat, 26 Mar 2022 22:20:41 -0400 Subject: [PATCH 20/29] Scale current lateral velocity by input direction when jumping (not working) --- .../Characters/Protagonist/BP_NewProtag.uasset | 4 ++-- .../Components/SNGCharacterMovementComponent.cpp | 11 +++++++++-- 2 files changed, 11 insertions(+), 4 deletions(-) diff --git a/SwordNGun/Content/Characters/Protagonist/BP_NewProtag.uasset b/SwordNGun/Content/Characters/Protagonist/BP_NewProtag.uasset index f50171a..060ff03 100644 --- a/SwordNGun/Content/Characters/Protagonist/BP_NewProtag.uasset +++ b/SwordNGun/Content/Characters/Protagonist/BP_NewProtag.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:9273c229169b5e443f8b740b5a90ba8f1dbfa3f6c6f8efd92351340495a85d71 -size 184558 +oid sha256:aef189a5b0e1a32380af6cfc08348ef362eea940f51b91d3737a19fc3dc6b47d +size 184851 diff --git a/SwordNGun/Source/SwordNGun/Private/Components/SNGCharacterMovementComponent.cpp b/SwordNGun/Source/SwordNGun/Private/Components/SNGCharacterMovementComponent.cpp index 44054ce..e468e77 100644 --- a/SwordNGun/Source/SwordNGun/Private/Components/SNGCharacterMovementComponent.cpp +++ b/SwordNGun/Source/SwordNGun/Private/Components/SNGCharacterMovementComponent.cpp @@ -208,7 +208,8 @@ bool USNGCharacterMovementComponent::DoJump(bool bReplayingMoves) FLaunchParameters JumpParams; FVector WorldInputDir = CharacterOwnerAsSNGChar->GetInputAsWorldDirection(); - if(WorldInputDir.Size2D() >= CharacterOwnerAsSNGChar->GetInputThreshold()) + bool InputThresholdMet = WorldInputDir.Size2D() >= CharacterOwnerAsSNGChar->GetInputThreshold(); + if(InputThresholdMet) { FVector JumpLateralVelocity = WorldInputDir * DefaultJumpLateralVelocity; JumpParams.Velocity.X = JumpLateralVelocity.X; @@ -221,7 +222,13 @@ bool USNGCharacterMovementComponent::DoJump(bool bReplayingMoves) JumpParams.bOverrideY = false; JumpParams.bOverrideZ = true; - JumpParams.VelocityScale = FVector(LateralVelocityScaling, 1.0f); + /** + * NOTE(kevin): This is done so that if the player holds nothing the character still carries some lateral + * momentum out of a neutral jump. If the player if moving forward but jumps right (this is all relative + * to the camera) we want all forward momentum canceled and the character to only have velocity going + * up and right. + */ + JumpParams.VelocityScale = FVector(InputThresholdMet ? FVector2D(WorldInputDir.X, WorldInputDir.Y) * LateralVelocityScaling : LateralVelocityScaling, 1.0f); JumpParams.bUseDefaultGroundFriction = true; JumpParams.bUseDefaultGravityScale = true; From 3e17e368440879f4a613fd76282d817bec7b627c Mon Sep 17 00:00:00 2001 From: Kevin Poretti Date: Tue, 29 Mar 2022 20:11:44 -0400 Subject: [PATCH 21/29] Fix broken hair asset reference on NewProtag --- SwordNGun/Content/Characters/Protagonist/BP_NewProtag.uasset | 4 ++-- SwordNGun/Content/Maps/MovementTest.umap | 2 +- 2 files changed, 3 insertions(+), 3 deletions(-) diff --git a/SwordNGun/Content/Characters/Protagonist/BP_NewProtag.uasset b/SwordNGun/Content/Characters/Protagonist/BP_NewProtag.uasset index 060ff03..a003f11 100644 --- a/SwordNGun/Content/Characters/Protagonist/BP_NewProtag.uasset +++ b/SwordNGun/Content/Characters/Protagonist/BP_NewProtag.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:aef189a5b0e1a32380af6cfc08348ef362eea940f51b91d3737a19fc3dc6b47d -size 184851 +oid sha256:f809435771e38d563a0c868bdf336077896d65bbea331f2c6b7c12801a5d8b39 +size 184501 diff --git a/SwordNGun/Content/Maps/MovementTest.umap b/SwordNGun/Content/Maps/MovementTest.umap index dd8bc88..d8d77e4 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 sha256:8abecb097959ca5b3ad604935452a0da2425870177a6aaaaecd6ae0de3ce27ef +oid sha256:c965221f2c25c068011c51d5f68daed2fe75acc171405dd5a480ab9b69c85b0e size 949560 From 6c9b327fae1ba7d4a05f45daef004ec5a6c4067c Mon Sep 17 00:00:00 2001 From: Kevin Poretti Date: Tue, 29 Mar 2022 20:18:08 -0400 Subject: [PATCH 22/29] Merge Better_Movement into develop --- SwordNGun/Content/Characters/AnimNotifies/AN_Jump.uasset | 3 +++ .../Protagonist/Animations/NEW/Dash/Dash_Step_F.uasset | 3 +++ .../Animations/NEW/Dash/Dash_Step_F_Montage.uasset | 3 +++ .../Animations/NEW/Locomotion/BS_Common_WalkRunStart.uasset | 3 +++ .../Animations/NEW/Locomotion/BS_Common_WalkRunStop.uasset | 3 +++ .../Animations/NEW/Locomotion/BS_Common_WalkRun_Loop.uasset | 3 +++ .../Animations/NEW/Locomotion/Common_Run_Loop.uasset | 3 +++ .../Animations/NEW/Locomotion/Fighter_Jump_B_Montage.uasset | 3 +++ .../Animations/NEW/Locomotion/Fighter_Jump_B_loop.uasset | 3 +++ .../Animations/NEW/Locomotion/Fighter_Jump_B_start.uasset | 3 +++ .../Animations/NEW/Locomotion/Fighter_Jump_F_Montage.uasset | 3 +++ .../Animations/NEW/Locomotion/Fighter_Jump_F_loop.uasset | 3 +++ .../Animations/NEW/Locomotion/Fighter_Jump_F_start.uasset | 3 +++ .../Animations/NEW/Locomotion/Fighter_Jump_Montage.uasset | 3 +++ .../Animations/NEW/Locomotion/Fighter_Jump_loop.uasset | 3 +++ .../Animations/NEW/Locomotion/Fighter_Jump_loop1.uasset | 3 +++ .../Animations/NEW/Locomotion/Fighter_Jump_start.uasset | 3 +++ .../Animations/NEW/Locomotion/GhostLady_AnimBP.uasset | 3 +++ .../Animations/NEW/Locomotion/HandGun_Common_Idle.uasset | 3 +++ 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b/SwordNGun/Content/Environment/Prototype/Source/Textures/T_BasicGrid_M.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:34aa3fa4d7cec8ed2f51d36bca94ee35aad5f05b8751b3fe493941f9ae4abe9f +size 119240 diff --git a/SwordNGun/Content/Environment/Prototype/Source/Textures/T_BasicGrid_N.uasset b/SwordNGun/Content/Environment/Prototype/Source/Textures/T_BasicGrid_N.uasset new file mode 100644 index 0000000..fefdd4a --- /dev/null +++ b/SwordNGun/Content/Environment/Prototype/Source/Textures/T_BasicGrid_N.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:5dbe6c4fda5a96bcfae6da2625ad6ded78d535fd282504a62bbfe4bcb86a80b5 +size 23531 From 1501e35ad798bc8e2568ee07805994ec90703cd4 Mon Sep 17 00:00:00 2001 From: Kevin Poretti Date: Wed, 30 Mar 2022 21:49:09 -0400 Subject: [PATCH 23/29] Start creating custom state machine asset type --- .../States/BP_EnemyAirborneState.uasset | 4 +- .../Protagonist/BP_Protagonist.uasset | 4 +- .../States/BP_ProtagAirAttack1.uasset | 3 - .../States/BP_ProtagAirAttack2.uasset | 3 - .../States/BP_ProtagAirAttack3.uasset | 3 - .../States/BP_ProtagAirAttack4.uasset | 3 - .../States/BP_ProtagAirAttacking.uasset | 3 - .../States/BP_ProtagAirDashState.uasset | 3 - .../BP_ProtagAirFiringWeaponState.uasset | 3 - .../States/BP_ProtagAirJump.uasset | 3 - .../States/BP_ProtagAirborneState.uasset | 3 - .../States/BP_ProtagAttacking.uasset | 4 +- .../States/BP_ProtagDashStab.uasset | 3 - .../States/BP_ProtagDashStabEnd.uasset | 3 - .../States/BP_ProtagDashStabStart.uasset | 3 - .../States/BP_ProtagDashState.uasset | 3 - .../Protagonist/States/BP_ProtagDead.uasset | 3 - .../States/BP_ProtagFiringWeaponState.uasset | 3 - .../States/BP_ProtagGroundAttack1.uasset | 3 - .../States/BP_ProtagGroundAttack2.uasset | 3 - .../States/BP_ProtagGroundAttack3.uasset | 3 - .../States/BP_ProtagGroundAttack3_New.uasset | 4 +- .../States/BP_ProtagGroundAttack4.uasset | 4 +- .../States/BP_ProtagGroundAttacking.uasset | 3 - .../States/BP_ProtagGroundLauncher.uasset | 3 - .../States/BP_ProtagGroundedState.uasset | 3 - .../Protagonist/States/BP_ProtagHit.uasset | 3 - .../States/BP_ProtagHitStun.uasset | 3 - .../States/BP_ProtagIdleState.uasset | 3 - .../Protagonist/States/BP_ProtagJump.uasset | 3 - .../States/BP_ProtagReloadState.uasset | 3 - .../States/BP_ProtagRootState.uasset | 3 - .../States/BP_ProtagWalkJogState.uasset | 4 +- .../States/BP_ProtagWalkState.uasset | 3 - .../States/OLD/BP_ProtagAirAttack1.uasset | 3 + .../States/OLD/BP_ProtagAirAttack2.uasset | 3 + .../States/OLD/BP_ProtagAirAttack3.uasset | 3 + .../States/OLD/BP_ProtagAirAttack4.uasset | 3 + .../States/OLD/BP_ProtagAirAttacking.uasset | 3 + .../States/OLD/BP_ProtagAirDashState.uasset | 3 + .../OLD/BP_ProtagAirFiringWeaponState.uasset | 3 + .../States/OLD/BP_ProtagAirJump.uasset | 3 + .../States/OLD/BP_ProtagAirborneState.uasset | 3 + .../States/OLD/BP_ProtagDashStab.uasset | 3 + .../States/OLD/BP_ProtagDashStabEnd.uasset | 3 + .../States/OLD/BP_ProtagDashStabStart.uasset | 3 + .../States/OLD/BP_ProtagDashState.uasset | 3 + .../States/OLD/BP_ProtagDead.uasset | 3 + .../OLD/BP_ProtagFiringWeaponState.uasset | 3 + .../States/OLD/BP_ProtagGroundAttack1.uasset | 3 + .../States/OLD/BP_ProtagGroundAttack2.uasset | 3 + .../States/OLD/BP_ProtagGroundAttack3.uasset | 3 + .../OLD/BP_ProtagGroundAttacking.uasset | 3 + .../States/OLD/BP_ProtagGroundLauncher.uasset | 3 + .../States/OLD/BP_ProtagGroundedState.uasset | 3 + .../States/OLD/BP_ProtagHit.uasset | 3 + .../States/OLD/BP_ProtagHitStun.uasset | 3 + .../States/OLD/BP_ProtagIdleState.uasset | 3 + .../States/OLD/BP_ProtagJump.uasset | 3 + .../States/OLD/BP_ProtagReloadState.uasset | 3 + .../States/OLD/BP_ProtagRootState.uasset | 3 + .../States/OLD/BP_ProtagWalkState.uasset | 3 + .../Private/Characters/SNGCharacterBase.cpp | 1 + .../Private/Characters/SNGProtagonist.cpp | 1 + .../States/{ => OLD}/SNGEnemyBaseState.cpp | 30 +- .../States/{ => OLD}/SNGProtagonistState.cpp | 30 +- .../Private/States/{ => OLD}/SNGState.cpp | 408 +++++++++--------- .../Private/States/SNGStateMachine.cpp | Bin 0 -> 700 bytes .../Private/States/SNGStateMachineFactory.cpp | Bin 0 -> 1782 bytes .../States/SNGStateMachineTypeActions.cpp | Bin 0 -> 1342 bytes .../Weapons/SNGInstantRangedWeapon.cpp | 1 + .../Private/Weapons/SNGMeleeWeaponBase.cpp | 1 + .../Components/SNGStateMachineComponent.h | 2 +- .../States/{ => OLD}/SNGEnemyBaseState.h | 50 +-- .../States/{ => OLD}/SNGProtagonistState.h | 50 +-- .../Public/States/{ => OLD}/SNGState.h | 220 +++++----- .../SwordNGun/Public/States/SNGStateMachine.h | Bin 0 -> 1082 bytes .../Public/States/SNGStateMachineFactory.h | Bin 0 -> 1358 bytes .../States/SNGStateMachineTypeActions.h | Bin 0 -> 1306 bytes SwordNGun/Source/SwordNGun/SwordNGun.Build.cs | 2 +- SwordNGun/SwordNGun.uproject | 3 +- 81 files changed, 498 insertions(+), 493 deletions(-) delete mode 100644 SwordNGun/Content/Characters/Protagonist/States/BP_ProtagAirAttack1.uasset delete mode 100644 SwordNGun/Content/Characters/Protagonist/States/BP_ProtagAirAttack2.uasset delete mode 100644 SwordNGun/Content/Characters/Protagonist/States/BP_ProtagAirAttack3.uasset delete mode 100644 SwordNGun/Content/Characters/Protagonist/States/BP_ProtagAirAttack4.uasset delete mode 100644 SwordNGun/Content/Characters/Protagonist/States/BP_ProtagAirAttacking.uasset delete mode 100644 SwordNGun/Content/Characters/Protagonist/States/BP_ProtagAirDashState.uasset delete mode 100644 SwordNGun/Content/Characters/Protagonist/States/BP_ProtagAirFiringWeaponState.uasset delete mode 100644 SwordNGun/Content/Characters/Protagonist/States/BP_ProtagAirJump.uasset delete mode 100644 SwordNGun/Content/Characters/Protagonist/States/BP_ProtagAirborneState.uasset delete mode 100644 SwordNGun/Content/Characters/Protagonist/States/BP_ProtagDashStab.uasset delete mode 100644 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b/SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagReloadState.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:3a3f2a6de5ffdd2ead68391f286fde26675a1dc56c2f5645dc45163273616836 +size 110023 diff --git a/SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagRootState.uasset b/SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagRootState.uasset new file mode 100644 index 0000000..0a2065d --- /dev/null +++ b/SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagRootState.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:46e3882844fecb937b4b30b603f4b13cf367be489d1af898c24c54f5233d0670 +size 32959 diff --git a/SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagWalkState.uasset b/SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagWalkState.uasset new file mode 100644 index 0000000..8fcb511 --- /dev/null +++ b/SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagWalkState.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:0d9d82698b86d58f6106491a90358ff2c4ca5ba96de5f4a74c1f573baba3f47d +size 29713 diff --git a/SwordNGun/Source/SwordNGun/Private/Characters/SNGCharacterBase.cpp b/SwordNGun/Source/SwordNGun/Private/Characters/SNGCharacterBase.cpp index 224dd45..e525966 100644 --- a/SwordNGun/Source/SwordNGun/Private/Characters/SNGCharacterBase.cpp +++ b/SwordNGun/Source/SwordNGun/Private/Characters/SNGCharacterBase.cpp @@ -6,6 +6,7 @@ #include "DrawDebugHelpers.h" #include "Camera/CameraComponent.h" #include "Components/CapsuleComponent.h" +#include "Components/InputComponent.h" #include "Components/SNGCharacterMovementComponent.h" #include "GameFramework/SpringArmComponent.h" #include "Kismet/KismetMathLibrary.h" diff --git a/SwordNGun/Source/SwordNGun/Private/Characters/SNGProtagonist.cpp b/SwordNGun/Source/SwordNGun/Private/Characters/SNGProtagonist.cpp index adf9e2f..2ad33ff 100644 --- a/SwordNGun/Source/SwordNGun/Private/Characters/SNGProtagonist.cpp +++ b/SwordNGun/Source/SwordNGun/Private/Characters/SNGProtagonist.cpp @@ -4,6 +4,7 @@ #include "Characters/SNGProtagonist.h" #include "DrawDebugHelpers.h" +#include "Animation/AnimInstance.h" #include "GameFramework/CharacterMovementComponent.h" #include "Kismet/KismetMathLibrary.h" #include "Kismet/KismetSystemLibrary.h" diff --git a/SwordNGun/Source/SwordNGun/Private/States/SNGEnemyBaseState.cpp b/SwordNGun/Source/SwordNGun/Private/States/OLD/SNGEnemyBaseState.cpp similarity index 84% rename from SwordNGun/Source/SwordNGun/Private/States/SNGEnemyBaseState.cpp rename to SwordNGun/Source/SwordNGun/Private/States/OLD/SNGEnemyBaseState.cpp index 53cd782..41c1066 100644 --- a/SwordNGun/Source/SwordNGun/Private/States/SNGEnemyBaseState.cpp +++ b/SwordNGun/Source/SwordNGun/Private/States/OLD/SNGEnemyBaseState.cpp @@ -1,15 +1,15 @@ -// Project Sword & Gun Copyright © 2021 Kevin Poretti - - -#include "States/SNGEnemyBaseState.h" - -void USNGEnemyBaseState::SetOwner(AActor* StateOwner) -{ - Super::SetOwner(StateOwner); - - Enemy = Cast(StateOwner); - if(!Enemy) - { - UE_LOG(LogTemp, Error, TEXT("SNGEnemyBaseState :: Could not cast state owner to SNGEnemyBase")); - } -} +// Project Sword & Gun Copyright © 2021 Kevin Poretti + + +#include "States/OLD/SNGEnemyBaseState.h" + +void USNGEnemyBaseState::SetOwner(AActor* StateOwner) +{ + Super::SetOwner(StateOwner); + + Enemy = Cast(StateOwner); + if(!Enemy) + { + UE_LOG(LogTemp, Error, TEXT("SNGEnemyBaseState :: Could not cast state owner to SNGEnemyBase")); + } +} diff --git a/SwordNGun/Source/SwordNGun/Private/States/SNGProtagonistState.cpp b/SwordNGun/Source/SwordNGun/Private/States/OLD/SNGProtagonistState.cpp similarity index 84% rename from SwordNGun/Source/SwordNGun/Private/States/SNGProtagonistState.cpp rename to SwordNGun/Source/SwordNGun/Private/States/OLD/SNGProtagonistState.cpp index 3906ec5..b3302a6 100644 --- a/SwordNGun/Source/SwordNGun/Private/States/SNGProtagonistState.cpp +++ b/SwordNGun/Source/SwordNGun/Private/States/OLD/SNGProtagonistState.cpp @@ -1,15 +1,15 @@ -// Project Sword & Gun Copyright © 2021 Kevin Poretti - - -#include "States/SNGProtagonistState.h" - -void USNGProtagonistState::SetOwner(AActor* StateOwner) -{ - Super::SetOwner(StateOwner); - - Protagonist = Cast(StateOwner); - if(!Protagonist) - { - UE_LOG(LogTemp, Error, TEXT("SNGProtagonistState :: Could not cast state owner to SNGProtagonist")); - } -} +// Project Sword & Gun Copyright © 2021 Kevin Poretti + + +#include "States/OLD/SNGProtagonistState.h" + +void USNGProtagonistState::SetOwner(AActor* StateOwner) +{ + Super::SetOwner(StateOwner); + + Protagonist = Cast(StateOwner); + if(!Protagonist) + { + UE_LOG(LogTemp, Error, TEXT("SNGProtagonistState :: Could not cast state owner to SNGProtagonist")); + } +} diff --git a/SwordNGun/Source/SwordNGun/Private/States/SNGState.cpp b/SwordNGun/Source/SwordNGun/Private/States/OLD/SNGState.cpp similarity index 94% rename from SwordNGun/Source/SwordNGun/Private/States/SNGState.cpp rename to SwordNGun/Source/SwordNGun/Private/States/OLD/SNGState.cpp index 8c6c7b6..6b2e4d1 100644 --- a/SwordNGun/Source/SwordNGun/Private/States/SNGState.cpp +++ b/SwordNGun/Source/SwordNGun/Private/States/OLD/SNGState.cpp @@ -1,204 +1,204 @@ -// Project Sword & Gun Copyright © 2021 Kevin Poretti - - -#include "States/SNGState.h" - -USNGState::USNGState() -{ - Name = NAME_None; - TimeInState = 0.0f; - bCanTransitionToItself = false; - DefaultSubStateIndex = 0; -} - -void USNGState::RegisterTransition(FName DestState, FName TransitionRuleFunctionName) -{ - - FStateTransitionRule StateTransitionRule; - StateTransitionRule.BindUFunction(this, TransitionRuleFunctionName); - - if(!Transitions.Contains(DestState)) - { - Transitions.Add(DestState, StateTransitionRule); - } - else - { - UE_LOG(LogTemp, Warning, TEXT("USNGState :: Transition dictionary already contains transition rule for destination state %s"), *DestState.ToString()); - } -} - -void USNGState::RegisterEventHandler(ESNGEventType EventType, FName EventHandlerFunctionName) -{ - FEventHandlerRule EventHandlerRule; - EventHandlerRule.BindUFunction(this, EventHandlerFunctionName); - - if(Handlers.Contains(EventType)) - { - Handlers[EventType].Add(EventHandlerRule); - } - else - { - Handlers.Add(EventType, TArray()); - Handlers[EventType].Add(EventHandlerRule); - } -} - -FName USNGState::GetNextStateFromEvent(FSNGEvent& Event) -{ - FName DestState = NAME_None; - if(Handlers.Contains(Event.EventType)) - { - for (auto EventHandler : Handlers[Event.EventType]) - { - // FStateTransitionRule