From 488c375c2d204a21e46553f7411414b8002d6ac7 Mon Sep 17 00:00:00 2001 From: Kevin Poretti Date: Sat, 5 Mar 2022 17:11:58 -0500 Subject: [PATCH 01/20] 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 02/20] 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 03/20] 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 04/20] 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 05/20] 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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.../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 | 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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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.../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 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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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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 08/20] 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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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 09/20] 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 10/20] 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 11/20] 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 12/20] 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 13/20] 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 ++-- .../TestEnemy/Animations/Locomotion/standing_walk_left.uasset | 4 ++-- .../Animations/Locomotion/standing_walk_right.uasset | 4 ++-- .../Enemies/TestEnemy/Animations/Reactions/Air_Hurt.uasset | 4 ++-- .../Enemies/TestEnemy/Animations/Reactions/Death.uasset | 4 ++-- .../TestEnemy/Animations/Reactions/Death_Montage.uasset | 4 ++-- .../TestEnemy/Animations/Reactions/Dying_On_Ground.uasset | 4 ++-- .../Animations/Reactions/Fighter_Hitstun_air_loop.uasset | 4 ++-- .../Animations/Reactions/Fighter_Hitstun_air_start.uasset | 4 ++-- .../Enemies/TestEnemy/Animations/Reactions/Getting_Up.uasset | 4 ++-- .../TestEnemy/Animations/Reactions/Getting_Up_Montage.uasset | 4 ++-- .../Enemies/TestEnemy/Animations/Reactions/Head_Hit.uasset | 4 ++-- .../TestEnemy/Animations/Reactions/Head_Hit_Root.uasset | 4 ++-- .../Animations/Reactions/Head_Hit_Root_Montage.uasset | 4 ++-- .../Enemies/TestEnemy/Animations/Reactions/Hit_React.uasset | 4 ++-- .../TestEnemy/Animations/Reactions/Hit_React_Montage.uasset 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.../Animations/Locomotion/Ranged/HandGun_Aim_Idle_D.uasset | 4 ++-- .../Animations/Locomotion/Ranged/HandGun_Aim_Idle_U.uasset | 4 ++-- .../Locomotion/Ranged/HandGun_Aim_Jump_Loop_D.uasset | 4 ++-- .../Locomotion/Ranged/HandGun_Aim_Jump_Loop_F.uasset | 4 ++-- .../Locomotion/Ranged/HandGun_Aim_Jump_Loop_U.uasset | 4 ++-- .../Animations/Locomotion/Ranged/HandGun_Aim_L_Turn90.uasset | 4 ++-- .../Animations/Locomotion/Ranged/HandGun_Aim_R_Turn90.uasset | 4 ++-- .../Animations/Locomotion/Ranged/HandGun_Idle.uasset | 4 ++-- .../Animations/Locomotion/Ranged/HandGun_Jump_End.uasset | 4 ++-- .../Animations/Locomotion/Ranged/HandGun_Jump_Loop.uasset | 4 ++-- .../Animations/Locomotion/Ranged/HandGun_Jump_Start.uasset | 4 ++-- .../Animations/Locomotion/Ranged/HandGun_PreToAim.uasset | 4 ++-- .../Animations/Locomotion/Ranged/HandGun_Pre_Idle.uasset | 4 ++-- .../Animations/Locomotion/Ranged/HandGun_Pre_L_Turn90.uasset | 4 ++-- .../Animations/Locomotion/Ranged/HandGun_Pre_R_Turn90.uasset | 4 ++-- .../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 15/20] 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 16/20] 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 17/20] 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 18/20] 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 19/20] 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 20/20] 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