is a delegate that returns true if the transition rules are met - // and false otherwise - if(!EventHandler.IsBound()) - { - UE_LOG(LogTemp, Error, TEXT("SNGState :: Tried calling function %s but it is not bound"), *EventHandler.GetFunctionName().ToString()); - continue; - } - - DestState = EventHandler.Execute(Event); - if(DestState != NAME_None) - { - return DestState; - } - } - } - - if(Parent) - { - return Parent->GetNextStateFromEvent(Event); - } - - return NAME_None; -} - -FName USNGState::GetNextState() -{ - // NOTE(kevin): Does this actually have to be a map? - for(const TPair& pair : Transitions) - { - // FStateTransitionRule is a delegate that returns true if the transition rules are met - // and false otherwise - if(!pair.Value.IsBound()) - { - UE_LOG(LogTemp, Error, TEXT("SNGState :: Tried calling function %s but it is not bound"), *pair.Value.GetFunctionName().ToString()); - continue; - } - - if(pair.Value.Execute()) - { - return pair.Key; - } - } - - if(Parent) - { - return Parent->GetNextState(); - } - - return NAME_None; -} - -AActor* USNGState::GetOwner() -{ - return Owner; -} - -void USNGState::SetOwner(AActor* StateOwner) -{ - Owner = StateOwner; -} - -USNGState* USNGState::GetParent() -{ - return Parent; -} - -void USNGState::SetParent(USNGState* ParentState) -{ - this->Parent = ParentState; -} - -uint32 USNGState::GetDepth() -{ - return Depth; -} - -void USNGState::CreateState() -{ - // pre-compute the depth/level of this state during creation - // used later for calculating least common ancestor of two states - uint32 CurrDepth = 0; - USNGState* CurrState = this; - while(CurrState->Parent != nullptr) - { - CurrDepth++; - CurrState = CurrState->Parent; - } - Depth = CurrDepth; - - OnCreateState(); -} - -USNGState* USNGState::EnterState(FSNGEvent& Event) -{ - OnEnterState(Event); - TimeInState = 0.0f; - - if(SubStates.Num() > 0 && - (DefaultSubStateIndex >= 0 && DefaultSubStateIndex < SubStates.Num())) - { - return SubStates[DefaultSubStateIndex]->EnterState(Event); - } - return this; -} - -void USNGState::ExitState() -{ - OnExitState(); - - // to do this correctly i think we need to find the shared parent of the current state and the next state - // we only want to exit states until that point - if(Parent) - { - Parent->ExitState(); - } -} - -void USNGState::UpdateState(float DeltaTime) -{ - OnUpdateState(DeltaTime); - TimeInState += DeltaTime; - - if(Parent) - { - Parent->UpdateState(DeltaTime); - } -} - -FName USNGState::GetName() -{ - return Name; -} - -float USNGState::GetTimeInState() -{ - return TimeInState; -} - -bool USNGState::CanTransitionToItself() -{ - return bCanTransitionToItself; -} - -TArray> USNGState::GetSubStateClasses() -{ - return SubStateClasses; -} - -void USNGState::AddSubState(USNGState* SubState) -{ - SubStates.Add(SubState); -} +// Project Sword & Gun Copyright © 2021 Kevin Poretti + + +#include "States/OLD/SNGState.h" + +USNGState::USNGState() +{ + Name = NAME_None; + TimeInState = 0.0f; + bCanTransitionToItself = false; + DefaultSubStateIndex = 0; +} + +void USNGState::RegisterTransition(FName DestState, FName TransitionRuleFunctionName) +{ + + FStateTransitionRule StateTransitionRule; + StateTransitionRule.BindUFunction(this, TransitionRuleFunctionName); + + if(!Transitions.Contains(DestState)) + { + Transitions.Add(DestState, StateTransitionRule); + } + else + { + UE_LOG(LogTemp, Warning, TEXT("USNGState :: Transition dictionary already contains transition rule for destination state %s"), *DestState.ToString()); + } +} + +void USNGState::RegisterEventHandler(ESNGEventType EventType, FName EventHandlerFunctionName) +{ + FEventHandlerRule EventHandlerRule; + EventHandlerRule.BindUFunction(this, EventHandlerFunctionName); + + if(Handlers.Contains(EventType)) + { + Handlers[EventType].Add(EventHandlerRule); + } + else + { + Handlers.Add(EventType, TArray()); + Handlers[EventType].Add(EventHandlerRule); + } +} + +FName USNGState::GetNextStateFromEvent(FSNGEvent& Event) +{ + FName DestState = NAME_None; + if(Handlers.Contains(Event.EventType)) + { + for (auto EventHandler : Handlers[Event.EventType]) + { + // FStateTransitionRule is a delegate that returns true if the transition rules are met + // and false otherwise + if(!EventHandler.IsBound()) + { + UE_LOG(LogTemp, Error, TEXT("SNGState :: Tried calling function %s but it is not bound"), *EventHandler.GetFunctionName().ToString()); + continue; + } + + DestState = EventHandler.Execute(Event); + if(DestState != NAME_None) + { + return DestState; + } + } + } + + if(Parent) + { + return Parent->GetNextStateFromEvent(Event); + } + + return NAME_None; +} + +FName USNGState::GetNextState() +{ + // NOTE(kevin): Does this actually have to be a map? + for(const TPair& pair : Transitions) + { + // FStateTransitionRule is a delegate that returns true if the transition rules are met + // and false otherwise + if(!pair.Value.IsBound()) + { + UE_LOG(LogTemp, Error, TEXT("SNGState :: Tried calling function %s but it is not bound"), *pair.Value.GetFunctionName().ToString()); + continue; + } + + if(pair.Value.Execute()) + { + return pair.Key; + } + } + + if(Parent) + { + return Parent->GetNextState(); + } + + return NAME_None; +} + +AActor* USNGState::GetOwner() +{ + return Owner; +} + +void USNGState::SetOwner(AActor* StateOwner) +{ + Owner = StateOwner; +} + +USNGState* USNGState::GetParent() +{ + return Parent; +} + +void USNGState::SetParent(USNGState* ParentState) +{ + this->Parent = ParentState; +} + +uint32 USNGState::GetDepth() +{ + return Depth; +} + +void USNGState::CreateState() +{ + // pre-compute the depth/level of this state during creation + // used later for calculating least common ancestor of two states + uint32 CurrDepth = 0; + USNGState* CurrState = this; + while(CurrState->Parent != nullptr) + { + CurrDepth++; + CurrState = CurrState->Parent; + } + Depth = CurrDepth; + + OnCreateState(); +} + +USNGState* USNGState::EnterState(FSNGEvent& Event) +{ + OnEnterState(Event); + TimeInState = 0.0f; + + if(SubStates.Num() > 0 && + (DefaultSubStateIndex >= 0 && DefaultSubStateIndex < SubStates.Num())) + { + return SubStates[DefaultSubStateIndex]->EnterState(Event); + } + return this; +} + +void USNGState::ExitState() +{ + OnExitState(); + + // to do this correctly i think we need to find the shared parent of the current state and the next state + // we only want to exit states until that point + if(Parent) + { + Parent->ExitState(); + } +} + +void USNGState::UpdateState(float DeltaTime) +{ + OnUpdateState(DeltaTime); + TimeInState += DeltaTime; + + if(Parent) + { + Parent->UpdateState(DeltaTime); + } +} + +FName USNGState::GetName() +{ + return Name; +} + +float USNGState::GetTimeInState() +{ + return TimeInState; +} + +bool USNGState::CanTransitionToItself() +{ + return bCanTransitionToItself; +} + +TArray> USNGState::GetSubStateClasses() +{ + return SubStateClasses; +} + +void USNGState::AddSubState(USNGState* SubState) +{ + SubStates.Add(SubState); +} diff --git a/SwordNGun/Source/SwordNGun/Private/States/SNGStateMachine.cpp b/SwordNGun/Source/SwordNGun/Private/States/SNGStateMachine.cpp new file mode 100644 index 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a/SwordNGun/Source/SwordNGun/Private/Weapons/SNGInstantRangedWeapon.cpp b/SwordNGun/Source/SwordNGun/Private/Weapons/SNGInstantRangedWeapon.cpp index fc56116..1a120a9 100644 --- a/SwordNGun/Source/SwordNGun/Private/Weapons/SNGInstantRangedWeapon.cpp +++ b/SwordNGun/Source/SwordNGun/Private/Weapons/SNGInstantRangedWeapon.cpp @@ -5,6 +5,7 @@ #include "DrawDebugHelpers.h" #include "Characters/SNGCharacterBase_DEPRECATED.h" +#include "GameFramework/DamageType.h" #include "Kismet/GameplayStatics.h" #include "Particles/ParticleSystemComponent.h" #include "PhysicalMaterials/PhysicalMaterial.h" diff --git a/SwordNGun/Source/SwordNGun/Private/Weapons/SNGMeleeWeaponBase.cpp b/SwordNGun/Source/SwordNGun/Private/Weapons/SNGMeleeWeaponBase.cpp index 6a91ca6..104abfb 100644 --- a/SwordNGun/Source/SwordNGun/Private/Weapons/SNGMeleeWeaponBase.cpp +++ b/SwordNGun/Source/SwordNGun/Private/Weapons/SNGMeleeWeaponBase.cpp @@ -5,6 +5,7 @@ #include "Characters/SNGCharacterBase_DEPRECATED.h" +#include "GameFramework/DamageType.h" #include "Kismet/KismetSystemLibrary.h" #include "SwordNGun/SwordNGun.h" diff --git a/SwordNGun/Source/SwordNGun/Public/Components/SNGStateMachineComponent.h b/SwordNGun/Source/SwordNGun/Public/Components/SNGStateMachineComponent.h index 826a415..f1e7d46 100644 --- a/SwordNGun/Source/SwordNGun/Public/Components/SNGStateMachineComponent.h +++ b/SwordNGun/Source/SwordNGun/Public/Components/SNGStateMachineComponent.h @@ -3,7 +3,7 @@ #pragma once #include "CoreMinimal.h" -#include "States/SNGState.h" +#include "States/OLD/SNGState.h" #include "Components/ActorComponent.h" #include "Interfaces/SNGEventProcessorInterface.h" diff --git a/SwordNGun/Source/SwordNGun/Public/States/SNGEnemyBaseState.h b/SwordNGun/Source/SwordNGun/Public/States/OLD/SNGEnemyBaseState.h similarity index 87% rename from SwordNGun/Source/SwordNGun/Public/States/SNGEnemyBaseState.h rename to SwordNGun/Source/SwordNGun/Public/States/OLD/SNGEnemyBaseState.h index 4353091..1489642 100644 --- a/SwordNGun/Source/SwordNGun/Public/States/SNGEnemyBaseState.h +++ b/SwordNGun/Source/SwordNGun/Public/States/OLD/SNGEnemyBaseState.h @@ -1,25 +1,25 @@ -// Project Sword & Gun Copyright © 2021 Kevin Poretti - -#pragma once - -#include "CoreMinimal.h" - -#include "Characters/SNGEnemyBase.h" -#include "States/SNGState.h" -#include "SNGEnemyBaseState.generated.h" - -/** - * - */ -UCLASS() -class SWORDNGUN_API USNGEnemyBaseState : public USNGState -{ - GENERATED_BODY() - -public: - virtual void SetOwner(AActor* StateOwner) override; - -protected: - UPROPERTY(BlueprintReadOnly) - ASNGEnemyBase* Enemy; -}; +// Project Sword & Gun Copyright © 2021 Kevin Poretti + +#pragma once + +#include "CoreMinimal.h" + +#include "Characters/SNGEnemyBase.h" +#include "States/OLD/SNGState.h" +#include "SNGEnemyBaseState.generated.h" + +/** + * + */ +UCLASS() +class SWORDNGUN_API USNGEnemyBaseState : public USNGState +{ + GENERATED_BODY() + +public: + virtual void SetOwner(AActor* StateOwner) override; + +protected: + UPROPERTY(BlueprintReadOnly) + ASNGEnemyBase* Enemy; +}; diff --git a/SwordNGun/Source/SwordNGun/Public/States/SNGProtagonistState.h b/SwordNGun/Source/SwordNGun/Public/States/OLD/SNGProtagonistState.h similarity index 87% rename from SwordNGun/Source/SwordNGun/Public/States/SNGProtagonistState.h rename to SwordNGun/Source/SwordNGun/Public/States/OLD/SNGProtagonistState.h index 75863eb..8dc2f7e 100644 --- a/SwordNGun/Source/SwordNGun/Public/States/SNGProtagonistState.h +++ b/SwordNGun/Source/SwordNGun/Public/States/OLD/SNGProtagonistState.h @@ -1,25 +1,25 @@ -// Project Sword & Gun Copyright © 2021 Kevin Poretti - -#pragma once - -#include "CoreMinimal.h" - -#include "Characters/SNGProtagonist.h" -#include "States/SNGState.h" -#include "SNGProtagonistState.generated.h" - -/** - * - */ -UCLASS() -class SWORDNGUN_API USNGProtagonistState : public USNGState -{ - GENERATED_BODY() - -public: - virtual void SetOwner(AActor* StateOwner) override; - -protected: - UPROPERTY(BlueprintReadOnly) - ASNGProtagonist* Protagonist; -}; +// Project Sword & Gun Copyright © 2021 Kevin Poretti + +#pragma once + +#include "CoreMinimal.h" + +#include "Characters/SNGProtagonist.h" +#include "States/OLD/SNGState.h" +#include "SNGProtagonistState.generated.h" + +/** + * + */ +UCLASS() +class SWORDNGUN_API USNGProtagonistState : public USNGState +{ + GENERATED_BODY() + +public: + virtual void SetOwner(AActor* StateOwner) override; + +protected: + UPROPERTY(BlueprintReadOnly) + ASNGProtagonist* Protagonist; +}; diff --git a/SwordNGun/Source/SwordNGun/Public/States/SNGState.h b/SwordNGun/Source/SwordNGun/Public/States/OLD/SNGState.h similarity index 95% rename from SwordNGun/Source/SwordNGun/Public/States/SNGState.h rename to SwordNGun/Source/SwordNGun/Public/States/OLD/SNGState.h index cea9e75..875df8e 100644 --- a/SwordNGun/Source/SwordNGun/Public/States/SNGState.h +++ b/SwordNGun/Source/SwordNGun/Public/States/OLD/SNGState.h @@ -1,110 +1,110 @@ -// Project Sword & Gun Copyright © 2021 Kevin Poretti - -#pragma once - -#include "CoreMinimal.h" - -#include "SwordNGun/SNGTypes.h" - - -#include "SNGState.generated.h" - -DECLARE_DYNAMIC_DELEGATE_RetVal(bool, FStateTransitionRule); - -DECLARE_DYNAMIC_DELEGATE_RetVal_OneParam(FName, FEventHandlerRule, FSNGEvent&, Event); - -/** - * - */ -UCLASS(Blueprintable) -class SWORDNGUN_API USNGState : public UObject -{ - GENERATED_BODY() - - public: - USNGState(); - - UFUNCTION(BlueprintCallable) - void RegisterTransition(FName DestState, FName TransitionRuleFunctionName); - - UFUNCTION(BlueprintCallable) - void RegisterEventHandler(ESNGEventType EventType, FName EventHandlerFunctionName); - - FName GetName(); - - float GetTimeInState(); - - bool CanTransitionToItself(); - - UFUNCTION(BlueprintCallable) - AActor* GetOwner(); - - virtual void SetOwner(AActor* StateOwner); - - USNGState* GetParent(); - - void SetParent(USNGState* ParentState); - - uint32 GetDepth(); - - TArray> GetSubStateClasses(); - - void AddSubState(USNGState* SubState); - - // returns name of the next state if event triggers a state transition - FName GetNextStateFromEvent(FSNGEvent& Event); - - // executes transitions rules for this state to determine what substate - FName GetNextState(); - - void CreateState(); - - USNGState* EnterState(FSNGEvent& Event); - - void ExitState(); - - void UpdateState(float DeltaTime); - - protected: - - UPROPERTY(EditDefaultsOnly) - FName Name; - - UPROPERTY(BlueprintReadOnly) - float TimeInState; - - UPROPERTY(EditDefaultsOnly) - bool bCanTransitionToItself; - - UPROPERTY(EditDefaultsOnly, Category="Sub states", meta = (ClampMin = -1)) - int32 DefaultSubStateIndex; - - UPROPERTY(EditDefaultsOnly, Category="Sub states") - TArray> SubStateClasses; - - TArray SubStates; - - AActor* Owner; - - USNGState* Parent; - - // distance from root node - uint32 Depth; - - // NOTE(kevin): I don't think this needs to be a map - TMap Transitions; - - TMap> Handlers; - - UFUNCTION(BlueprintImplementableEvent) - void OnCreateState(); - - UFUNCTION(BlueprintImplementableEvent) - void OnEnterState(FSNGEvent Event); - - UFUNCTION(BlueprintImplementableEvent) - void OnExitState(); - - UFUNCTION(BlueprintImplementableEvent) - void OnUpdateState(float DeltaTime); -}; +// Project Sword & Gun Copyright © 2021 Kevin Poretti + +#pragma once + +#include "CoreMinimal.h" + +#include "SwordNGun/SNGTypes.h" + + +#include "SNGState.generated.h" + +DECLARE_DYNAMIC_DELEGATE_RetVal(bool, FStateTransitionRule); + +DECLARE_DYNAMIC_DELEGATE_RetVal_OneParam(FName, FEventHandlerRule, FSNGEvent&, Event); + +/** + * + */ +UCLASS(Blueprintable) +class SWORDNGUN_API USNGState : public UObject +{ + GENERATED_BODY() + + public: + USNGState(); + + UFUNCTION(BlueprintCallable) + void RegisterTransition(FName DestState, FName TransitionRuleFunctionName); + + UFUNCTION(BlueprintCallable) + void RegisterEventHandler(ESNGEventType EventType, FName EventHandlerFunctionName); + + FName GetName(); + + float GetTimeInState(); + + bool CanTransitionToItself(); + + UFUNCTION(BlueprintCallable) + AActor* GetOwner(); + + virtual void SetOwner(AActor* StateOwner); + + USNGState* GetParent(); + + void SetParent(USNGState* ParentState); + + uint32 GetDepth(); + + TArray> GetSubStateClasses(); + + void AddSubState(USNGState* SubState); + + // returns name of the next state if event triggers a state transition + FName GetNextStateFromEvent(FSNGEvent& Event); + + // executes transitions rules for this state to determine what substate + FName GetNextState(); + + void CreateState(); + + USNGState* EnterState(FSNGEvent& Event); + + void ExitState(); + + void UpdateState(float DeltaTime); + + protected: + + UPROPERTY(EditDefaultsOnly) + FName Name; + + UPROPERTY(BlueprintReadOnly) + float TimeInState; + + UPROPERTY(EditDefaultsOnly) + bool bCanTransitionToItself; + + UPROPERTY(EditDefaultsOnly, Category="Sub states", meta = (ClampMin = -1)) + int32 DefaultSubStateIndex; + + UPROPERTY(EditDefaultsOnly, Category="Sub states") + TArray> SubStateClasses; + + TArray SubStates; + + AActor* Owner; + + USNGState* Parent; + + // distance from root node + uint32 Depth; + + // NOTE(kevin): I don't think this needs to be a map + TMap Transitions; + + TMap> Handlers; + + UFUNCTION(BlueprintImplementableEvent) + void OnCreateState(); + + UFUNCTION(BlueprintImplementableEvent) + void OnEnterState(FSNGEvent Event); + + UFUNCTION(BlueprintImplementableEvent) + void OnExitState(); + + UFUNCTION(BlueprintImplementableEvent) + void OnUpdateState(float DeltaTime); +}; diff --git a/SwordNGun/Source/SwordNGun/Public/States/SNGStateMachine.h b/SwordNGun/Source/SwordNGun/Public/States/SNGStateMachine.h new file mode 100644 index 0000000000000000000000000000000000000000..19a08a185a7befbfa3fbe914e88f478f6342628f GIT binary patch literal 1082 zcmaizTT2^J6ouDog#L$vLP<(7+DChVsm2Rd6P$$7CmGE!8Hq`lBuXs)ApfNH+dE^J zqA20yoY|MP*V<>Fr^lw63hJoPSXWAQsTtp~Zuu_M=lqd%pt(luyI3b$;K`L~;IR+b 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0000000000000000000000000000000000000000..0b5250c35cd78375cc21922fbaa040a0399c6667 GIT binary patch literal 1306 zcmbtU%TB^j5ItK={D&J%47#vBcDO=(gcz~05SIj@LQR3D1(g^-h@Vu?%x$4WNK8%B zb~?{9Gw1gE%Yg#}7cnMyfsY=h{Pyt1?-+f``@C;3!ZXl(lY5`A#zj8X4k< z2+C>B-!U~Lyrg=Ih$Bih?Jm%Y2|Bo7eeqc35sVHFd5L8BHcQD-NpMM2LW_q-+~Wb4 zXmUbrK0B=8qCwj=t)lfAauwDqd@rPV$WBHmkJ0BfC>uVcUf4-h56{{uKY& gpYTBb3judw&r8PIV(i;??p9}Mz1w-Z_0RPE19{)uH2?qr literal 0 HcmV?d00001 diff --git a/SwordNGun/Source/SwordNGun/SwordNGun.Build.cs b/SwordNGun/Source/SwordNGun/SwordNGun.Build.cs index 1632fc9..49e6fd9 100644 --- a/SwordNGun/Source/SwordNGun/SwordNGun.Build.cs +++ b/SwordNGun/Source/SwordNGun/SwordNGun.Build.cs @@ -8,7 +8,7 @@ public class SwordNGun : ModuleRules { PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs; - PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "PhysicsCore" }); + PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "PhysicsCore", "UnrealEd", "AssetTools" }); PrivateDependencyModuleNames.AddRange(new string[] { }); diff --git a/SwordNGun/SwordNGun.uproject b/SwordNGun/SwordNGun.uproject index 73ec385..d5f4967 100644 --- a/SwordNGun/SwordNGun.uproject +++ b/SwordNGun/SwordNGun.uproject @@ -10,7 +10,8 @@ "LoadingPhase": "Default", "AdditionalDependencies": [ "Engine", - "CoreUObject" + "CoreUObject", + "UnrealEd" ] } ], From 0eaaa562be767e7402563a8825f55687862e6315 Mon Sep 17 00:00:00 2001 From: Kevin Poretti Date: Wed, 30 Mar 2022 22:32:14 -0400 Subject: [PATCH 24/29] Setup SwordNGun editor module --- SwordNGun/Source/SwordNGun/SwordNGun.Build.cs | 2 +- SwordNGun/Source/SwordNGunEditor.Target.cs | 2 +- .../SwordNGunEditor/ISNGModuleInterface.cpp | 23 ++++++++++++++++++ .../SwordNGunEditor/ISNGModuleInterface.h | 23 ++++++++++++++++++ .../Private/States/SNGStateMachineFactory.cpp | Bin .../States/SNGStateMachineTypeActions.cpp | Bin .../Public/States/SNGStateMachineFactory.h | Bin .../States/SNGStateMachineTypeActions.h | Bin .../SwordNGunEditor/SwordNGunEditor.Build.cs | 23 ++++++++++++++++++ .../SwordNGunEditor/SwordNGunEditor.cpp | 18 ++++++++++++++ .../Source/SwordNGunEditor/SwordNGunEditor.h | 22 +++++++++++++++++ SwordNGun/SwordNGun.uproject | 8 ++++++ 12 files changed, 119 insertions(+), 2 deletions(-) create mode 100644 SwordNGun/Source/SwordNGunEditor/ISNGModuleInterface.cpp create mode 100644 SwordNGun/Source/SwordNGunEditor/ISNGModuleInterface.h rename SwordNGun/Source/{SwordNGun => SwordNGunEditor}/Private/States/SNGStateMachineFactory.cpp (100%) rename SwordNGun/Source/{SwordNGun => SwordNGunEditor}/Private/States/SNGStateMachineTypeActions.cpp (100%) rename SwordNGun/Source/{SwordNGun => SwordNGunEditor}/Public/States/SNGStateMachineFactory.h (100%) rename SwordNGun/Source/{SwordNGun => SwordNGunEditor}/Public/States/SNGStateMachineTypeActions.h (100%) create mode 100644 SwordNGun/Source/SwordNGunEditor/SwordNGunEditor.Build.cs create mode 100644 SwordNGun/Source/SwordNGunEditor/SwordNGunEditor.cpp create mode 100644 SwordNGun/Source/SwordNGunEditor/SwordNGunEditor.h diff --git a/SwordNGun/Source/SwordNGun/SwordNGun.Build.cs b/SwordNGun/Source/SwordNGun/SwordNGun.Build.cs index 49e6fd9..220eac4 100644 --- a/SwordNGun/Source/SwordNGun/SwordNGun.Build.cs +++ b/SwordNGun/Source/SwordNGun/SwordNGun.Build.cs @@ -8,7 +8,7 @@ public class SwordNGun : ModuleRules { PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs; - PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "PhysicsCore", "UnrealEd", "AssetTools" }); + PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "PhysicsCore"}); PrivateDependencyModuleNames.AddRange(new string[] { }); diff --git a/SwordNGun/Source/SwordNGunEditor.Target.cs b/SwordNGun/Source/SwordNGunEditor.Target.cs index 64040be..8372108 100644 --- a/SwordNGun/Source/SwordNGunEditor.Target.cs +++ b/SwordNGun/Source/SwordNGunEditor.Target.cs @@ -9,6 +9,6 @@ public class SwordNGunEditorTarget : TargetRules { Type = TargetType.Editor; DefaultBuildSettings = BuildSettingsVersion.V2; - ExtraModuleNames.AddRange( new string[] { "SwordNGun" } ); + ExtraModuleNames.AddRange( new string[] { "SwordNGunEditor" } ); } } diff --git a/SwordNGun/Source/SwordNGunEditor/ISNGModuleInterface.cpp b/SwordNGun/Source/SwordNGunEditor/ISNGModuleInterface.cpp new file mode 100644 index 0000000..cb9f1a5 --- /dev/null +++ b/SwordNGun/Source/SwordNGunEditor/ISNGModuleInterface.cpp @@ -0,0 +1,23 @@ +// Project Sword & Gun Copyright © 2021 Kevin Poretti + +#include "ISNGModuleInterface.h" + +void ISNGModuleInterface::StartupModule() +{ + if(IsRunningCommandlet()) + { + AddModuleListeners(); + for (int32 i = 0; i < ModuleListeners.Num(); i++) + { + ModuleListeners[i]->OnStartupModule(); + } + } +} + +void ISNGModuleInterface::ShutdownModule() +{ + for (int32 i = 0; i < ModuleListeners.Num(); i++) + { + ModuleListeners[i]->OnShutdownModule(); + } +} diff --git a/SwordNGun/Source/SwordNGunEditor/ISNGModuleInterface.h b/SwordNGun/Source/SwordNGunEditor/ISNGModuleInterface.h new file mode 100644 index 0000000..c5a67ee --- /dev/null +++ b/SwordNGun/Source/SwordNGunEditor/ISNGModuleInterface.h @@ -0,0 +1,23 @@ +// Project Sword & Gun Copyright © 2021 Kevin Poretti + +#pragma once + +#include "Modules/ModuleManager.h" + +class ISNGModuleListenerInterface +{ +public: + virtual void OnStartupModule() {}; + virtual void OnShutdownModule() {}; +}; + +class ISNGModuleInterface : public IModuleInterface +{ +public: + virtual void StartupModule() override; + virtual void ShutdownModule() override; + virtual void AddModuleListeners() {}; + +protected: + TArray> ModuleListeners; +}; diff --git a/SwordNGun/Source/SwordNGun/Private/States/SNGStateMachineFactory.cpp b/SwordNGun/Source/SwordNGunEditor/Private/States/SNGStateMachineFactory.cpp similarity index 100% rename from SwordNGun/Source/SwordNGun/Private/States/SNGStateMachineFactory.cpp rename to SwordNGun/Source/SwordNGunEditor/Private/States/SNGStateMachineFactory.cpp diff --git a/SwordNGun/Source/SwordNGun/Private/States/SNGStateMachineTypeActions.cpp b/SwordNGun/Source/SwordNGunEditor/Private/States/SNGStateMachineTypeActions.cpp similarity index 100% rename from SwordNGun/Source/SwordNGun/Private/States/SNGStateMachineTypeActions.cpp rename to SwordNGun/Source/SwordNGunEditor/Private/States/SNGStateMachineTypeActions.cpp diff --git a/SwordNGun/Source/SwordNGun/Public/States/SNGStateMachineFactory.h b/SwordNGun/Source/SwordNGunEditor/Public/States/SNGStateMachineFactory.h similarity index 100% rename from SwordNGun/Source/SwordNGun/Public/States/SNGStateMachineFactory.h rename to SwordNGun/Source/SwordNGunEditor/Public/States/SNGStateMachineFactory.h diff --git a/SwordNGun/Source/SwordNGun/Public/States/SNGStateMachineTypeActions.h b/SwordNGun/Source/SwordNGunEditor/Public/States/SNGStateMachineTypeActions.h similarity index 100% rename from SwordNGun/Source/SwordNGun/Public/States/SNGStateMachineTypeActions.h rename to SwordNGun/Source/SwordNGunEditor/Public/States/SNGStateMachineTypeActions.h diff --git a/SwordNGun/Source/SwordNGunEditor/SwordNGunEditor.Build.cs b/SwordNGun/Source/SwordNGunEditor/SwordNGunEditor.Build.cs new file mode 100644 index 0000000..dca7808 --- /dev/null +++ b/SwordNGun/Source/SwordNGunEditor/SwordNGunEditor.Build.cs @@ -0,0 +1,23 @@ +// Project Sword & Gun Copyright © 2021 Kevin Poretti + +using UnrealBuildTool; + +public class SwordNGunEditor : ModuleRules +{ + public SwordNGunEditor(ReadOnlyTargetRules Target) : base(Target) + { + PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs; + + PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "PhysicsCore", "UnrealEd", "AssetTools", "SwordNGun" }); + + PrivateDependencyModuleNames.AddRange(new string[] { }); + + // Uncomment if you are using Slate UI + // PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" }); + + // Uncomment if you are using online features + // PrivateDependencyModuleNames.Add("OnlineSubsystem"); + + // To include OnlineSubsystemSteam, add it to the plugins section in your uproject file with the Enabled attribute set to true + } +} \ No newline at end of file diff --git a/SwordNGun/Source/SwordNGunEditor/SwordNGunEditor.cpp b/SwordNGun/Source/SwordNGunEditor/SwordNGunEditor.cpp new file mode 100644 index 0000000..b2093bc --- /dev/null +++ b/SwordNGun/Source/SwordNGunEditor/SwordNGunEditor.cpp @@ -0,0 +1,18 @@ +#include "SwordNGunEditor.h" + +IMPLEMENT_GAME_MODULE(FSwordNGunEditor, SwordNGunEditor) + +void FSwordNGunEditor::StartupModule() +{ + ISNGModuleInterface::StartupModule(); +} + +void FSwordNGunEditor::ShutdownModule() +{ + ISNGModuleInterface::ShutdownModule(); +} + +void FSwordNGunEditor::AddModuleListeners() +{ + // add tools later +} diff --git a/SwordNGun/Source/SwordNGunEditor/SwordNGunEditor.h b/SwordNGun/Source/SwordNGunEditor/SwordNGunEditor.h new file mode 100644 index 0000000..162d1f1 --- /dev/null +++ b/SwordNGun/Source/SwordNGunEditor/SwordNGunEditor.h @@ -0,0 +1,22 @@ +#pragma once +#include "ISNGModuleInterface.h" + +class FSwordNGunEditor : public ISNGModuleInterface +{ +public: + /** IModuleInterface implementation */ + virtual void StartupModule() override; + virtual void ShutdownModule() override; + + virtual void AddModuleListeners() override; + + static FSwordNGunEditor& Get() + { + return FModuleManager::LoadModuleChecked("SwordNGunEditor"); + } + + static bool IsAvailable() + { + return FModuleManager::Get().IsModuleLoaded("SwordNGunEditor"); + } +}; diff --git a/SwordNGun/SwordNGun.uproject b/SwordNGun/SwordNGun.uproject index d5f4967..5dd3f95 100644 --- a/SwordNGun/SwordNGun.uproject +++ b/SwordNGun/SwordNGun.uproject @@ -13,6 +13,14 @@ "CoreUObject", "UnrealEd" ] + }, + { + "Name": "SwordNGunEditor", + "Type": "Editor", + "LoadingPhase": "PostEngineInit", + "AdditionalDependencies": [ + "Engine" + ] } ], "Plugins": [ From b71b54537cadfdcae7be7d0e7da4438892a3ada2 Mon Sep 17 00:00:00 2001 From: Kevin Poretti Date: Sat, 2 Apr 2022 16:44:29 -0400 Subject: [PATCH 25/29] Implement asset editor interface so SNGStateMachine object can be created and edited --- .../States/ProtagStateMachine.uasset | 3 + .../SwordNGunEditor/ISNGModuleInterface.h | 5 ++ .../Private/States/IStateMachineEditor.cpp | 1 + .../Private/States/SNGStateMachineEditor.cpp | 68 ++++++++++++++++++ .../Private/States/SNGStateMachineFactory.cpp | Bin 1782 -> 1366 bytes .../States/SNGStateMachineTypeActions.cpp | Bin 1342 -> 2658 bytes .../Public/States/IStateMachineEditor.h | 7 ++ .../Public/States/SNGStateMachineEditor.h | 43 +++++++++++ .../Public/States/SNGStateMachineFactory.h | Bin 1358 -> 1154 bytes .../States/SNGStateMachineTypeActions.h | Bin 1306 -> 1526 bytes .../SwordNGunEditor/SwordNGunEditor.cpp | 25 +++++++ .../Source/SwordNGunEditor/SwordNGunEditor.h | 4 ++ 12 files changed, 156 insertions(+) create mode 100644 SwordNGun/Content/Characters/Protagonist/States/ProtagStateMachine.uasset create mode 100644 SwordNGun/Source/SwordNGunEditor/Private/States/IStateMachineEditor.cpp create mode 100644 SwordNGun/Source/SwordNGunEditor/Private/States/SNGStateMachineEditor.cpp create mode 100644 SwordNGun/Source/SwordNGunEditor/Public/States/IStateMachineEditor.h create mode 100644 SwordNGun/Source/SwordNGunEditor/Public/States/SNGStateMachineEditor.h diff --git a/SwordNGun/Content/Characters/Protagonist/States/ProtagStateMachine.uasset b/SwordNGun/Content/Characters/Protagonist/States/ProtagStateMachine.uasset new file mode 100644 index 0000000..efe21d2 --- /dev/null +++ b/SwordNGun/Content/Characters/Protagonist/States/ProtagStateMachine.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:a99a09d03173adc4441e32998d7d01c3187b5ff5dd90345d78c2fc787ddc7a5c +size 1190 diff --git a/SwordNGun/Source/SwordNGunEditor/ISNGModuleInterface.h b/SwordNGun/Source/SwordNGunEditor/ISNGModuleInterface.h index c5a67ee..e1f169b 100644 --- a/SwordNGun/Source/SwordNGunEditor/ISNGModuleInterface.h +++ b/SwordNGun/Source/SwordNGunEditor/ISNGModuleInterface.h @@ -3,6 +3,7 @@ #pragma once #include "Modules/ModuleManager.h" +#include "Styling/SlateStyle.h" class ISNGModuleListenerInterface { @@ -14,10 +15,14 @@ public: class ISNGModuleInterface : public IModuleInterface { public: + /** IModuleInterface */ virtual void StartupModule() override; virtual void ShutdownModule() override; + virtual void AddModuleListeners() {}; + TSharedPtr StyleSet; + protected: TArray> ModuleListeners; }; diff --git a/SwordNGun/Source/SwordNGunEditor/Private/States/IStateMachineEditor.cpp b/SwordNGun/Source/SwordNGunEditor/Private/States/IStateMachineEditor.cpp new file mode 100644 index 0000000..130350b --- /dev/null +++ b/SwordNGun/Source/SwordNGunEditor/Private/States/IStateMachineEditor.cpp @@ -0,0 +1 @@ +#include "States/IStateMachineEditor.h" diff --git a/SwordNGun/Source/SwordNGunEditor/Private/States/SNGStateMachineEditor.cpp b/SwordNGun/Source/SwordNGunEditor/Private/States/SNGStateMachineEditor.cpp new file mode 100644 index 0000000..eb20db9 --- /dev/null +++ b/SwordNGun/Source/SwordNGunEditor/Private/States/SNGStateMachineEditor.cpp @@ -0,0 +1,68 @@ +#include "States/SNGStateMachineEditor.h" + +#define LOCTEXT_NAMESPACE "SNGStateMachineEditor" + +const FName SNGStateMachineEditorAppName = FName(TEXT("SNGStateMachineEditorAppName")); + +void FSNGStateMachineEditor::RegisterTabSpawners(const TSharedRef& InTabManager) +{ + /* + WorkspaceMenuCategory = TabManager->AddLocalWorkspaceMenuCategory(LOCTEXT("WorkspaceMenu_SNGStateMachineEditor", "SNG State Machine Editor")); + TSharedRef WorkspaceMenuCatRef = WorkspaceMenuCategory.ToSharedRef(); + FAssetEditorToolkit::RegisterTabSpawners(TabManager); + TabManager->RegisterTabSpawner(GraphCanvasTabId, ) + .SetDisplayName(LOCTEXT("GraphCanvasTab", "Graph")) + .SetGroup(WorkspaceMenuCategoryRef) + .SetIcon(FSlateIcon(FEditorStyle::GetStyleSetName(), "GraphEditor.EventGraph_16x")); + + TabManager->RegisterTabSpawner(PropertiesTabId, FOnSpawnTab::CreateSP(this, &FSoundSubmixEditor::SpawnTab_Properties)) + .SetDisplayName(LOCTEXT("PropertiesTab", "Details")) + .SetGroup(WorkspaceMenuCategoryRef) + .SetIcon(FSlateIcon(FEditorStyle::GetStyleSetName(), "LevelEditor.Tabs.Details"));\ + */ +} + +void FSNGStateMachineEditor::UnregisterTabSpawners(const TSharedRef& InTabManager) +{ + IStateMachineEditor::UnregisterTabSpawners(InTabManager); +} + +FText FSNGStateMachineEditor::GetBaseToolkitName() const +{ + return LOCTEXT("SNGStateMachineEditorAppLabel", "SNG State Machine Editor"); +} + +FText FSNGStateMachineEditor::GetToolkitName() const +{ + const bool bDirtyState = StateMachineEdited->GetOutermost()->IsDirty(); + + FFormatNamedArguments Args; + Args.Add(TEXT("StateMachineName", FText::FromString(StateMachineEdited->GetName()))); + Args.Add((TEXT("DirtyState")), bDirtyState ? FText::FromString("*") : FText::GetEmpty()); + return FText::Format(LOCTEXT("SNGStateMachineEditorToolkitName", "{StateMachineName}{DirtyState}"), Args); +} + +void FSNGStateMachineEditor::SaveAsset_Execute() +{ + FAssetEditorToolkit::SaveAsset_Execute(); +} + +void FSNGStateMachineEditor::SaveAssetAs_Execute() +{ + IStateMachineEditor::SaveAssetAs_Execute(); +} + +void FSNGStateMachineEditor::FocusWindow(UObject* ObjectToFocusOn) +{ + BringToolkitToFront(); + //JumpToObject +} + +void FSNGStateMachineEditor::InitStateMachineEditor(const EToolkitMode::Type Mode, + const TSharedPtr& InitToolkitHost, USNGStateMachine* StateMachine) +{ + StateMachineEdited = StateMachine; + FAssetEditorToolkit::InitAssetEditor(Mode, InitToolkitHost, SNGStateMachineEditorAppName, , true, true, StateMachine); +} + + diff --git a/SwordNGun/Source/SwordNGunEditor/Private/States/SNGStateMachineFactory.cpp b/SwordNGun/Source/SwordNGunEditor/Private/States/SNGStateMachineFactory.cpp index 8dba239f49089961919db7397b21e15a09356985..ea6d91739424f0cd4f6a38eca9bc631c47192d7a 100644 GIT binary patch delta 70 zcmeyydyQ*C$;67Bi9I@-Lm0(aOcWSu7!(+S7~B}*8A2F}7!n!s7>a>pGD8VNCPO}u Tm&lOApvhp(z{|kJPzxpjros;q delta 314 zcmcb{^^JEz$;5&JRY!(mAWUT_VF+QUWGDc#oEZ{x)J0mkSnYicp11DYQZFkl>{_9AE*lMGE0!YV1^8! iXem%U1Z35YdY!3kG+du~Z diff --git a/SwordNGun/Source/SwordNGunEditor/Private/States/SNGStateMachineTypeActions.cpp b/SwordNGun/Source/SwordNGunEditor/Private/States/SNGStateMachineTypeActions.cpp index ee58c6718dc4c2125b6abe14c005a9e562852f3f..724040832bd3ab28264421d4098948ae39c16656 100644 GIT binary patch literal 2658 zcmb_e+iuf95S>>e@eivYA-5_mg|`-hswyp2X&RA+K9|HP1~&~F(mcBH= zSAq|#;TSw#aDJ;9hRQx;xOF3E;5N0(@1M(-^6kNbig6XpSF7CGf0Xy18slESEpu1M z^9Q1tHMt zSe?ro>ByygewfhPQrEf6{>;8lWJguy!Mcr!cmsQ~*8+<%yqw|v5T8iC>12A3=LBnY zpmLd9>x!MWA7DMj6+Nu7BDU{chcpU4FW{4N-73eq-wA|9_VE{`;N=GOycHt8K!&UlPv|ms^BFpY?I26HQr#`wUFJWV zyFKGPvG?@En;=6f_%;4vRkP#fe*WJPd%~W1`7_*}`DBsmcJ& InTabManager) override; + virtual void UnregisterTabSpawners(const TSharedRef& InTabManager) override; + virtual FText GetBaseToolkitName() const override; + virtual FText GetToolkitName() const override; + virtual FName GetToolkitFName() const override { return FName(TEXT("SNGStateMachineEditor")); } + virtual FText GetToolkitToolTipText() const override; + virtual FLinearColor GetWorldCentricTabColorScale() const override; + virtual FString GetWorldCentricTabPrefix() const override; + + /** FAssetEditorToolkit interface */ + virtual FString GetDocumentationLink() const override; + virtual bool CanSaveAsset() const override { return true; } + virtual bool CanSaveAssetAs() const override { return true; } + virtual void SaveAsset_Execute() override; + virtual void SaveAssetAs_Execute() override; + + /** IAssetEditorInstance interface */ + virtual void FocusWindow(UObject* ObjectToFocusOn = nullptr) override; + + void InitStateMachineEditor(const EToolkitMode::Type Mode, const TSharedPtr& InitToolkitHost, USNGStateMachine* StateMachine); + +private: + /** State machien being edited */ + USNGStateMachine* StateMachineEdited; + + /** Graph Editor */ + TSharedPtr GraphEditorView; + + +}; diff --git a/SwordNGun/Source/SwordNGunEditor/Public/States/SNGStateMachineFactory.h b/SwordNGun/Source/SwordNGunEditor/Public/States/SNGStateMachineFactory.h index 8e1cebecf395c20200b34386ce3169ee157796e2..f52547015bd150bab53c1d49d944ab14d663544d 100644 GIT binary patch delta 43 zcmX@d)x7#}V9mhGz{LOn9i|JV delta 203 zcmZqTJjXR*#l~xTjFQ0&;SBx^K@2Voehlsmp+GX8!I2?=!E-YsQzcUBRASO^A11r=*Gfh2}Rk`S=+3WA-d5ONT2VrlJ9K#^g0 zhWY=^%)Rk$J}h&4nL%+iLG6+g diff --git a/SwordNGun/Source/SwordNGunEditor/SwordNGunEditor.cpp b/SwordNGun/Source/SwordNGunEditor/SwordNGunEditor.cpp index b2093bc..5f8c008 100644 --- a/SwordNGun/Source/SwordNGunEditor/SwordNGunEditor.cpp +++ b/SwordNGun/Source/SwordNGunEditor/SwordNGunEditor.cpp @@ -1,14 +1,39 @@ #include "SwordNGunEditor.h" +#include "AssetToolsModule.h" +#include "States/SNGStateMachineTypeActions.h" + IMPLEMENT_GAME_MODULE(FSwordNGunEditor, SwordNGunEditor) void FSwordNGunEditor::StartupModule() { + // register custom types + // add custom category + IAssetTools& AssetTools = FModuleManager::LoadModuleChecked("AssetTools").Get(); + // register custom asset with SwordNGun category + EAssetTypeCategories::Type SNGCategory = + AssetTools.RegisterAdvancedAssetCategory(FName(TEXT("SwordNGun")), FText::FromString("Sword N Gun")); + TSharedPtr Action = MakeShareable(new FSNGStateMachineTypeActions(SNGCategory)); + AssetTools.RegisterAssetTypeActions(Action.ToSharedRef()); + // save for later so it can be unregistered on shutdown + CreatedAssetTypeActions.Add(Action); + ISNGModuleInterface::StartupModule(); } void FSwordNGunEditor::ShutdownModule() { + // unregister all asset types created by this module + if(FModuleManager::Get().IsModuleLoaded("AssetTools")) + { + IAssetTools& AssetTools = FModuleManager::GetModuleChecked("AssetTools").Get(); + for(int32 i = 0; i < CreatedAssetTypeActions.Num(); i++) + { + AssetTools.UnregisterAssetTypeActions(CreatedAssetTypeActions[i].ToSharedRef()); + } + } + CreatedAssetTypeActions.Empty(); + ISNGModuleInterface::ShutdownModule(); } diff --git a/SwordNGun/Source/SwordNGunEditor/SwordNGunEditor.h b/SwordNGun/Source/SwordNGunEditor/SwordNGunEditor.h index 162d1f1..6dbde6f 100644 --- a/SwordNGun/Source/SwordNGunEditor/SwordNGunEditor.h +++ b/SwordNGun/Source/SwordNGunEditor/SwordNGunEditor.h @@ -1,4 +1,5 @@ #pragma once +#include "IAssetTypeActions.h" #include "ISNGModuleInterface.h" class FSwordNGunEditor : public ISNGModuleInterface @@ -19,4 +20,7 @@ public: { return FModuleManager::Get().IsModuleLoaded("SwordNGunEditor"); } + +private: + TArray> CreatedAssetTypeActions; }; From 965322a4ae4635ddc41afeb0ecec4f42bcab727a Mon Sep 17 00:00:00 2001 From: Kevin Poretti Date: Sat, 2 Apr 2022 17:44:34 -0400 Subject: [PATCH 26/29] Remove old character classes and any related objects/assets --- .../Characters/AnimNotifies/AN_CanMove.uasset | 3 - .../AnimNotifies/Old/ANS_DoMeleeAttack.uasset | 3 - .../AnimNotifies/Old/AN_CanAttack.uasset | 3 - .../AnimNotifies/Old/AN_CanDodge.uasset | 3 - .../AnimNotifies/Old/AN_CanJump.uasset | 3 - .../Old/AN_SetCollisionEnabled.uasset | 3 - .../Old/AN_SetGravityEnabled.uasset | 3 - .../Animations/Locomotion/Enemy_Run_BS.uasset | 3 - .../Locomotion/standing_idle.uasset | 3 - .../standing_idle_looking_ver__1.uasset | 3 - .../standing_idle_looking_ver__2.uasset | 3 - .../Locomotion/standing_run_back.uasset | 3 - .../Locomotion/standing_run_forward.uasset | 3 - .../Locomotion/standing_turn_left_90.uasset | 3 - .../Locomotion/standing_turn_right_90.uasset | 3 - .../Locomotion/standing_walk_back.uasset | 3 - .../Locomotion/standing_walk_forward.uasset | 3 - .../Locomotion/standing_walk_left.uasset | 3 - .../Locomotion/standing_walk_right.uasset | 3 - .../Animations/Reactions/Air_Hurt.uasset | 3 - .../Animations/Reactions/Death.uasset | 3 - .../Animations/Reactions/Death_Montage.uasset | 3 - .../Reactions/Dying_On_Ground.uasset | 3 - .../Reactions/Fighter_Hitstun_air_loop.uasset | 3 - .../Fighter_Hitstun_air_start.uasset | 3 - .../Animations/Reactions/Getting_Up.uasset | 3 - .../Reactions/Getting_Up_Montage.uasset | 3 - .../Animations/Reactions/Head_Hit.uasset | 3 - .../Animations/Reactions/Head_Hit_Root.uasset | 3 - .../Reactions/Head_Hit_Root_Montage.uasset | 3 - .../Animations/Reactions/Hit_React.uasset | 3 - .../Reactions/Hit_React_Montage.uasset | 3 - .../Animations/Reactions/Knockdown.uasset | 3 - .../Reactions/Knockdown_Death.uasset | 3 - .../Reactions/Knockdown_Death_Montage.uasset | 3 - .../Reactions/LaunchReaction_End.uasset | 3 - .../Reactions/LaunchReaction_Loop.uasset | 3 - .../Reactions/LaunchReaction_Start.uasset | 3 - .../standing_react_large_from_left.uasset | 3 - ...nding_react_large_from_left_Montage.uasset | 3 - .../standing_react_large_from_right.uasset | 3 - ...ding_react_large_from_right_Montage.uasset | 3 - .../Reactions/standing_react_large_gut.uasset | 3 - .../standing_react_large_gut_Montage.uasset | 3 - .../Animations/TestEnemy_AnimBP.uasset | 3 - .../Enemies/TestEnemy/BP_TestEnemy.uasset | 3 - .../States/BP_EnemyAirHitStun.uasset | 3 - .../States/BP_EnemyAirborneState.uasset | 3 - .../TestEnemy/States/BP_EnemyDead.uasset | 3 - .../TestEnemy/States/BP_EnemyGetUp.uasset | 3 - .../States/BP_EnemyGroundedState.uasset | 3 - .../TestEnemy/States/BP_EnemyHit.uasset | 3 - .../TestEnemy/States/BP_EnemyHitStun.uasset | 3 - .../TestEnemy/States/BP_EnemyIdleState.uasset | 3 - .../TestEnemy/States/BP_EnemyKnockdown.uasset | 3 - .../TestEnemy/States/BP_EnemyRootState.uasset | 3 - .../States/BP_EnemyWalkJogState.uasset | 3 - .../Protagonist/AnimNotifies/AN_DoJump.uasset | 3 - .../AnimNotifies/AN_ResetCombo.uasset | 3 - .../Animations/Dash/Dash_Step_B.uasset | 3 + .../Dash/Dash_Step_B_Montage.uasset | 3 + .../Animations/Dash/Dash_Step_F.uasset | 3 + .../Dash/Dash_Step_F_Montage.uasset | 3 + .../Animations/Dash/Dash_Step_L.uasset | 3 + .../Dash/Dash_Step_L_Montage.uasset | 3 + .../Animations/Dash/Dash_Step_R.uasset | 3 + .../Dash/Dash_Step_R_Montage.uasset | 3 + .../Animations/GhostLady_AnimBP.uasset | 3 + .../Animations/Locomotion/Aim_Walk_BS.uasset | 3 + .../Locomotion/BS_Common_WalkRunStart.uasset | 3 + .../Locomotion/BS_Common_WalkRunStop.uasset | 3 + .../Locomotion/BS_Common_WalkRun_Loop.uasset | 3 + .../Locomotion/Common/Air_Dash.uasset | 3 - .../Locomotion/Common/Air_Dash_Alt.uasset | 3 - .../Common/Air_Dash_Alt_Montage.uasset | 3 - .../Locomotion/Common/Air_Dash_Montage.uasset | 3 - .../Common/BS_Common_WalkRunStart.uasset | 3 - .../Common/BS_Common_WalkRunStop.uasset | 3 - .../Common/BS_Common_WalkRun_Loop.uasset | 3 - .../Animations/Locomotion/Common/Dash.uasset | 3 - .../Common/Fighter_Jump_B_Montage.uasset | 3 - .../Common/Fighter_Jump_B_start.uasset | 3 - .../Common/Fighter_Jump_F_Montage.uasset | 3 - 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.../Locomotion/Fighter_Jump_B_Montage.uasset | 3 + .../Locomotion/Fighter_Jump_B_loop.uasset | 3 + .../Locomotion/Fighter_Jump_B_start.uasset | 3 + .../Locomotion/Fighter_Jump_F_Montage.uasset | 3 + .../Locomotion/Fighter_Jump_F_loop.uasset | 3 + .../Locomotion/Fighter_Jump_F_start.uasset | 3 + .../Locomotion/Fighter_Jump_Montage.uasset | 3 + .../Locomotion/Fighter_Jump_loop.uasset | 3 + .../Locomotion/Fighter_Jump_start.uasset | 3 + .../HandGun_Aim_F_Walk_BL_Loop.uasset | 3 + .../HandGun_Aim_F_Walk_BR_Loop.uasset | 3 + .../HandGun_Aim_F_Walk_B_Loop.uasset | 3 + .../HandGun_Aim_F_Walk_FL_Loop.uasset | 3 + .../HandGun_Aim_F_Walk_FR_Loop.uasset | 3 + .../HandGun_Aim_F_Walk_F_Loop.uasset | 3 + .../HandGun_Aim_F_Walk_L_Loop.uasset | 3 + .../HandGun_Aim_F_Walk_R_Loop.uasset | 3 + .../Locomotion/HandGun_Common_Idle.uasset | 3 + .../Locomotion/HandGun_Common_Jump_End.uasset | 3 + .../Locomotion/HandGun_Common_Run_End.uasset | 3 + .../Locomotion/HandGun_Common_Run_Loop.uasset | 3 + 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.../HandGun_Aim_F_Walk_BL_Loop.uasset | 3 - .../HandGun_Aim_F_Walk_BR_Loop.uasset | 3 - .../HandGun_Aim_F_Walk_B_Loop.uasset | 3 - .../HandGun_Aim_F_Walk_FL_Loop.uasset | 3 - .../HandGun_Aim_F_Walk_FR_Loop.uasset | 3 - .../HandGun_Aim_F_Walk_F_Loop.uasset | 3 - .../HandGun_Aim_F_Walk_L_Loop.uasset | 3 - .../HandGun_Aim_F_Walk_R_Loop.uasset | 3 - .../NEW/Locomotion/HandGun_Common_Idle.uasset | 3 - .../Locomotion/HandGun_Common_Jump_End.uasset | 3 - .../Locomotion/HandGun_Common_Run_End.uasset | 3 - .../Locomotion/HandGun_Common_Run_Loop.uasset | 3 - .../HandGun_Common_Run_Start.uasset | 3 - .../Locomotion/HandGun_Common_Sprint.uasset | 3 - .../Locomotion/HandGun_Common_Walk_End.uasset | 3 - .../HandGun_Common_Walk_Loop.uasset | 3 - .../HandGun_Common_Walk_Start.uasset | 3 - .../Animations/NewProtag_AnimBP.uasset | 3 - .../Animations/Protagonist_AnimBP.uasset | 3 - .../Ranged/AimOffsets/Air/Aim_Air_AO.uasset | 3 - .../Air/HandGun_Aim_Jump_Pose_D.uasset | 3 - .../Air/HandGun_Aim_Jump_Pose_DL.uasset | 3 - .../Air/HandGun_Aim_Jump_Pose_DR.uasset | 3 - .../Air/HandGun_Aim_Jump_Pose_F.uasset | 3 - .../Air/HandGun_Aim_Jump_Pose_L.uasset | 3 - .../Air/HandGun_Aim_Jump_Pose_R.uasset | 3 - .../Air/HandGun_Aim_Jump_Pose_U.uasset | 3 - .../Air/HandGun_Aim_Jump_Pose_UL.uasset | 3 - .../Air/HandGun_Aim_Jump_Pose_UR.uasset | 3 - .../Grounded/Aim_Grounded_AO.uasset | 3 - .../Grounded/HandGun_Aim_Pose_D.uasset | 3 - .../Grounded/HandGun_Aim_Pose_DL.uasset | 3 - .../Grounded/HandGun_Aim_Pose_DR.uasset | 3 - .../Grounded/HandGun_Aim_Pose_F.uasset | 3 - .../Grounded/HandGun_Aim_Pose_L.uasset | 3 - .../Grounded/HandGun_Aim_Pose_R.uasset | 3 - .../Grounded/HandGun_Aim_Pose_U.uasset | 3 - .../Grounded/HandGun_Aim_Pose_UL.uasset | 3 - .../Grounded/HandGun_Aim_Pose_UR.uasset | 3 - .../Animations/Ranged/AimOffsets/Idle.uasset | 3 - .../Ranged/AimOffsets/Idle_AO_CC.uasset | 3 - .../Ranged/AimOffsets/Idle_AO_CD.uasset | 3 - .../Ranged/AimOffsets/Idle_AO_CU.uasset | 3 - .../Ranged/AimOffsets/Idle_AO_LC.uasset | 3 - .../Ranged/AimOffsets/Idle_AO_LD.uasset | 3 - .../Ranged/AimOffsets/Idle_AO_LU.uasset | 3 - .../Ranged/AimOffsets/Idle_AO_RC.uasset | 3 - .../Ranged/AimOffsets/Idle_AO_RD.uasset | 3 - .../Ranged/AimOffsets/Idle_AO_RU.uasset | 3 - .../AimOffsets/Idle_NonCombat_Loop.uasset | 3 - .../AimOffsets/NonCombat_Idle_AO_CC.uasset | 3 - .../AimOffsets/NonCombat_Idle_AO_CD.uasset | 3 - .../AimOffsets/NonCombat_Idle_AO_CU.uasset | 3 - .../AimOffsets/NonCombat_Idle_AO_LC.uasset | 3 - .../AimOffsets/NonCombat_Idle_AO_LD.uasset | 3 - .../AimOffsets/NonCombat_Idle_AO_LU.uasset | 3 - .../AimOffsets/NonCombat_Idle_AO_RC.uasset | 3 - .../AimOffsets/NonCombat_Idle_AO_RD.uasset | 3 - .../AimOffsets/NonCombat_Idle_AO_RU.uasset | 3 - .../Ranged/AimOffsets/Ranged_Idle_AO.uasset | 3 - .../Ranged_NonCombat_Idle_AO.uasset | 3 - .../Ranged/AimOffsets/Revenant_Idle_AO.uasset | 3 - .../Revenant_NonCombat_Idle_AO.uasset | 3 - .../Animations/Ranged/Fire_Fast_Var_A.uasset | 3 - .../Animations/Ranged/Fire_Fast_Var_C.uasset | 3 - .../Ranged/Fire_Var_A_Montage.uasset | 3 - .../Ranged/HandGun_Equip_Aim.uasset | 3 - .../Ranged/HandGun_Equip_Pre.uasset | 3 - .../Animations/Ranged/HandGun_Unarm.uasset | 3 - .../Animations/Ranged/HandGun_Unarm_1.uasset | 3 - .../Protagonist/Animations/Ranged/Idle.uasset | 3 - .../Animations/Ranged/Jog_Bwd.uasset | 3 - .../Animations/Ranged/Jog_Bwd_Start.uasset | 3 - .../Animations/Ranged/Jog_Bwd_Stop.uasset | 3 - .../Animations/Ranged/Jog_Fwd.uasset | 3 - .../Ranged/Jog_Fwd_NonCombat.uasset | 3 - .../Animations/Ranged/Jog_Fwd_Start.uasset | 3 - .../Animations/Ranged/Jog_Fwd_Stop.uasset | 3 - .../Animations/Ranged/Jog_Left.uasset | 3 - .../Animations/Ranged/Jog_Left_Start.uasset | 3 - .../Animations/Ranged/Jog_Left_Stop.uasset | 3 - .../Animations/Ranged/Jog_Right.uasset | 3 - .../Animations/Ranged/Jog_Right_Start.uasset | 3 - .../Animations/Ranged/Jog_Right_Stop.uasset | 3 - .../Animations/Ranged/Jump_Apex.uasset | 3 - .../Animations/Ranged/Jump_NonCombat.uasset | 3 - .../Animations/Ranged/Jump_PreLand.uasset | 3 - .../Animations/Ranged/Jump_Recovery.uasset | 3 - .../Animations/Ranged/Jump_Start.uasset | 3 - .../Ranged/NonCombat_Jog_Bwd.uasset | 3 - .../Ranged/NonCombat_Jog_Bwd_Start.uasset | 3 - .../Ranged/NonCombat_Jog_Bwd_Stop.uasset | 3 - .../Ranged/NonCombat_Jog_Fwd.uasset | 3 - .../Ranged/NonCombat_Jog_Fwd_Start.uasset | 3 - .../Ranged/NonCombat_Jog_Fwd_Stop.uasset | 3 - .../Ranged/NonCombat_Jog_Left.uasset | 3 - .../Ranged/NonCombat_Jog_Left_Start.uasset | 3 - .../Ranged/NonCombat_Jog_Left_Stop.uasset | 3 - .../Ranged/NonCombat_Jog_Right.uasset | 3 - .../Ranged/NonCombat_Jog_Right_Start.uasset | 3 - .../Ranged/NonCombat_Jog_Right_Stop.uasset | 3 - .../Ranged/NonCombat_Jump_Apex.uasset | 3 - .../Ranged/NonCombat_Jump_PreLand.uasset | 3 - .../Ranged/NonCombat_Jump_Recovery.uasset | 3 - .../Ranged/NonCombat_Jump_Start.uasset | 3 - .../Protagonist/Animations/Ranged/RMB.uasset | 3 - .../Animations/Ranged/RMB_Reload_Fast.uasset | 3 - .../Animations/Ranged/RMB_Reload_Med.uasset | 3 - .../Animations/Ranged/RMB_Reload_Slow.uasset | 3 - .../Ranged/Reload/HandGun_Aim_reload.uasset | 3 - .../Reload/HandGun_Aim_reload_Montage.uasset | 3 - .../Animations/Ranged/Reload_Montage.uasset | 3 - .../Animations/Ranged/Reload_Recovery.uasset | 3 - .../Shooting/HandGun_Aim_Jump_D_Shoot.uasset | 3 - .../Shooting/HandGun_Aim_Jump_F_Shoot.uasset | 3 - .../HandGun_Aim_Jump_F_Shoot_Montage.uasset | 3 - .../Shooting/HandGun_Aim_Jump_U_Shoot.uasset | 3 - .../Ranged/Shooting/HandGun_Shoot_D.uasset | 3 - .../Shooting/HandGun_Shoot_D_Montage.uasset | 3 - .../Ranged/Shooting/HandGun_Shoot_F.uasset | 3 - .../Shooting/HandGun_Shoot_F_Montage.uasset | 3 - .../Ranged/Shooting/HandGun_Shoot_U.uasset | 3 - .../Shooting/HandGun_Shoot_U_Montage.uasset | 3 - .../Animations/Reactions/HandGun_Die_1.uasset | 3 - .../Animations/Reactions/HandGun_Die_2.uasset | 3 - .../Animations/Reactions/HandGun_Die_3.uasset | 3 - .../Animations/Reactions/HandGun_Die_4.uasset | 3 - .../Reactions/HandGun_Die_HeadShot01.uasset | 3 - .../Reactions/HandGun_Die_HeadShot02.uasset | 3 - .../Reactions/HandGun_Die_HeadShot03.uasset | 3 - .../Reactions/HandGun_Die_HeadShot04.uasset | 3 - .../Animations/Reactions/HandGun_Hit_B.uasset | 3 - .../Animations/Reactions/HandGun_Hit_F.uasset | 3 - .../Reactions/HandGun_Hit_F_Montage.uasset | 3 - .../Animations/Reactions/HandGun_Hit_L.uasset | 3 - .../Animations/Reactions/HandGun_Hit_R.uasset | 3 - .../Protagonist/BP_NewProtag.uasset | 4 +- .../Protagonist/BP_PlayerController.uasset | 3 - .../Protagonist/BP_Protagonist.uasset | 3 - .../OLD/Materials/MI_Female_Body.uasset | 3 - .../OLD/Materials/M_Male_Body.uasset | 3 - .../OLD/Materials/M_UE4Man_ChestLogo.uasset | 3 - .../ML_GlossyBlack_Latex_UE4.uasset | 3 - .../ML_Plastic_Shiny_Beige.uasset | 3 - .../ML_Plastic_Shiny_Beige_LOGO.uasset | 3 - .../MaterialLayers/ML_SoftMetal_UE4.uasset | 3 - .../MaterialLayers/T_ML_Aluminum01.uasset | 3 - .../MaterialLayers/T_ML_Aluminum01_N.uasset | 3 - .../T_ML_Rubber_Blue_01_D.uasset | 3 - .../T_ML_Rubber_Blue_01_N.uasset | 3 - .../Character/OLD/Mesh/SK_Mannequin.uasset | 3 - .../OLD/Mesh/SK_Mannequin_Female.uasset | 3 - .../SK_Mannequin_Female_PhysicsAsset.uasset | 3 - .../OLD/Mesh/SK_Mannequin_PhysicsAsset.uasset | 3 - .../OLD/Mesh/UE4_Mannequin_Skeleton.uasset | 3 - .../OLD/Textures/T_Female_Mask.uasset | 3 - .../Character/OLD/Textures/T_Female_N.uasset | 3 - .../Character/OLD/Textures/T_Male_Mask.uasset | 3 - .../Character/OLD/Textures/T_Male_N.uasset | 3 - .../OLD/Textures/T_UE4Logo_Mask.uasset | 3 - .../Character/OLD/Textures/T_UE4Logo_N.uasset | 3 - .../States/OLD/BP_ProtagAirAttack1.uasset | 3 - .../States/OLD/BP_ProtagAirAttack2.uasset | 3 - .../States/OLD/BP_ProtagAirAttack3.uasset | 3 - .../States/OLD/BP_ProtagAirAttack4.uasset | 3 - .../States/OLD/BP_ProtagAirAttacking.uasset | 3 - .../States/OLD/BP_ProtagAirDashState.uasset | 3 - .../OLD/BP_ProtagAirFiringWeaponState.uasset | 3 - .../States/OLD/BP_ProtagAirJump.uasset | 3 - .../States/OLD/BP_ProtagAirborneState.uasset | 3 - .../States/OLD/BP_ProtagDashStab.uasset | 3 - .../States/OLD/BP_ProtagDashStabEnd.uasset | 3 - .../States/OLD/BP_ProtagDashStabStart.uasset | 3 - .../States/OLD/BP_ProtagDashState.uasset | 3 - .../States/OLD/BP_ProtagDead.uasset | 3 - .../OLD/BP_ProtagFiringWeaponState.uasset | 3 - .../States/OLD/BP_ProtagGroundAttack1.uasset | 3 - .../States/OLD/BP_ProtagGroundAttack2.uasset | 3 - .../States/OLD/BP_ProtagGroundAttack3.uasset | 3 - .../OLD/BP_ProtagGroundAttacking.uasset | 3 - .../States/OLD/BP_ProtagGroundLauncher.uasset | 3 - .../States/OLD/BP_ProtagGroundedState.uasset | 3 - .../States/OLD/BP_ProtagHit.uasset | 3 - .../States/OLD/BP_ProtagHitStun.uasset | 3 - .../States/OLD/BP_ProtagIdleState.uasset | 3 - .../States/OLD/BP_ProtagJump.uasset | 3 - .../States/OLD/BP_ProtagReloadState.uasset | 3 - .../States/OLD/BP_ProtagRootState.uasset | 3 - .../States/OLD/BP_ProtagWalkState.uasset | 3 - .../AnimNotifies/ANS_DoMeleeAttack.uasset | 3 - .../Core/AnimNotifies/AN_CanAttack.uasset | 3 - .../Core/AnimNotifies/AN_CanCancel.uasset | 3 - .../Core/AnimNotifies/AN_CanDodge.uasset | 3 - .../Core/AnimNotifies/AN_CanJump.uasset | 3 - .../Core/AnimNotifies/AN_CanMove.uasset | 3 - SwordNGun/Content/Maps/Test.umap | 3 - SwordNGun/Content/Maps/Test_BuiltData.uasset | 3 - .../Private/Characters/SNGCharacterBase.cpp | 5 + .../SNGCharacterBase_DEPRECATED.cpp | 265 ------------- .../Private/Characters/SNGEnemyBase.cpp | 9 - .../Private/Characters/SNGProtagonist.cpp | 350 ------------------ .../Controllers/SNGPlayerController.cpp | 75 +--- .../Private/States/OLD/SNGEnemyBaseState.cpp | 15 - .../States/OLD/SNGProtagonistState.cpp | 15 - .../Private/States/{OLD => }/SNGState.cpp | 2 +- .../Weapons/SNGInstantRangedWeapon.cpp | 4 +- .../Private/Weapons/SNGMeleeWeaponBase.cpp | 4 +- .../Public/Characters/SNGCharacterBase.h | 21 +- .../Characters/SNGCharacterBase_DEPRECATED.h | 174 --------- .../Public/Characters/SNGEnemyBase.h | 24 -- .../Public/Characters/SNGProtagonist.h | 170 --------- .../Components/SNGStateMachineComponent.h | 2 +- .../Public/Controllers/SNGPlayerController.h | 5 +- .../Public/States/OLD/SNGEnemyBaseState.h | 25 -- .../Public/States/OLD/SNGProtagonistState.h | 25 -- .../Public/States/{OLD => }/SNGState.h | 0 .../Private/States/SNGStateMachineEditor.cpp | 27 +- 629 files changed, 188 insertions(+), 2857 deletions(-) delete mode 100644 SwordNGun/Content/Characters/AnimNotifies/AN_CanMove.uasset delete mode 100644 SwordNGun/Content/Characters/AnimNotifies/Old/ANS_DoMeleeAttack.uasset delete mode 100644 SwordNGun/Content/Characters/AnimNotifies/Old/AN_CanAttack.uasset delete mode 100644 SwordNGun/Content/Characters/AnimNotifies/Old/AN_CanDodge.uasset delete mode 100644 SwordNGun/Content/Characters/AnimNotifies/Old/AN_CanJump.uasset delete mode 100644 SwordNGun/Content/Characters/AnimNotifies/Old/AN_SetCollisionEnabled.uasset delete mode 100644 SwordNGun/Content/Characters/AnimNotifies/Old/AN_SetGravityEnabled.uasset delete mode 100644 SwordNGun/Content/Characters/Enemies/TestEnemy/Animations/Locomotion/Enemy_Run_BS.uasset delete mode 100644 SwordNGun/Content/Characters/Enemies/TestEnemy/Animations/Locomotion/standing_idle.uasset delete mode 100644 SwordNGun/Content/Characters/Enemies/TestEnemy/Animations/Locomotion/standing_idle_looking_ver__1.uasset delete mode 100644 SwordNGun/Content/Characters/Enemies/TestEnemy/Animations/Locomotion/standing_idle_looking_ver__2.uasset delete mode 100644 SwordNGun/Content/Characters/Enemies/TestEnemy/Animations/Locomotion/standing_run_back.uasset delete mode 100644 SwordNGun/Content/Characters/Enemies/TestEnemy/Animations/Locomotion/standing_run_forward.uasset delete mode 100644 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a/SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagGroundedState.uasset b/SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagGroundedState.uasset deleted file mode 100644 index 94d2baf..0000000 --- a/SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagGroundedState.uasset +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:1e2ced64e264ffbe1dd5e78713e7ae7028596cd373a2e8825c6c541aa4d212da -size 251790 diff --git a/SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagHit.uasset b/SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagHit.uasset deleted file mode 100644 index 97f2104..0000000 --- a/SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagHit.uasset +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:cbaa18691dda543a61d0719868708e181fd18d073a68a9e943c858c934064b21 -size 5856 diff --git a/SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagHitStun.uasset b/SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagHitStun.uasset deleted file mode 100644 index b4ad252..0000000 --- a/SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagHitStun.uasset +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:d5a9f406f3ced00336c702b1b33fc89c22222adc51127cb19647e86f01337831 -size 76565 diff --git a/SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagIdleState.uasset b/SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagIdleState.uasset deleted file mode 100644 index 2f18775..0000000 --- a/SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagIdleState.uasset +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:ad4b02b66f66a70201e9d6f59041eac7789b427e334e8fd70861ef5104869512 -size 29734 diff --git a/SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagJump.uasset b/SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagJump.uasset deleted file mode 100644 index c162b8f..0000000 --- a/SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagJump.uasset +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:b448e4988e3574b476a7040139e2deb3f7ef2ec251432bb2c2be596104ed3d9d -size 89005 diff --git a/SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagReloadState.uasset b/SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagReloadState.uasset deleted file mode 100644 index 30dbfab..0000000 --- a/SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagReloadState.uasset +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:3a3f2a6de5ffdd2ead68391f286fde26675a1dc56c2f5645dc45163273616836 -size 110023 diff --git a/SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagRootState.uasset b/SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagRootState.uasset deleted file mode 100644 index 0a2065d..0000000 --- a/SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagRootState.uasset +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:46e3882844fecb937b4b30b603f4b13cf367be489d1af898c24c54f5233d0670 -size 32959 diff --git a/SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagWalkState.uasset b/SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagWalkState.uasset deleted file mode 100644 index 8fcb511..0000000 --- a/SwordNGun/Content/Characters/Protagonist/States/OLD/BP_ProtagWalkState.uasset +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:0d9d82698b86d58f6106491a90358ff2c4ca5ba96de5f4a74c1f573baba3f47d -size 29713 diff --git a/SwordNGun/Content/Core/AnimNotifies/ANS_DoMeleeAttack.uasset b/SwordNGun/Content/Core/AnimNotifies/ANS_DoMeleeAttack.uasset deleted file mode 100644 index 997aac0..0000000 --- a/SwordNGun/Content/Core/AnimNotifies/ANS_DoMeleeAttack.uasset +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:e7b1ff957958d8646521bda5b4e028060843f6bbf4cf108350ee4fee1a26ea66 -size 2303 diff --git a/SwordNGun/Content/Core/AnimNotifies/AN_CanAttack.uasset b/SwordNGun/Content/Core/AnimNotifies/AN_CanAttack.uasset deleted file mode 100644 index 46677e8..0000000 --- a/SwordNGun/Content/Core/AnimNotifies/AN_CanAttack.uasset +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:dc7dbab11b8193fc7270476a4268a8563396b51c87cf5b3b82416624322db3ee -size 2213 diff --git a/SwordNGun/Content/Core/AnimNotifies/AN_CanCancel.uasset b/SwordNGun/Content/Core/AnimNotifies/AN_CanCancel.uasset deleted file mode 100644 index 75296df..0000000 --- a/SwordNGun/Content/Core/AnimNotifies/AN_CanCancel.uasset +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:957417823dbb8327684db3911ed683c401bf157616d1d973798f3013e93ed26c -size 2227 diff --git a/SwordNGun/Content/Core/AnimNotifies/AN_CanDodge.uasset b/SwordNGun/Content/Core/AnimNotifies/AN_CanDodge.uasset deleted file mode 100644 index 01d5ee6..0000000 --- a/SwordNGun/Content/Core/AnimNotifies/AN_CanDodge.uasset +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:006d7c6eb18a086e0e80c5b993ad92d3b5d31958a265f222cb05d8471db3e96f -size 2195 diff --git a/SwordNGun/Content/Core/AnimNotifies/AN_CanJump.uasset b/SwordNGun/Content/Core/AnimNotifies/AN_CanJump.uasset deleted file mode 100644 index 8750151..0000000 --- a/SwordNGun/Content/Core/AnimNotifies/AN_CanJump.uasset +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:50e0aef8aedead3abce1319b3710a0cad2120d131b57f089b9339023fde5a191 -size 2177 diff --git a/SwordNGun/Content/Core/AnimNotifies/AN_CanMove.uasset b/SwordNGun/Content/Core/AnimNotifies/AN_CanMove.uasset deleted file mode 100644 index 073bd9e..0000000 --- a/SwordNGun/Content/Core/AnimNotifies/AN_CanMove.uasset +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:046c81b5ba30e8d8e96f0c728295041aed558ff2c142af6e83a0b6ea02bd6a72 -size 2161 diff --git a/SwordNGun/Content/Maps/Test.umap b/SwordNGun/Content/Maps/Test.umap deleted file mode 100644 index 4516342..0000000 --- a/SwordNGun/Content/Maps/Test.umap +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:05a7948d3087236a2e65fa0d6e33e50d00ebf909f11ba4492adfe768ec258336 -size 684571 diff --git a/SwordNGun/Content/Maps/Test_BuiltData.uasset b/SwordNGun/Content/Maps/Test_BuiltData.uasset deleted file mode 100644 index a521157..0000000 --- a/SwordNGun/Content/Maps/Test_BuiltData.uasset +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:8556ad96aa46bec273540a3f8deef8d1df1c1f884a880004f0b77f290299ca8c -size 2349199 diff --git a/SwordNGun/Source/SwordNGun/Private/Characters/SNGCharacterBase.cpp b/SwordNGun/Source/SwordNGun/Private/Characters/SNGCharacterBase.cpp index e525966..1a56ce4 100644 --- a/SwordNGun/Source/SwordNGun/Private/Characters/SNGCharacterBase.cpp +++ b/SwordNGun/Source/SwordNGun/Private/Characters/SNGCharacterBase.cpp @@ -192,6 +192,11 @@ FVector ASNGCharacterBase::GetInputAsWorldDirection() return ForwardInput + RightInput; } +void ASNGCharacterBase::ApplyHitStop(float StopTime, float SlowTime) +{ + UE_LOG(LogTemp, Error, TEXT("HIT STOP IS NOT IMPLEMENTED")); +} + // Called every frame void ASNGCharacterBase::Tick(float DeltaTime) { diff --git a/SwordNGun/Source/SwordNGun/Private/Characters/SNGCharacterBase_DEPRECATED.cpp b/SwordNGun/Source/SwordNGun/Private/Characters/SNGCharacterBase_DEPRECATED.cpp deleted file mode 100644 index a785209..0000000 --- a/SwordNGun/Source/SwordNGun/Private/Characters/SNGCharacterBase_DEPRECATED.cpp +++ /dev/null @@ -1,265 +0,0 @@ -// Project Sword & Gun Copyright © 2021 Kevin Poretti - - -#include "Characters/SNGCharacterBase_DEPRECATED.h" - -#include "Components/CapsuleComponent.h" -#include "GameFramework/PawnMovementComponent.h" -#include "Kismet/KismetMathLibrary.h" -#include "SwordNGun/SwordNGun.h" - -// Sets default values -ASNGCharacterBase_DEPRECATED::ASNGCharacterBase_DEPRECATED(const FObjectInitializer& ObjectInitializer) - : Super(ObjectInitializer.SetDefaultSubobjectClass(ACharacter::CharacterMovementComponentName)) -{ - // By default calls Tick() every frame. - PrimaryActorTick.bCanEverTick = true; - - StateMachineComponent = CreateDefaultSubobject(TEXT("StateMachineComponent")); - HealthComponent = CreateDefaultSubobject(TEXT("HealthComponent")); - - GetCapsuleComponent()->SetCollisionResponseToChannel(COLLISION_RANGED_WEAPON, ECR_Ignore); - GetCapsuleComponent()->SetCollisionResponseToChannel(COLLISION_MELEE_WEAPON, ECR_Ignore); - - EnableAllActions(); - - AController* MyController = GetController(); - if(MyController) - { - GetController()->SetIgnoreMoveInput(false); - } -} - -void ASNGCharacterBase_DEPRECATED::SetupRotateTowardsTarget(FRotator TargetRotation, float DegreesPerSecond, float MaxRotation) -{ - RotateTimeElapsed = 0.0f; - InitialRot = GetActorRotation(); - this->TargetRot = TargetRotation; - DegPerSecond = DegreesPerSecond; - this->MaxRot = MaxRotation; - - RotateTime = FMath::Min(FMath::Abs(TargetRotation.Yaw - InitialRot.Yaw), MaxRotation) / DegreesPerSecond; -} - -void ASNGCharacterBase_DEPRECATED::RotateTowardsTarget(float DeltaTime) -{ - if(RotateTimeElapsed < RotateTime) - { - SetActorRotation(UKismetMathLibrary::RInterpTo_Constant(GetActorRotation(), TargetRot, - DeltaTime, DegPerSecond)); - - RotateTimeElapsed += DeltaTime; - } -} - -void ASNGCharacterBase_DEPRECATED::SetIgnoreMovementInput(bool IsIgnored) -{ - AController* MyController = GetController(); - if(MyController) - { - GetController()->SetIgnoreMoveInput(IsIgnored); - } -} - -void ASNGCharacterBase_DEPRECATED::DisableAllActions() -{ - bCanMove = false; - bCanJump = false; - bCanDodge = false; - bCanAttack = false; -} - -void ASNGCharacterBase_DEPRECATED::EnableAllActions() -{ - bCanMove = true; - bCanJump = true; - bCanDodge = true; - bCanAttack = true; -} - -void ASNGCharacterBase_DEPRECATED::SetCanMove(bool CanMove) -{ - bCanMove = CanMove; -} - -bool ASNGCharacterBase_DEPRECATED::CanMove() -{ - return bCanMove; -} - -void ASNGCharacterBase_DEPRECATED::SetCanCharacterJump(bool CanJump) -{ - bCanJump = CanJump; -} - -bool ASNGCharacterBase_DEPRECATED::CanCharacterJump() -{ - return bCanJump; -} - -void ASNGCharacterBase_DEPRECATED::SetCanAttack(bool CanAttack) -{ - bCanAttack = CanAttack; -} - -bool ASNGCharacterBase_DEPRECATED::CanAttack() -{ - return bCanAttack; -} - -void ASNGCharacterBase_DEPRECATED::SetCanDodge(bool CanDodge) -{ - bCanDodge = CanDodge; -} - -bool ASNGCharacterBase_DEPRECATED::CanDodge() -{ - return bCanDodge; -} - -void ASNGCharacterBase_DEPRECATED::ApplyHitStop(float HitStopTime, float HitSlowTime) -{ - CurrHitStopTime = HitStopTime; - CurrHitSlowTime = HitSlowTime; - bIsInHitStop = true; -} - -void ASNGCharacterBase_DEPRECATED::PushEvent_Implementation(FSNGEvent Event) -{ - if(StateMachineComponent) - { - StateMachineComponent->PushEvent(Event); - } -} - -ASNGWeaponBase* ASNGCharacterBase_DEPRECATED::GetCurrentWeapon_Implementation() -{ - return nullptr; -} - -void ASNGCharacterBase_DEPRECATED::ReceiveHit(FSNGHitData const& HitData, AController* EventInstigator, AActor* DamageCauser) -{ - AActor* Causer = EventInstigator->GetPawn(); - - if(HitData.HitstopApplicationType == ESNGHitstopApplicationType::Both || - HitData.HitstopApplicationType == ESNGHitstopApplicationType::ReceiverOnly) - { - ApplyHitStop(HitData.StopTime, HitData.SlowTime); - } - - FVector AdjustedLaunchDir; - switch (HitData.LaunchDirectionType) - { - case ESNGLaunchDirectionType::UseCauserRotation: - { - FRotator CauserRotationYaw(0.0f, Causer->GetActorRotation().Yaw, 0.0f); - AdjustedLaunchDir = CauserRotationYaw.RotateVector(HitData.LaunchDirection); - } - break; - case ESNGLaunchDirectionType::UseLookAtRotation: - { - FRotator LookAtRotation = UKismetMathLibrary::FindLookAtRotation(Causer->GetActorLocation(), GetActorLocation()); - FRotator LookAtRotationYaw(0.0f, LookAtRotation.Yaw, 0.0f); - AdjustedLaunchDir = LookAtRotationYaw.RotateVector(HitData.LaunchDirection); - } - break; - default: - { - AdjustedLaunchDir = HitData.LaunchDirection; - } - break; - } - - switch (HitData.LaunchType) - { - case ESNGLaunchType::OnlyInAir: - { - bool IsInAir = GetMovementComponent()->IsFalling(); - if(IsInAir) - { - AdjustedLaunchDir *= HitData.LaunchForce; - LaunchCharacter(AdjustedLaunchDir, true, true); - } - else - { - AdjustedLaunchDir = FVector(AdjustedLaunchDir.X, AdjustedLaunchDir.Y, 0.0f); - LaunchCharacter(AdjustedLaunchDir, true, true); - } - } - break; - case ESNGLaunchType::Always: - { - AdjustedLaunchDir *= HitData.LaunchForce; - LaunchCharacter(AdjustedLaunchDir, true, true); - } - break; - default: - { - - } - break; - } -} - -float ASNGCharacterBase_DEPRECATED::TakeDamage(float Damage, FDamageEvent const& DamageEvent, AController* EventInstigator, - AActor* DamageCauser) -{ - Super::TakeDamage(Damage, DamageEvent, EventInstigator, DamageCauser); - - if(HealthComponent) - { - HealthComponent->SubtractHealth(Damage); - } - - if (DamageEvent.IsOfType(FSNGDamageEvent::ClassID)) - { - // point damage event, pass off to helper function - FSNGDamageEvent* const MyDamageEvent = (FSNGDamageEvent*) &DamageEvent; - ReceiveHit(MyDamageEvent->HitData, EventInstigator, DamageCauser); - - FSNGEvent Event; - Event.EventType = ESNGEventType::Damage; - Event.DamageData.HitData = MyDamageEvent->HitData; - Event.DamageData.EventInstigator = EventInstigator; - Event.DamageData.DamageCauser = DamageCauser; - Event.DamageData.SurfaceType = MyDamageEvent->SurfaceType; - Event.DamageData.ImpactPoint = MyDamageEvent->ImpactPoint; - PushEvent(Event); - } - - return Damage; -} - -void ASNGCharacterBase_DEPRECATED::Tick(float DeltaSeconds) -{ - Super::Tick(DeltaSeconds); - - RotateTowardsTarget(DeltaSeconds); - - if(bIsInHitStop) - { - CurrHitStopTime = FMath::Clamp(CurrHitStopTime - GetWorld()->GetDeltaSeconds(), 0.0f, CurrHitStopTime); - if(CurrHitStopTime > 0.0f) - { - CustomTimeDilation = 0.0f; - } - else - { - CustomTimeDilation = 0.01; - CurrHitSlowTime = FMath::Clamp(CurrHitSlowTime - GetWorld()->GetDeltaSeconds(), 0.0f, CurrHitSlowTime); - if(CurrHitSlowTime == 0.0f) - { - CustomTimeDilation = 1.0f; - bIsInHitStop = false; - } - } - } -} - -void ASNGCharacterBase_DEPRECATED::PostInitializeComponents() -{ - Super::PostInitializeComponents(); - - SNGCharacterMovementComponent = Cast(Super::GetMovementComponent()); -} - diff --git a/SwordNGun/Source/SwordNGun/Private/Characters/SNGEnemyBase.cpp b/SwordNGun/Source/SwordNGun/Private/Characters/SNGEnemyBase.cpp deleted file mode 100644 index 0a1477b..0000000 --- a/SwordNGun/Source/SwordNGun/Private/Characters/SNGEnemyBase.cpp +++ /dev/null @@ -1,9 +0,0 @@ -// Project Sword & Gun Copyright © 2021 Kevin Poretti - - -#include "Characters/SNGEnemyBase.h" - -ASNGWeaponBase* ASNGEnemyBase::GetCurrentWeapon_Implementation() -{ - return Weapon; -} diff --git a/SwordNGun/Source/SwordNGun/Private/Characters/SNGProtagonist.cpp b/SwordNGun/Source/SwordNGun/Private/Characters/SNGProtagonist.cpp deleted file mode 100644 index 2ad33ff..0000000 --- a/SwordNGun/Source/SwordNGun/Private/Characters/SNGProtagonist.cpp +++ /dev/null @@ -1,350 +0,0 @@ -// Project Sword & Gun Copyright © 2021 Kevin Poretti - - -#include "Characters/SNGProtagonist.h" - -#include "DrawDebugHelpers.h" -#include "Animation/AnimInstance.h" -#include "GameFramework/CharacterMovementComponent.h" -#include "Kismet/KismetMathLibrary.h" -#include "Kismet/KismetSystemLibrary.h" -#include "SwordNGun/SwordNGun.h" - -static int32 DebugProtagonistDrawing = 0; -FAutoConsoleVariableRef CVARDebugProtagonistDrawing(TEXT("SNG.DebugProtagonist"), - DebugProtagonistDrawing, - TEXT("Draw Debug Information for Protagonist"), - ECVF_Cheat); - -ASNGProtagonist::ASNGProtagonist(const FObjectInitializer& ObjectInitializer) - : Super(ObjectInitializer) -{ - PrimaryActorTick.bCanEverTick = true; - - SpringArmComponent = CreateDefaultSubobject(TEXT("SpringArmComponent")); - SpringArmComponent->SetupAttachment(RootComponent); - - CameraComponent = CreateDefaultSubobject(TEXT("CameraComponent")); - CameraComponent->SetupAttachment(SpringArmComponent); - - WeaponInventoryComponent = CreateDefaultSubobject(TEXT("WeaponInventoryComponent")); - - bIsMeleeAttackComboReset = false; - bDoesMovementInputCancelAnimMontage = true; - - AimFOV = 60.0f; - AimSpeed = 20.0f; - DefaultFOV = CameraComponent->FieldOfView; - - SoftLockHalfAngle = 45.0f; - SoftLockRange = 200.0f; - NumSoftLockLineTraces = 4; - - DegreesPerSecond = 720.0f; - MaxRotation = 180.0f; - - MaxNumAirDashes = 2; -} - -void ASNGProtagonist::BeginPlay() -{ - Super::BeginPlay(); - - EquipWeapon(WeaponInventoryComponent->SetCurrentRangedWeapon(0), GunHandSocket); - - EquipWeapon(WeaponInventoryComponent->SetCurrentMeleeWeapon(0), SwordHandSocket); - - CurrNumAirDashes = 0; -} - -void ASNGProtagonist::MoveForward(const float Value) -{ - LastForwardAxis = Value; - - // If the protag starts moving when a recovery anim montage is playing we want to cancel out of it - if(!IsMoveInputIgnored() && !FMath::IsNearlyZero(Value) && bDoesMovementInputCancelAnimMontage) - { - UAnimMontage* CurrMontage = GetMesh()->GetAnimInstance()->GetCurrentActiveMontage(); - if(CurrMontage) - { - GetMesh()->GetAnimInstance()->Montage_Stop(0.1f, CurrMontage); - } - } - - FRotator ViewRotation = GetController()->GetControlRotation(); - FRotator ViewRotationYaw(0.0f, ViewRotation.Yaw, 0.0f); - AddMovementInput(UKismetMathLibrary::GetForwardVector(ViewRotationYaw), Value); -} - -void ASNGProtagonist::MoveRight(const float Value) -{ - LastRightAxis = Value; - - // If the protag starts moving when a recovery anim montage is playing we want to cancel out of it - if(!IsMoveInputIgnored() && !FMath::IsNearlyZero(Value) && bDoesMovementInputCancelAnimMontage) - { - UAnimMontage* CurrMontage = GetMesh()->GetAnimInstance()->GetCurrentActiveMontage(); - if(CurrMontage) - { - GetMesh()->GetAnimInstance()->Montage_Stop(0.1f, CurrMontage); - } - } - - FRotator ViewRotation = GetController()->GetControlRotation(); - FRotator ViewRotationYaw(0.0f, ViewRotation.Yaw, 0.0f); - AddMovementInput(UKismetMathLibrary::GetRightVector(ViewRotationYaw), Value); -} - -void ASNGProtagonist::DoJump() -{ - UAnimMontage* CurrMontage = GetMesh()->GetAnimInstance()->GetCurrentActiveMontage(); - if(CurrMontage) - { - GetMesh()->GetAnimInstance()->Montage_Stop(0.1f, CurrMontage); - } - - Jump(); -} - -/* -float ASNGProtagonist::Dash() -{ - float AnimationDuration = 0.0f; - - FVector InputDirection = GetInputAsWorldDirection(); - // is there is no movement input then roll forward, otherwise roll in the movement input direction - if(!InputDirection.IsNearlyZero()) - { - SetActorRotation(UKismetMathLibrary::MakeRotFromX(InputDirection)); - } - - if(DashMontage) - { - AnimationDuration = PlayAnimMontage(DashMontage); - } - else - { - UE_LOG(LogTemp, Error, TEXT("SNGProtagonist :: No dash animation montage set for character")); - } - - SetIgnoreMovementInput(true); - - return AnimationDuration; -} -*/ - -float ASNGProtagonist::MeleeAttack(FMeleeAttackData MeleeAttackData) -{ - GetClosestSoftLockedActor(); - if(ClosestActor) - { - SetupRotateTowardsTarget( - UKismetMathLibrary::FindLookAtRotation(GetActorLocation(), ClosestActor->GetActorLocation()), - DegreesPerSecond, MaxRotation); - } - - float AnimationDuration = 0.0f; - - // probably want to do an assert here instead?? - if(MeleeAttackData.AttackMontage) - { - AnimationDuration = PlayAnimMontage(MeleeAttackData.AttackMontage); - - SetIgnoreMovementInput(true); - } - else - { - UE_LOG(LogTemp, Error, TEXT("SNGProtagonist :: No attack animation montage set for character")); - } - - return AnimationDuration; -} - -bool ASNGProtagonist::IsMeleeAttackComboReset() -{ - return bIsMeleeAttackComboReset; -} - -void ASNGProtagonist::SetMeleeAttackCombo(bool IsComboReset) -{ - bIsMeleeAttackComboReset = IsComboReset; -} - -bool ASNGProtagonist::DoesMovementInputCancelAnimMontage() -{ - return bDoesMovementInputCancelAnimMontage; -} - -void ASNGProtagonist::SetDoesMovementInputCancelAnimMontage(bool DoesMovementCancelMontage) -{ - bDoesMovementInputCancelAnimMontage = DoesMovementCancelMontage; -} - -void ASNGProtagonist::DoAirDash() -{ - CurrNumAirDashes++; - UE_LOG(LogTemp, Log, TEXT("SNGProtagonist :: CurrNumAirDashes %d"), CurrNumAirDashes); -} - -void ASNGProtagonist::ResetAirDashCount() -{ - CurrNumAirDashes = 0; - UE_LOG(LogTemp, Log, TEXT("SNGProtagonist :: Resetting Air Dashes"), CurrNumAirDashes); -} - -bool ASNGProtagonist::CanAirDash() const -{ - return CurrNumAirDashes < MaxNumAirDashes; -} - -void ASNGProtagonist::CycleRangedWeapon() -{ - WeaponInventoryComponent->GetCurrentRangedWeapon()->SetUnequipped(); - int32 CurrWeaponIdx = WeaponInventoryComponent->GetCurrentRangedWeaponIndex(); - int32 NumWeapons = WeaponInventoryComponent->GetNumRangedWeapons(); - int32 NextWeaponIdx = ++CurrWeaponIdx % NumWeapons; - EquipWeapon(WeaponInventoryComponent->SetCurrentRangedWeapon(NextWeaponIdx), GunHandSocket); -} - -void ASNGProtagonist::CycleMeleeWeapon() -{ - WeaponInventoryComponent->GetCurrentMeleeWeapon()->SetUnequipped(); - int32 CurrWeaponIdx = WeaponInventoryComponent->GetCurrentMeleeWeaponIndex(); - int32 NumWeapons = WeaponInventoryComponent->GetNumMeleeWeapons(); - int32 NextWeaponIdx = ++CurrWeaponIdx % NumWeapons; - EquipWeapon(WeaponInventoryComponent->SetCurrentMeleeWeapon(NextWeaponIdx), SwordHandSocket); -} - -void ASNGProtagonist::EquipWeapon(ASNGWeaponBase* WeaponToEquip, FName HandSocket) -{ - WeaponToEquip->SetEquipped(); - WeaponToEquip->AttachToComponent(GetMesh(), FAttachmentTransformRules::SnapToTargetNotIncludingScale, HandSocket); -} - -ASNGWeaponBase* ASNGProtagonist::GetCurrentWeapon_Implementation() -{ - return WeaponInventoryComponent->GetCurrentMeleeWeapon(); -} - -/* -FVector ASNGProtagonist::GetInputAsWorldDirection(float ForwardAxisValue, float RightAxisValue) -{ - AController* MyController = GetController(); - if(MyController == nullptr) - { - return FVector::ZeroVector; - } - - FRotator ViewRotation = MyController->GetControlRotation(); - FRotator ViewRotationYaw(0.0f, ViewRotation.Yaw, 0.0f); - - FVector ForwardInput = UKismetMathLibrary::GetForwardVector(ViewRotationYaw) * ForwardAxisValue; - - FVector RightInput = UKismetMathLibrary::GetRightVector(ViewRotationYaw) * RightAxisValue; - - return ForwardInput + RightInput; -} -*/ - -void ASNGProtagonist::GetClosestSoftLockedActor() -{ - for(int i = 0; i < SoftLockedActors.Num(); i++) - { - float CurrDist = FVector::Distance(GetActorLocation(), SoftLockedActors[i]->GetActorLocation()); - - FRotator DeltaRot = UKismetMathLibrary::FindLookAtRotation(GetActorLocation(), SoftLockedActors[i]->GetActorLocation()); - float CurrAngle = FMath::Abs(DeltaRot.Yaw - GetActorRotation().Yaw); - - if(ClosestActor) - { - if(CurrAngle <= AngleFromClosestActor && CurrDist <= DistFromClosestActor) - { - ClosestActor = SoftLockedActors[i]; - DistFromClosestActor = CurrDist; - AngleFromClosestActor = CurrAngle; - } - } - else - { - ClosestActor = SoftLockedActors[i]; - DistFromClosestActor = CurrDist; - AngleFromClosestActor = CurrAngle; - } - } -} - -FVector ASNGProtagonist::GetPawnViewLocation() const -{ - if(CameraComponent) - { - return CameraComponent->GetComponentLocation(); - } - - return Super::GetPawnViewLocation(); -} - -void ASNGProtagonist::Tick(float DeltaSeconds) -{ - Super::Tick(DeltaSeconds); - - // set field of view depending on whether player is aiming down sights or not - float TargetFOV = bIsAiming ? AimFOV : DefaultFOV; - float NewFOV = FMath::FInterpTo(CameraComponent->FieldOfView, TargetFOV, DeltaSeconds, AimSpeed); - CameraComponent->SetFieldOfView(NewFOV); - - // find enemies to soft lock to when performing melee attacks - SoftLockedActors.Empty(); - float LineTraceAngleStep = (2 * SoftLockHalfAngle) / NumSoftLockLineTraces; - float CurrLineTraceAngle = -SoftLockHalfAngle; - for(int i = 0; i < NumSoftLockLineTraces; i++, CurrLineTraceAngle += LineTraceAngleStep) - { - FCollisionQueryParams QueryParams; - QueryParams.AddIgnoredActor(this); - QueryParams.AddIgnoredActors(SoftLockedActors); - QueryParams.bTraceComplex = true; - - FRotator CurrLineTraceRotation(0.0f, GetActorRotation().Yaw + CurrLineTraceAngle, 0.0f); - FVector CurrLineTraceDir = UKismetMathLibrary::GetForwardVector(CurrLineTraceRotation); - - // why was I using the weapon trace channel for this?? - FHitResult HitResult; - ETraceTypeQuery TraceType = UEngineTypes::ConvertToTraceType(COLLISION_RANGED_WEAPON); - - /* - if(GetWorld()->LineTraceSingleByChannel(HitResult, GetActorLocation(), - GetActorLocation() + (CurrLineTraceDir * SoftLockRange), COLLISION_WEAPON, QueryParams)) - */ - EDrawDebugTrace::Type DrawDebugTrace = DebugProtagonistDrawing ? EDrawDebugTrace::Type::ForOneFrame : EDrawDebugTrace::Type::None; - if(UKismetSystemLibrary::SphereTraceSingle(this, GetActorLocation(), GetActorLocation() + (CurrLineTraceDir * SoftLockRange), 20.0f, TraceType, true, - SoftLockedActors, DrawDebugTrace, HitResult, true, - FLinearColor::Red, FLinearColor::Green, -1)) - { - AActor* HitActor = HitResult.Actor.Get(); - if(HitActor) - { - SoftLockedActors.Add(HitActor); - } - } - - if(DebugProtagonistDrawing) - { - DrawDebugLine(GetWorld(), GetActorLocation(),GetActorLocation() + (CurrLineTraceDir * SoftLockRange), FColor::Red, false, -1, 0, 1.0f); - DrawDebugSphere(GetWorld(), HitResult.ImpactPoint, 5.0f, 12, FColor::Green, false, -1, 0, 1.0f); - } - } - - if(DebugProtagonistDrawing) - { - FVector ActorLocation = GetActorLocation(); - FVector ActorForward = UKismetMathLibrary::GetForwardVector(GetActorRotation()); - DrawDebugDirectionalArrow(GetWorld(), ActorLocation, ActorLocation + (ActorForward * 100.0f), - 10.0f, FColor::Cyan, false, -1.0f, 0, 2.0f); - - /* - FVector InputDirection = GetInputAsWorldDirection(LastForwardAxis, LastRightAxis); - InputDirection.Normalize(); - DrawDebugDirectionalArrow(GetWorld(), ActorLocation, ActorLocation + (InputDirection * 100.0f), - 10.0f, FColor::Magenta, false, -1.0f, 0, 2.0f); - */ - } -} diff --git a/SwordNGun/Source/SwordNGun/Private/Controllers/SNGPlayerController.cpp b/SwordNGun/Source/SwordNGun/Private/Controllers/SNGPlayerController.cpp index 0dd4530..8535dc4 100644 --- a/SwordNGun/Source/SwordNGun/Private/Controllers/SNGPlayerController.cpp +++ b/SwordNGun/Source/SwordNGun/Private/Controllers/SNGPlayerController.cpp @@ -4,6 +4,8 @@ #include "Controllers/SNGPlayerController.h" #include "DrawDebugHelpers.h" +#include "Characters/SNGCharacterBase.h" +#include "Interfaces/SNGEventProcessorInterface.h" #include "Kismet/KismetMathLibrary.h" ASNGPlayerController::ASNGPlayerController() @@ -16,9 +18,9 @@ void ASNGPlayerController::OnPossess(APawn* aPawn) { Super::OnPossess(aPawn); - if(Protagonist == nullptr) + if(PossesedCharacter == nullptr) { - Protagonist = Cast(GetCharacter()); + PossesedCharacter = Cast(GetCharacter()); } SetupInputs(); @@ -26,12 +28,12 @@ void ASNGPlayerController::OnPossess(APawn* aPawn) void ASNGPlayerController::OnUnPossess() { - Protagonist = nullptr; + PossesedCharacter = nullptr; } void ASNGPlayerController::SetupInputs() { - check(Protagonist != nullptr); + check(PossesedCharacter != nullptr); InputComponent->BindAxis("Turn", this, &ASNGPlayerController::AddYawInput); InputComponent->BindAxis("TurnRate", this, &ASNGPlayerController::TurnRate); @@ -39,8 +41,8 @@ void ASNGPlayerController::SetupInputs() InputComponent->BindAxis("LookUpRate", this, &ASNGPlayerController::LookUpRate); // have to figure out how to decouple these - InputComponent->BindAxis("MoveForward", Protagonist, &ASNGProtagonist::MoveForward); - InputComponent->BindAxis("MoveRight", Protagonist, &ASNGProtagonist::MoveRight); + InputComponent->BindAxis("MoveForward", PossesedCharacter, &ASNGCharacterBase::MoveForward); + InputComponent->BindAxis("MoveRight", PossesedCharacter, &ASNGCharacterBase::MoveRight); RegisterAction("Jump", "JUMP"); RegisterAction("Dash", "DASH"); @@ -51,9 +53,11 @@ void ASNGPlayerController::SetupInputs() //BindActionToCharacterCommand("CycleMeleeWeapon", "CYCLE_MELEE"); //BindActionToCharacterCommand("CycleRangedWeapon", "CYCLE_RANGED"); - InputComponent->BindAction("CycleRangedWeapon", IE_Pressed, Protagonist, &ASNGProtagonist::CycleRangedWeapon); - InputComponent->BindAction("CycleMeleeWeapon", IE_Pressed, Protagonist, &ASNGProtagonist::CycleMeleeWeapon); + /* + InputComponent->BindAction("CycleRangedWeapon", IE_Pressed, PossesedCharacter, &ASNGProtagonist::CycleRangedWeapon); + InputComponent->BindAction("CycleMeleeWeapon", IE_Pressed, PossesedCharacter, &ASNGProtagonist::CycleMeleeWeapon); //InputComponent->BindAction("Attack", IE_Pressed, this, &ASNGPlayerController::ProcessAttackInput); + */ } void ASNGPlayerController::RegisterAction(FName ActionName, FName CommandName) @@ -205,9 +209,9 @@ void ASNGPlayerController::PushCharacterCommandToPawn(FName Command, EActionStat Event.CommandData.ActionState = ActionState; // push event - if(Protagonist->Implements()) + if(PossesedCharacter->Implements()) { - ISNGEventProcessorInterface* EventProcessor = Cast(Protagonist); + ISNGEventProcessorInterface* EventProcessor = Cast(PossesedCharacter); EventProcessor->PushEvent(Event); } } @@ -312,57 +316,6 @@ void ASNGPlayerController::ProcessInputFrame(FBufferedInput& InputFrame) } } -/* -void ASNGPlayerController::ProcessActions(TArray& Actions) -{ - for (auto InputAction : Actions) - { - // try to process input - if(!InputAction.IsConsumed) - { - check(ActionToCharacterCommand.Contains(InputAction.Name)); - FName CharacterCommand = ActionToCharacterCommand[InputAction.Name]; - switch (InputAction.State) - { - case EActionState::PRESSED: - PushCharacterCommandToPawn(CharacterCommand); - // NOTE(kevin) remove this later - { - FString DebugMsg = FString::Printf(TEXT("Action %s is being pressed"), *InputAction.Name.ToString()); - GEngine->AddOnScreenDebugMessage(-1, 0.0f, FColor::Red, DebugMsg); - } - break; - case EActionState::HELD: - // NOTE(kevin) remove this later - { - FString DebugMsg = FString::Printf(TEXT("Action %s is being held"), *InputAction.Name.ToString()); - GEngine->AddOnScreenDebugMessage(-1, 0.0f, FColor::Green, DebugMsg); - } - break; - case EActionState::RELEASED: - // NOTE(kevin) remove this later - { - FString DebugMsg = FString::Printf(TEXT("Action %s is being released"), *InputAction.Name.ToString()); - GEngine->AddOnScreenDebugMessage(-1, 0.0f, FColor::Blue, DebugMsg); - } - break; - } - } - } -} -*/ - -/* -ERawInputs ASNGPlayerController::WorldInputDirectionToCardinalDirection(FVector WorldInputDirection) -{ - NEUTRAL, - BACK, - FORWARD, - LEFT, - RIGHT, -} -*/ - FVector ASNGPlayerController::GetInputAsWorldDirection(float ForwardAxisValue, float RightAxisValue) { if(FMath::Abs(ForwardAxisValue) == 0.0f && FMath::Abs(RightAxisValue) == 0.0f) diff --git a/SwordNGun/Source/SwordNGun/Private/States/OLD/SNGEnemyBaseState.cpp b/SwordNGun/Source/SwordNGun/Private/States/OLD/SNGEnemyBaseState.cpp deleted file mode 100644 index 41c1066..0000000 --- a/SwordNGun/Source/SwordNGun/Private/States/OLD/SNGEnemyBaseState.cpp +++ /dev/null @@ -1,15 +0,0 @@ -// Project Sword & Gun Copyright © 2021 Kevin Poretti - - -#include "States/OLD/SNGEnemyBaseState.h" - -void USNGEnemyBaseState::SetOwner(AActor* StateOwner) -{ - Super::SetOwner(StateOwner); - - Enemy = Cast(StateOwner); - if(!Enemy) - { - UE_LOG(LogTemp, Error, TEXT("SNGEnemyBaseState :: Could not cast state owner to SNGEnemyBase")); - } -} diff --git a/SwordNGun/Source/SwordNGun/Private/States/OLD/SNGProtagonistState.cpp b/SwordNGun/Source/SwordNGun/Private/States/OLD/SNGProtagonistState.cpp deleted file mode 100644 index b3302a6..0000000 --- a/SwordNGun/Source/SwordNGun/Private/States/OLD/SNGProtagonistState.cpp +++ /dev/null @@ -1,15 +0,0 @@ -// Project Sword & Gun Copyright © 2021 Kevin Poretti - - -#include "States/OLD/SNGProtagonistState.h" - -void USNGProtagonistState::SetOwner(AActor* StateOwner) -{ - Super::SetOwner(StateOwner); - - Protagonist = Cast(StateOwner); - if(!Protagonist) - { - UE_LOG(LogTemp, Error, TEXT("SNGProtagonistState :: Could not cast state owner to SNGProtagonist")); - } -} diff --git a/SwordNGun/Source/SwordNGun/Private/States/OLD/SNGState.cpp b/SwordNGun/Source/SwordNGun/Private/States/SNGState.cpp similarity index 94% rename from SwordNGun/Source/SwordNGun/Private/States/OLD/SNGState.cpp rename to SwordNGun/Source/SwordNGun/Private/States/SNGState.cpp index 6b2e4d1..dca130b 100644 --- a/SwordNGun/Source/SwordNGun/Private/States/OLD/SNGState.cpp +++ b/SwordNGun/Source/SwordNGun/Private/States/SNGState.cpp @@ -1,7 +1,7 @@ // Project Sword & Gun Copyright © 2021 Kevin Poretti -#include "States/OLD/SNGState.h" +#include "States/SNGState.h" USNGState::USNGState() { diff --git a/SwordNGun/Source/SwordNGun/Private/Weapons/SNGInstantRangedWeapon.cpp b/SwordNGun/Source/SwordNGun/Private/Weapons/SNGInstantRangedWeapon.cpp index 1a120a9..9158078 100644 --- a/SwordNGun/Source/SwordNGun/Private/Weapons/SNGInstantRangedWeapon.cpp +++ b/SwordNGun/Source/SwordNGun/Private/Weapons/SNGInstantRangedWeapon.cpp @@ -4,7 +4,7 @@ #include "Weapons/SNGInstantRangedWeapon.h" #include "DrawDebugHelpers.h" -#include "Characters/SNGCharacterBase_DEPRECATED.h" +#include "Characters/SNGCharacterBase.h" #include "GameFramework/DamageType.h" #include "Kismet/GameplayStatics.h" #include "Particles/ParticleSystemComponent.h" @@ -108,7 +108,7 @@ void ASNGInstantRangedWeapon::DoLineTrace(FRotator SpreadOffset) if(HitData.HitstopApplicationType == ESNGHitstopApplicationType::Both || HitData.HitstopApplicationType == ESNGHitstopApplicationType::CauserOnly) { - ASNGCharacterBase_DEPRECATED* OwnerAsChar = Cast(GetOwner()); + ASNGCharacterBase* OwnerAsChar = Cast(GetOwner()); OwnerAsChar->ApplyHitStop(HitData.StopTime, HitData.SlowTime); } diff --git a/SwordNGun/Source/SwordNGun/Private/Weapons/SNGMeleeWeaponBase.cpp b/SwordNGun/Source/SwordNGun/Private/Weapons/SNGMeleeWeaponBase.cpp index 104abfb..3b39b13 100644 --- a/SwordNGun/Source/SwordNGun/Private/Weapons/SNGMeleeWeaponBase.cpp +++ b/SwordNGun/Source/SwordNGun/Private/Weapons/SNGMeleeWeaponBase.cpp @@ -4,7 +4,7 @@ #include "Weapons/SNGMeleeWeaponBase.h" -#include "Characters/SNGCharacterBase_DEPRECATED.h" +#include "Characters/SNGCharacterBase.h" #include "GameFramework/DamageType.h" #include "Kismet/KismetSystemLibrary.h" #include "SwordNGun/SwordNGun.h" @@ -62,7 +62,7 @@ void ASNGMeleeWeaponBase::DoSphereCast(FSNGHitData const& HitData, bool Override if(HitData.HitstopApplicationType == ESNGHitstopApplicationType::Both || HitData.HitstopApplicationType == ESNGHitstopApplicationType::CauserOnly) { - ASNGCharacterBase_DEPRECATED* OwnerAsChar = Cast(GetOwner()); + ASNGCharacterBase* OwnerAsChar = Cast(GetOwner()); OwnerAsChar->ApplyHitStop(HitData.StopTime, HitData.SlowTime); } diff --git a/SwordNGun/Source/SwordNGun/Public/Characters/SNGCharacterBase.h b/SwordNGun/Source/SwordNGun/Public/Characters/SNGCharacterBase.h index 17ce8c5..3505a2d 100644 --- a/SwordNGun/Source/SwordNGun/Public/Characters/SNGCharacterBase.h +++ b/SwordNGun/Source/SwordNGun/Public/Characters/SNGCharacterBase.h @@ -18,9 +18,22 @@ public: // Sets default values for this character's properties ASNGCharacterBase(const FObjectInitializer& ObjectInitializer); + /** Character input control */ + void MoveForward(float Value); + + void MoveRight(float Value); + + void TurnRate(float Value); + + void LookUpRate(float Value); + FVector GetInputAsWorldDirection(); FORCEINLINE float GetInputThreshold() { return InputThreshold; } + /** End character input control */ + + /** Hit-stop */ + void ApplyHitStop(float StopTime, float SlowTime); protected: UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Components") @@ -66,14 +79,6 @@ protected: UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Field Of View", meta=(ClampMin="0", UIMin="0")) float SprintFOVInterpSpeed; - void MoveForward(float Value); - - void MoveRight(float Value); - - void TurnRate(float Value); - - void LookUpRate(float Value); - void StartJump(); virtual void Landed(const FHitResult& Hit) override; diff --git a/SwordNGun/Source/SwordNGun/Public/Characters/SNGCharacterBase_DEPRECATED.h b/SwordNGun/Source/SwordNGun/Public/Characters/SNGCharacterBase_DEPRECATED.h deleted file mode 100644 index 0adcaf6..0000000 --- a/SwordNGun/Source/SwordNGun/Public/Characters/SNGCharacterBase_DEPRECATED.h +++ /dev/null @@ -1,174 +0,0 @@ -// Project Sword & Gun Copyright © 2021 Kevin Poretti - -#pragma once - -#include "CoreMinimal.h" -#include "Components/SNGCharacterMovementComponent.h" - -#include "Components/SNGHealthComponent.h" -#include "Components/SNGStateMachineComponent.h" -#include "GameFramework/Character.h" -#include "Interfaces/SNGEventProcessorInterface.h" -#include "Interfaces/SNGWeaponUserInterface.h" - -#include "SNGCharacterBase_DEPRECATED.generated.h" - -UCLASS() -class SWORDNGUN_API ASNGCharacterBase_DEPRECATED : public ACharacter, public ISNGEventProcessorInterface, public ISNGWeaponUserInterface -{ - GENERATED_BODY() - -public: - // Sets default values for this character's properties - ASNGCharacterBase_DEPRECATED(const FObjectInitializer& ObjectInitializer); - - /********************************************************************* - * Flags - ********************************************************************/ - - UFUNCTION(BlueprintCallable) - void DisableAllActions(); - - UFUNCTION(BlueprintCallable) - void EnableAllActions(); - - // NOTE(kevin): should be a blueprint setter but I could not get that working for the life of me - UFUNCTION(BlueprintCallable) - void SetCanMove(bool CanMove); - - UFUNCTION(BlueprintGetter) - bool CanMove(); - - // NOTE(kevin): should be a blueprint setter but I could not get that working for the life of me - // should also probably be a protagonist/player character specific thing - UFUNCTION(BlueprintCallable) - void SetCanCharacterJump(bool CanJump); - - UFUNCTION(BlueprintGetter) - bool CanCharacterJump(); - - // NOTE(kevin): should be a blueprint setter but I could not get that working for the life of me - UFUNCTION(BlueprintCallable) - void SetCanAttack(bool CanAttack); - - UFUNCTION(BlueprintGetter) - bool CanAttack(); - - // NOTE(kevin): should be a blueprint setter but I could not get that working for the life of me - // should also probably be a protagonist/player character specific thing - UFUNCTION(BlueprintCallable) - void SetCanDodge(bool CanDodge); - - UFUNCTION(BlueprintGetter) - bool CanDodge(); - -protected: - UPROPERTY(BlueprintReadOnly) - bool bCanMove; - - UPROPERTY(BlueprintReadOnly) - bool bCanJump; - - UPROPERTY(BlueprintReadOnly) - bool bCanAttack; - - UPROPERTY(BlueprintReadOnly) - bool bCanDodge; - - /********************************************************************* - * Movement - ********************************************************************/ - -public: - - UFUNCTION(BlueprintCallable, Category="Movement") - void SetIgnoreMovementInput(bool IsIgnored); - - UFUNCTION(BlueprintCallable, Category="Movement") - FORCEINLINE class USNGCharacterMovementComponent* GetSNGCharacterMovementComponent() const - { - return SNGCharacterMovementComponent; - } - -protected: - USNGCharacterMovementComponent* SNGCharacterMovementComponent; - -public: - /********************************************************************* - * Event processing interface - ********************************************************************/ - // event processing - UFUNCTION(BlueprintCallable, BlueprintNativeEvent) - void PushEvent(FSNGEvent Event); - - /** - * The state machine will be handling most if not all of the states - * we simply wrap the state machine's push event implementation since most - * characters that will want to push events to another character will have a reference - * to the character itself rather than the state machine component - */ - virtual void PushEvent_Implementation(FSNGEvent Event); - - - /********************************************************************* - * Weapons - ********************************************************************/ - UFUNCTION(BlueprintCallable, BlueprintNativeEvent) - ASNGWeaponBase* GetCurrentWeapon(); - - virtual ASNGWeaponBase* GetCurrentWeapon_Implementation(); - - /********************************************************************* - * Damage and hits - ********************************************************************/ - // damage and related - UFUNCTION(BlueprintCallable) - void ApplyHitStop(float HitStopTime, float HitSlowTime); - - virtual void ReceiveHit(FSNGHitData const& HitData, AController* EventInstigator, AActor* DamageCauser); - - virtual float TakeDamage(float Damage, struct FDamageEvent const& DamageEvent, AController* EventInstigator, AActor* DamageCauser) override; - -protected: - bool bIsInHitStop; - - float CurrHitStopTime; - - float CurrHitSlowTime; - - /********************************************************************* - * Rotate towards target - ********************************************************************/ -public: - UFUNCTION(BlueprintCallable) - void SetupRotateTowardsTarget(FRotator TargetRotation, float DegreesPerSecond, float MaxRotation); - - UFUNCTION(BlueprintCallable) - void RotateTowardsTarget(float DeltaTime); - -protected: - FRotator InitialRot; - - FRotator TargetRot; - - float DegPerSecond; - - float MaxRot; - - float RotateTime; - - float RotateTimeElapsed; - - /********************************************************************* - * Components - ********************************************************************/ - UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Components") - USNGStateMachineComponent* StateMachineComponent; - - UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Components") - USNGHealthComponent* HealthComponent; - - virtual void Tick(float DeltaSeconds) override; - - virtual void PostInitializeComponents() override; -}; diff --git a/SwordNGun/Source/SwordNGun/Public/Characters/SNGEnemyBase.h b/SwordNGun/Source/SwordNGun/Public/Characters/SNGEnemyBase.h deleted file mode 100644 index 0e2a6b9..0000000 --- a/SwordNGun/Source/SwordNGun/Public/Characters/SNGEnemyBase.h +++ /dev/null @@ -1,24 +0,0 @@ -// Project Sword & Gun Copyright © 2021 Kevin Poretti - -#pragma once - -#include "CoreMinimal.h" -#include "Characters/SNGCharacterBase_DEPRECATED.h" -#include "SNGEnemyBase.generated.h" - -/** - * - */ -UCLASS() -class SWORDNGUN_API ASNGEnemyBase : public ASNGCharacterBase_DEPRECATED -{ - GENERATED_BODY() - -public: - - virtual ASNGWeaponBase* GetCurrentWeapon_Implementation() override; - -protected: - UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Weapon") - ASNGWeaponBase* Weapon; -}; diff --git a/SwordNGun/Source/SwordNGun/Public/Characters/SNGProtagonist.h b/SwordNGun/Source/SwordNGun/Public/Characters/SNGProtagonist.h deleted file mode 100644 index f849661..0000000 --- a/SwordNGun/Source/SwordNGun/Public/Characters/SNGProtagonist.h +++ /dev/null @@ -1,170 +0,0 @@ -// Project Sword & Gun Copyright © 2021 Kevin Poretti - -#pragma once - -#include "CoreMinimal.h" - -#include "Camera/CameraComponent.h" -#include "Characters/SNGCharacterBase_DEPRECATED.h" -#include "Components/SNGWeaponInventoryComponent.h" -#include "GameFramework/SpringArmComponent.h" - -#include "SNGProtagonist.generated.h" - -USTRUCT(BlueprintType) -struct FMeleeAttackData -{ - GENERATED_BODY() - - UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Animation") - UAnimMontage* AttackMontage; - - UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Motion") - UCurveVector* RootMotionCurve; -}; - -/** - * - */ -UCLASS() -class SWORDNGUN_API ASNGProtagonist : public ASNGCharacterBase_DEPRECATED -{ - GENERATED_BODY() - -public: - ASNGProtagonist(const FObjectInitializer& ObjectInitializer); - - void MoveForward(float Value); - - void MoveRight(float Value); - - UFUNCTION(BlueprintCallable) - void DoJump(); - - UFUNCTION(BlueprintCallable) - float MeleeAttack(FMeleeAttackData MeleeAttackData); - - UFUNCTION(BlueprintGetter) - bool IsMeleeAttackComboReset(); - - UFUNCTION(BlueprintCallable) - void SetMeleeAttackCombo(bool IsComboReset); - - UFUNCTION(BlueprintGetter) - bool DoesMovementInputCancelAnimMontage(); - - UFUNCTION(BlueprintCallable) - void SetDoesMovementInputCancelAnimMontage(bool DoesMovementCancelMontage); - - /** - * Performs an air dash - * - * NOTE(kevin): For now this only increments the CurrNumAirDashes value. All of the current air dash functionality - * is in blueprints and I don't feel like moving it over to C++. - */ - UFUNCTION(BlueprintCallable) - void DoAirDash(); - - /** - * Resets the number of current number of air dashes to zero. For example, when - * the player lands on the ground when they were previously in the air or when they reload in the air. - */ - UFUNCTION(BlueprintCallable) - void ResetAirDashCount(); - - /** - * Returns true if the current number of air dashes does not exceed the maximum amount of allowed air dashes. - * - * @returns true if the player can air dash (CurrNumAirDashes < MaxNumAirDashes) and false otherwise - */ - UFUNCTION(BlueprintCallable) - bool CanAirDash() const; - - UFUNCTION(BlueprintCallable) - void CycleRangedWeapon(); - - UFUNCTION(BlueprintCallable) - void CycleMeleeWeapon(); - - void EquipWeapon(ASNGWeaponBase* WeaponToEquip, FName HandSocket); - - virtual ASNGWeaponBase* GetCurrentWeapon_Implementation() override; - -protected: - UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Components") - UCameraComponent* CameraComponent; - - UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Components") - USpringArmComponent* SpringArmComponent; - - UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Components") - USNGWeaponInventoryComponent* WeaponInventoryComponent; - - UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Sockets") - FName GunHandSocket; - - UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Sockets") - FName SwordHandSocket; - - UPROPERTY(BlueprintReadWrite) - bool bIsAiming; - - UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Camera") - float AimFOV; - - UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Camera", meta = (ClampMin = 0.1, ClampMax = 120)) - float AimSpeed; - - float DefaultFOV; - - UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Soft Lock") - float SoftLockHalfAngle; - - UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Soft Lock") - float SoftLockRange; - - UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Soft Lock") - int NumSoftLockLineTraces; - - UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Rotate Towards Target") - float DegreesPerSecond; - - UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Rotate Towards Target") - float MaxRotation; - - TArray SoftLockedActors; - - AActor* ClosestActor; - float DistFromClosestActor; - float AngleFromClosestActor; - - /** - * NOTE(kevin): Are these still being used anymore? - */ - float LastForwardAxis; - float LastRightAxis; - - UPROPERTY(BlueprintReadWrite) - bool bIsMeleeAttackComboReset; - - UPROPERTY(BlueprintReadWrite) - bool bDoesMovementInputCancelAnimMontage; - - /** Maximum number of air dashes a player is allowed do in the air */ - UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Air Dash") - int32 MaxNumAirDashes; - - UPROPERTY(BlueprintReadWrite) - int32 CurrNumAirDashes; - - //UFUNCTION(BlueprintCallable) - //FVector GetInputAsWorldDirection(float ForwardAxisValue, float RightAxisValue); - - void GetClosestSoftLockedActor(); - - virtual FVector GetPawnViewLocation() const override; - - virtual void BeginPlay() override; - - virtual void Tick(float DeltaSeconds) override; -}; diff --git a/SwordNGun/Source/SwordNGun/Public/Components/SNGStateMachineComponent.h b/SwordNGun/Source/SwordNGun/Public/Components/SNGStateMachineComponent.h index f1e7d46..826a415 100644 --- a/SwordNGun/Source/SwordNGun/Public/Components/SNGStateMachineComponent.h +++ b/SwordNGun/Source/SwordNGun/Public/Components/SNGStateMachineComponent.h @@ -3,7 +3,7 @@ #pragma once #include "CoreMinimal.h" -#include "States/OLD/SNGState.h" +#include "States/SNGState.h" #include "Components/ActorComponent.h" #include "Interfaces/SNGEventProcessorInterface.h" diff --git a/SwordNGun/Source/SwordNGun/Public/Controllers/SNGPlayerController.h b/SwordNGun/Source/SwordNGun/Public/Controllers/SNGPlayerController.h index 613a62f..83199cf 100644 --- a/SwordNGun/Source/SwordNGun/Public/Controllers/SNGPlayerController.h +++ b/SwordNGun/Source/SwordNGun/Public/Controllers/SNGPlayerController.h @@ -3,9 +3,10 @@ #pragma once #include "CoreMinimal.h" +#include "Characters/SNGCharacterBase.h" -#include "Characters/SNGProtagonist.h" #include "GameFramework/PlayerController.h" +#include "SwordNGun/SNGTypes.h" #include "SNGPlayerController.generated.h" UENUM() @@ -113,7 +114,7 @@ protected: // NOTE(kevin): We want to decouple the controller from having to have a reference to its pawn // We only want to send commands to the pawn based off of inputs // This is only temporary until we get something up and running - ASNGProtagonist* Protagonist; + ASNGCharacterBase* PossesedCharacter; float BaseTurnRate; diff --git a/SwordNGun/Source/SwordNGun/Public/States/OLD/SNGEnemyBaseState.h b/SwordNGun/Source/SwordNGun/Public/States/OLD/SNGEnemyBaseState.h deleted file mode 100644 index 1489642..0000000 --- a/SwordNGun/Source/SwordNGun/Public/States/OLD/SNGEnemyBaseState.h +++ /dev/null @@ -1,25 +0,0 @@ -// Project Sword & Gun Copyright © 2021 Kevin Poretti - -#pragma once - -#include "CoreMinimal.h" - -#include "Characters/SNGEnemyBase.h" -#include "States/OLD/SNGState.h" -#include "SNGEnemyBaseState.generated.h" - -/** - * - */ -UCLASS() -class SWORDNGUN_API USNGEnemyBaseState : public USNGState -{ - GENERATED_BODY() - -public: - virtual void SetOwner(AActor* StateOwner) override; - -protected: - UPROPERTY(BlueprintReadOnly) - ASNGEnemyBase* Enemy; -}; diff --git a/SwordNGun/Source/SwordNGun/Public/States/OLD/SNGProtagonistState.h b/SwordNGun/Source/SwordNGun/Public/States/OLD/SNGProtagonistState.h deleted file mode 100644 index 8dc2f7e..0000000 --- a/SwordNGun/Source/SwordNGun/Public/States/OLD/SNGProtagonistState.h +++ /dev/null @@ -1,25 +0,0 @@ -// Project Sword & Gun Copyright © 2021 Kevin Poretti - -#pragma once - -#include "CoreMinimal.h" - -#include "Characters/SNGProtagonist.h" -#include "States/OLD/SNGState.h" -#include "SNGProtagonistState.generated.h" - -/** - * - */ -UCLASS() -class SWORDNGUN_API USNGProtagonistState : public USNGState -{ - GENERATED_BODY() - -public: - virtual void SetOwner(AActor* StateOwner) override; - -protected: - UPROPERTY(BlueprintReadOnly) - ASNGProtagonist* Protagonist; -}; diff --git a/SwordNGun/Source/SwordNGun/Public/States/OLD/SNGState.h b/SwordNGun/Source/SwordNGun/Public/States/SNGState.h similarity index 100% rename from SwordNGun/Source/SwordNGun/Public/States/OLD/SNGState.h rename to SwordNGun/Source/SwordNGun/Public/States/SNGState.h diff --git a/SwordNGun/Source/SwordNGunEditor/Private/States/SNGStateMachineEditor.cpp b/SwordNGun/Source/SwordNGunEditor/Private/States/SNGStateMachineEditor.cpp index eb20db9..057461d 100644 --- a/SwordNGun/Source/SwordNGunEditor/Private/States/SNGStateMachineEditor.cpp +++ b/SwordNGun/Source/SwordNGunEditor/Private/States/SNGStateMachineEditor.cpp @@ -36,10 +36,33 @@ FText FSNGStateMachineEditor::GetToolkitName() const { const bool bDirtyState = StateMachineEdited->GetOutermost()->IsDirty(); + /* FFormatNamedArguments Args; Args.Add(TEXT("StateMachineName", FText::FromString(StateMachineEdited->GetName()))); - Args.Add((TEXT("DirtyState")), bDirtyState ? FText::FromString("*") : FText::GetEmpty()); + Args.Add(TEXT("DirtyState"), bDirtyState ? FText::FromString("*") : FText::GetEmpty()); return FText::Format(LOCTEXT("SNGStateMachineEditorToolkitName", "{StateMachineName}{DirtyState}"), Args); + */ + return FText::FromString(StateMachineEdited->GetName()); +} + +FText FSNGStateMachineEditor::GetToolkitToolTipText() const +{ + return IStateMachineEditor::GetToolkitToolTipText(); +} + +FLinearColor FSNGStateMachineEditor::GetWorldCentricTabColorScale() const +{ + return FLinearColor::Blue; +} + +FString FSNGStateMachineEditor::GetWorldCentricTabPrefix() const +{ + return FString("NOT IMPLEMENTED"); +} + +FString FSNGStateMachineEditor::GetDocumentationLink() const +{ + return IStateMachineEditor::GetDocumentationLink(); } void FSNGStateMachineEditor::SaveAsset_Execute() @@ -62,7 +85,7 @@ void FSNGStateMachineEditor::InitStateMachineEditor(const EToolkitMode::Type Mod const TSharedPtr& InitToolkitHost, USNGStateMachine* StateMachine) { StateMachineEdited = StateMachine; - FAssetEditorToolkit::InitAssetEditor(Mode, InitToolkitHost, SNGStateMachineEditorAppName, , true, true, StateMachine); + //FAssetEditorToolkit::InitAssetEditor(Mode, InitToolkitHost, SNGStateMachineEditorAppName, , true, true, StateMachine); } From 1627d083144bf5eb139b2707347a6add23e95308 Mon Sep 17 00:00:00 2001 From: Kevin Poretti Date: Sat, 2 Apr 2022 23:13:12 -0400 Subject: [PATCH 27/29] Fix this file encoding bullshit hopefully once and for all and get a commit where the state machine asset can be opened without crashing the editor --- .../Protagonist/BP_NewProtag.uasset | 3 - .../Protagonist/BP_Protagonist.uasset | 3 + .../Core/GameModes/BP_TestGameMode.uasset | 4 +- .../Private/States/SNGStateMachineEditor.cpp | 182 +++++++++--------- .../Private/States/SNGStateMachineFactory.cpp | Bin 1366 -> 665 bytes .../States/SNGStateMachineTypeActions.cpp | Bin 2658 -> 1294 bytes .../Public/States/SNGStateMachineEditor.h | 86 ++++----- .../Public/States/SNGStateMachineFactory.h | Bin 1154 -> 553 bytes .../States/SNGStateMachineTypeActions.h | Bin 1526 -> 1530 bytes 9 files changed, 139 insertions(+), 139 deletions(-) delete mode 100644 SwordNGun/Content/Characters/Protagonist/BP_NewProtag.uasset create mode 100644 SwordNGun/Content/Characters/Protagonist/BP_Protagonist.uasset diff --git a/SwordNGun/Content/Characters/Protagonist/BP_NewProtag.uasset b/SwordNGun/Content/Characters/Protagonist/BP_NewProtag.uasset deleted file mode 100644 index 996d2a0..0000000 --- a/SwordNGun/Content/Characters/Protagonist/BP_NewProtag.uasset +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:2c94c2b19a500d64a8cd53a60e8035a54dd0d9c431c2fd9f381527c342cdf787 -size 181878 diff --git a/SwordNGun/Content/Characters/Protagonist/BP_Protagonist.uasset b/SwordNGun/Content/Characters/Protagonist/BP_Protagonist.uasset new file mode 100644 index 0000000..a3ff0b0 --- /dev/null +++ b/SwordNGun/Content/Characters/Protagonist/BP_Protagonist.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:99d29dfd5a4e6243b43f5e9ce5135aaad50b7d4afcef18be4794cee2a7bbbba9 +size 173797 diff --git a/SwordNGun/Content/Core/GameModes/BP_TestGameMode.uasset b/SwordNGun/Content/Core/GameModes/BP_TestGameMode.uasset index 7652b31..f327d43 100644 --- a/SwordNGun/Content/Core/GameModes/BP_TestGameMode.uasset +++ b/SwordNGun/Content/Core/GameModes/BP_TestGameMode.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:f8271a597c08b1f383e260f699ac637e759a2edfb0802a06874c5ab1140fe154 -size 18459 +oid sha256:d55866ffecf2601a39117b8f6681b8eb864790ce041870ef2eefec5d4b16d453 +size 18463 diff --git a/SwordNGun/Source/SwordNGunEditor/Private/States/SNGStateMachineEditor.cpp b/SwordNGun/Source/SwordNGunEditor/Private/States/SNGStateMachineEditor.cpp index 057461d..2e51ef5 100644 --- a/SwordNGun/Source/SwordNGunEditor/Private/States/SNGStateMachineEditor.cpp +++ b/SwordNGun/Source/SwordNGunEditor/Private/States/SNGStateMachineEditor.cpp @@ -1,91 +1,91 @@ -#include "States/SNGStateMachineEditor.h" - -#define LOCTEXT_NAMESPACE "SNGStateMachineEditor" - -const FName SNGStateMachineEditorAppName = FName(TEXT("SNGStateMachineEditorAppName")); - -void FSNGStateMachineEditor::RegisterTabSpawners(const TSharedRef& InTabManager) -{ - /* - WorkspaceMenuCategory = TabManager->AddLocalWorkspaceMenuCategory(LOCTEXT("WorkspaceMenu_SNGStateMachineEditor", "SNG State Machine Editor")); - TSharedRef WorkspaceMenuCatRef = WorkspaceMenuCategory.ToSharedRef(); - FAssetEditorToolkit::RegisterTabSpawners(TabManager); - TabManager->RegisterTabSpawner(GraphCanvasTabId, ) - .SetDisplayName(LOCTEXT("GraphCanvasTab", "Graph")) - .SetGroup(WorkspaceMenuCategoryRef) - .SetIcon(FSlateIcon(FEditorStyle::GetStyleSetName(), "GraphEditor.EventGraph_16x")); - - TabManager->RegisterTabSpawner(PropertiesTabId, FOnSpawnTab::CreateSP(this, &FSoundSubmixEditor::SpawnTab_Properties)) - .SetDisplayName(LOCTEXT("PropertiesTab", "Details")) - .SetGroup(WorkspaceMenuCategoryRef) - .SetIcon(FSlateIcon(FEditorStyle::GetStyleSetName(), "LevelEditor.Tabs.Details"));\ - */ -} - -void FSNGStateMachineEditor::UnregisterTabSpawners(const TSharedRef& InTabManager) -{ - IStateMachineEditor::UnregisterTabSpawners(InTabManager); -} - -FText FSNGStateMachineEditor::GetBaseToolkitName() const -{ - return LOCTEXT("SNGStateMachineEditorAppLabel", "SNG State Machine Editor"); -} - -FText FSNGStateMachineEditor::GetToolkitName() const -{ - const bool bDirtyState = StateMachineEdited->GetOutermost()->IsDirty(); - - /* - FFormatNamedArguments Args; - Args.Add(TEXT("StateMachineName", FText::FromString(StateMachineEdited->GetName()))); - Args.Add(TEXT("DirtyState"), bDirtyState ? FText::FromString("*") : FText::GetEmpty()); - return FText::Format(LOCTEXT("SNGStateMachineEditorToolkitName", "{StateMachineName}{DirtyState}"), Args); - */ - return FText::FromString(StateMachineEdited->GetName()); -} - -FText FSNGStateMachineEditor::GetToolkitToolTipText() const -{ - return IStateMachineEditor::GetToolkitToolTipText(); -} - -FLinearColor FSNGStateMachineEditor::GetWorldCentricTabColorScale() const -{ - return FLinearColor::Blue; -} - -FString FSNGStateMachineEditor::GetWorldCentricTabPrefix() const -{ - return FString("NOT IMPLEMENTED"); -} - -FString FSNGStateMachineEditor::GetDocumentationLink() const -{ - return IStateMachineEditor::GetDocumentationLink(); -} - -void FSNGStateMachineEditor::SaveAsset_Execute() -{ - FAssetEditorToolkit::SaveAsset_Execute(); -} - -void FSNGStateMachineEditor::SaveAssetAs_Execute() -{ - IStateMachineEditor::SaveAssetAs_Execute(); -} - -void FSNGStateMachineEditor::FocusWindow(UObject* ObjectToFocusOn) -{ - BringToolkitToFront(); - //JumpToObject -} - -void FSNGStateMachineEditor::InitStateMachineEditor(const EToolkitMode::Type Mode, - const TSharedPtr& InitToolkitHost, USNGStateMachine* StateMachine) -{ - StateMachineEdited = StateMachine; - //FAssetEditorToolkit::InitAssetEditor(Mode, InitToolkitHost, SNGStateMachineEditorAppName, , true, true, StateMachine); -} - - +#include "States/SNGStateMachineEditor.h" + +#define LOCTEXT_NAMESPACE "SNGStateMachineEditor" + +const FName SNGStateMachineEditorAppName = FName(TEXT("SNGStateMachineEditorAppName")); + +void FSNGStateMachineEditor::RegisterTabSpawners(const TSharedRef& InTabManager) +{ + /* + WorkspaceMenuCategory = TabManager->AddLocalWorkspaceMenuCategory(LOCTEXT("WorkspaceMenu_SNGStateMachineEditor", "SNG State Machine Editor")); + TSharedRef WorkspaceMenuCatRef = WorkspaceMenuCategory.ToSharedRef(); + FAssetEditorToolkit::RegisterTabSpawners(TabManager); + TabManager->RegisterTabSpawner(GraphCanvasTabId, ) + .SetDisplayName(LOCTEXT("GraphCanvasTab", "Graph")) + .SetGroup(WorkspaceMenuCategoryRef) + .SetIcon(FSlateIcon(FEditorStyle::GetStyleSetName(), "GraphEditor.EventGraph_16x")); + + TabManager->RegisterTabSpawner(PropertiesTabId, FOnSpawnTab::CreateSP(this, &FSoundSubmixEditor::SpawnTab_Properties)) + .SetDisplayName(LOCTEXT("PropertiesTab", "Details")) + .SetGroup(WorkspaceMenuCategoryRef) + .SetIcon(FSlateIcon(FEditorStyle::GetStyleSetName(), "LevelEditor.Tabs.Details"));\ + */ +} + +void FSNGStateMachineEditor::UnregisterTabSpawners(const TSharedRef& InTabManager) +{ + IStateMachineEditor::UnregisterTabSpawners(InTabManager); +} + +FText FSNGStateMachineEditor::GetBaseToolkitName() const +{ + return LOCTEXT("SNGStateMachineEditorAppLabel", "SNG State Machine Editor"); +} + +FText FSNGStateMachineEditor::GetToolkitName() const +{ + const bool bDirtyState = StateMachineEdited->GetOutermost()->IsDirty(); + + /* + FFormatNamedArguments Args; + Args.Add(TEXT("StateMachineName", FText::FromString(StateMachineEdited->GetName()))); + Args.Add(TEXT("DirtyState"), bDirtyState ? FText::FromString("*") : FText::GetEmpty()); + return FText::Format(LOCTEXT("SNGStateMachineEditorToolkitName", "{StateMachineName}{DirtyState}"), Args); + */ + return FText::FromString(StateMachineEdited->GetName()); +} + +FText FSNGStateMachineEditor::GetToolkitToolTipText() const +{ + return IStateMachineEditor::GetToolkitToolTipText(); +} + +FLinearColor FSNGStateMachineEditor::GetWorldCentricTabColorScale() const +{ + return FLinearColor::Blue; +} + +FString FSNGStateMachineEditor::GetWorldCentricTabPrefix() const +{ + return FString("NOT IMPLEMENTED"); +} + +FString FSNGStateMachineEditor::GetDocumentationLink() const +{ + return IStateMachineEditor::GetDocumentationLink(); +} + +void FSNGStateMachineEditor::SaveAsset_Execute() +{ + FAssetEditorToolkit::SaveAsset_Execute(); +} + +void FSNGStateMachineEditor::SaveAssetAs_Execute() +{ + IStateMachineEditor::SaveAssetAs_Execute(); +} + +void FSNGStateMachineEditor::FocusWindow(UObject* ObjectToFocusOn) +{ + BringToolkitToFront(); + //JumpToObject +} + +void FSNGStateMachineEditor::InitStateMachineEditor(const EToolkitMode::Type Mode, + const TSharedPtr& InitToolkitHost, USNGStateMachine* StateMachine) +{ + StateMachineEdited = StateMachine; + //FAssetEditorToolkit::InitAssetEditor(Mode, InitToolkitHost, SNGStateMachineEditorAppName, , true, true, StateMachine); +} + + diff --git a/SwordNGun/Source/SwordNGunEditor/Private/States/SNGStateMachineFactory.cpp b/SwordNGun/Source/SwordNGunEditor/Private/States/SNGStateMachineFactory.cpp index ea6d91739424f0cd4f6a38eca9bc631c47192d7a..d3f5bf836797736e92420a9b50feff129d53327e 100644 GIT binary patch literal 665 zcmb7C+fKqj5PfF9VuA^2Nh8W*Q4`ZpLX1eP#7DEVBdpe4GM$Qe`5=G8FLT>sjes%k z!|r6}%$zeP+v&iV%pJxI(b7-?Eg0k)0<&0=n#~zL-l2QYJ%lrSR2s&HkXZ?_r*xd= z2|_bs$(VJb(V&dZWjt3JLm9K7)&9KsC$zwb$?ksN|E1u>MrRD+#k9~q)QXi%)iY8H zwoj_BxgtMMKq=Xpz6>air$>_Iq^4`>m^<3Yb72~#=C zpu9Z+|35WPU^L@XK@%b-QyJf{Gi|t*q+MZ+v!5X+4c4KG{AkmS6X#oQy~>y3O6n_I RhBsFvb!NYeGFqmkX`gL%+AshB literal 1366 zcmcIkZA-#X7(HJL`VYe(W=K{a?FAxSL}ZdlA7jpCD^uBKrqvJXPgdu7re3Gf5{hy4 z-shg@?VM-({3xOb3sr>Z;vPOc#5~t9;5kH-`wgxW^wHt}F|9oec@v<8JH@`!zKdDtm<0VTMuoC1+XNWR9%(=?Rl;Y0DxrHe;G9B!_5d zECtOvUx#3->|A*6kU2p)|YWalELFSZ0|v dd|G&A_Dkw=gDckJ5*cYH@=cR&X_g#Qm_kP54Gfn*>5-Hr1zMSsvY z25liOB-IP01scwa?=X_CR{g#Wn8#s%qJye`f_`K>(ly237S0IZe28`&KcF8#Lf%;R z$UL$%*Am=ilCRZ6WVMhBzd>V`8lbYZ5xjGKLX|0fv5}jzK-P706f}FTf8|OTbi}hT zi;ZbsWRCLHN@LTw6Ar%?auDL z7tw9@u4sMb*|eB9jh3;-bYgXPG*v45DeNa@Y!3>KdtoV{UvQ0CNf{J77*x1hm0}f$ z;t22S?_7_}w>T3iP5uE6@7^n&r6EdMVFLW9NG8ZM&Xgp(nK!4+JdXgSeEu>BC6I)9 zV(uTC**pj)X$)gyyT_=WUs47{xm&b!AsE$!&R7&rUDuZ)+tIoVWI3MiFC zU3>3!ZzP4S;VbNI)w|m|n9q^#n75>e@eivYA-5_mg|`-hswyp2X&RA+K9|HP1~&~F(mcBH= zSAq|#;TSw#aDJ;9hRQx;xOF3E;5N0(@1M(-^6kNbig6XpSF7CGf0Xy18slESEpu1M z^9Q1tHMt zSe?ro>ByygewfhPQrEf6{>;8lWJguy!Mcr!cmsQ~*8+<%yqw|v5T8iC>12A3=LBnY zpmLd9>x!MWA7DMj6+Nu7BDU{chcpU4FW{4N-73eq-wA|9_VE{`;N=GOycHt8K!&UlPv|ms^BFpY?I26HQr#`wUFJWV zyFKGPvG?@En;=6f_%;4vRkP#fe*WJPd%~W1`7_*}`DBsmcJ& InTabManager) override; - virtual void UnregisterTabSpawners(const TSharedRef& InTabManager) override; - virtual FText GetBaseToolkitName() const override; - virtual FText GetToolkitName() const override; - virtual FName GetToolkitFName() const override { return FName(TEXT("SNGStateMachineEditor")); } - virtual FText GetToolkitToolTipText() const override; - virtual FLinearColor GetWorldCentricTabColorScale() const override; - virtual FString GetWorldCentricTabPrefix() const override; - - /** FAssetEditorToolkit interface */ - virtual FString GetDocumentationLink() const override; - virtual bool CanSaveAsset() const override { return true; } - virtual bool CanSaveAssetAs() const override { return true; } - virtual void SaveAsset_Execute() override; - virtual void SaveAssetAs_Execute() override; - - /** IAssetEditorInstance interface */ - virtual void FocusWindow(UObject* ObjectToFocusOn = nullptr) override; - - void InitStateMachineEditor(const EToolkitMode::Type Mode, const TSharedPtr& InitToolkitHost, USNGStateMachine* StateMachine); - -private: - /** State machien being edited */ - USNGStateMachine* StateMachineEdited; - - /** Graph Editor */ - TSharedPtr GraphEditorView; - - -}; +// Project Sword & Gun Copyright © 2021 Kevin Poretti + +#pragma once + +#include "CoreMinimal.h" +#include "IStateMachineEditor.h" +#include "States/SNGStateMachine.h" +#include "Toolkits/SimpleAssetEditor.h" + +class FSNGStateMachineEditor : public IStateMachineEditor +{ +public: + /** IToolkit Interface */ + virtual void RegisterTabSpawners(const TSharedRef& InTabManager) override; + virtual void UnregisterTabSpawners(const TSharedRef& InTabManager) override; + virtual FText GetBaseToolkitName() const override; + virtual FText GetToolkitName() const override; + virtual FName GetToolkitFName() const override { return FName(TEXT("SNGStateMachineEditor")); } + virtual FText GetToolkitToolTipText() const override; + virtual FLinearColor GetWorldCentricTabColorScale() const override; + virtual FString GetWorldCentricTabPrefix() const override; + + /** FAssetEditorToolkit interface */ + virtual FString GetDocumentationLink() const override; + virtual bool CanSaveAsset() const override { return true; } + virtual bool CanSaveAssetAs() const override { return true; } + virtual void SaveAsset_Execute() override; + virtual void SaveAssetAs_Execute() override; + + /** IAssetEditorInstance interface */ + virtual void FocusWindow(UObject* ObjectToFocusOn = nullptr) override; + + void InitStateMachineEditor(const EToolkitMode::Type Mode, const TSharedPtr& InitToolkitHost, USNGStateMachine* StateMachine); + +private: + /** State machien being edited */ + USNGStateMachine* StateMachineEdited; + + /** Graph Editor */ + TSharedPtr GraphEditorView; + + +}; diff --git a/SwordNGun/Source/SwordNGunEditor/Public/States/SNGStateMachineFactory.h b/SwordNGun/Source/SwordNGunEditor/Public/States/SNGStateMachineFactory.h index f52547015bd150bab53c1d49d944ab14d663544d..99ff57ac31410bdfae9af4d7fb5d66a3978a26d3 100644 GIT binary patch literal 553 zcmZ`#(N4lJ6n$R5;sz74EyO905Fc=CNR&aGi}A^n?q*a=OS%H0@q_#gzszpK2vHx} z-h1vj=ic5RfSFcL$PA=grE_S*Xe}XBtDWY>!ocSTbkDlyaE%)-VWu=1!wETAX<95P zD9O-fTr#oF5n7qlNJW&NE?Ng@Xk`;F`I3s`LQI)anqwI>(eAjMCZp6)gA>XYT;eyU zK#AJIbr%x&J^>%>2}l;+4ARuS;yH$vP}JTR?sQ)L(DMirv@9X}+ZTGUTF(V%knKB> zH{y(F~kz2x&+?;t=N_CzmN%8i<>|W62Gtg1@3}!!O9|S4JDI&6*0x znz|4B2|~M0g9&ckEUaetVJz#Q^FtlW8PzCF2jYY-(K4#1LmVe+++snC66*Uv7Ak4* drBcO+`JA%nJ>tVX)zSmCL9Oj3`{cb(z5u#Xx2ymF literal 1154 zcmb7@TTk0S6oltBNc;y2q>5CiY5NG`p$!Q|v=9*@#1nFY70ks&4wnMz58_X@e6ulO zqf`o&wf64Wb7tmT{P#~o4JGQR)K8r$(?HjpySn3C>V*9})|PHm@NHtf(mgl1hB^(t zPuM@}BkL2p9WZXWwRb0AWO!X;S=2&U%OI3WiNEBX;8VbwMfZ*#=mO3Y?1`4t!&0(O zv9_>&fP1MzoAtIzd;bVJ^1yR3C#DUyb9ZD;?1;L=w);8pUF}k(E(j^h+{QZ%3bGlb zAsz+Gb+C7wk?YjZdmir+zR6_Q2)iDA_^vOob+w{zaJWv*3TqhUu)+PF`jgJqRSyWR zZc2_LuzR4qU3;Q6Vy@^-AB>zFjWAs)>wXM8HEPlVy`_Eh9`N1NvA&{dQ%7hUtFeEK zxK_p5Ui(jdD=6|rji_sat~mQ`>^b(F+^zi~bingH->a_mDOH~F60Dnm5o?%8xr znqeZx-QI=wj_lpXmp(Yc`d%%oSY}b}(}C0TUBGXzHWf~pa{nv7e>tsIifhz8R@V-! z!_fWL{lEGAFPSIPuL)b5lV`RM>pk2K~)vnKhXJIYkAR delta 16 Ycmeyx{f&FWIp)cySOhjdVwPY607A(Is{jB1 From cb874f6307d0fce6e3bf65d3d958914dff95a0cb Mon Sep 17 00:00:00 2001 From: Kevin Poretti Date: Sun, 3 Apr 2022 00:58:34 -0400 Subject: [PATCH 28/29] THIS WAS WHAT WAS CAUSING FILES TO NOT BE CREATED WITH UTF-8 ENCODING?? --- SwordNGun/Config/DefaultGame.ini | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/SwordNGun/Config/DefaultGame.ini b/SwordNGun/Config/DefaultGame.ini index a7a17ce..341f5e9 100644 --- a/SwordNGun/Config/DefaultGame.ini +++ b/SwordNGun/Config/DefaultGame.ini @@ -6,6 +6,6 @@ ProjectName=Project Sword & Gun CompanyName=BoneSoft Homepage=kevinporetti.com SupportContact=kevinporetti@gmail.com -CopyrightNotice=Project Sword & Gun Copyright © 2021 Kevin Poretti +CopyrightNotice=Project Sword & Gun Copyright 2021 Kevin Poretti CompanyDistinguishedName=BoneSoft From 64c18d0c8cc3232f3e02bca38ea2e2609f966b7d Mon Sep 17 00:00:00 2001 From: Kevin Poretti Date: Tue, 5 Apr 2022 22:41:51 -0400 Subject: [PATCH 29/29] Disable RiderLink because it keeps failing to build --- SwordNGun/SwordNGun.uproject | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/SwordNGun/SwordNGun.uproject b/SwordNGun/SwordNGun.uproject index 5dd3f95..a20fe91 100644 --- a/SwordNGun/SwordNGun.uproject +++ b/SwordNGun/SwordNGun.uproject @@ -30,7 +30,7 @@ }, { "Name": "RiderLink", - "Enabled": true + "Enabled": false }, { "Name": "GothicPack",