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b/SwordNGun/Content/Characters/Protagonist/States/BP_ProtagRootState.uasset deleted file mode 100644 index 209da8d..0000000 --- a/SwordNGun/Content/Characters/Protagonist/States/BP_ProtagRootState.uasset +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:90bb85eb721d5aed6195fda41d3bab692366054f38dd00deaece337e8425e1b9 -size 31195 diff --git a/SwordNGun/Content/Characters/Protagonist/States/BP_ProtagWalkJogState.uasset b/SwordNGun/Content/Characters/Protagonist/States/BP_ProtagWalkJogState.uasset index 79affa3..be79be6 100644 --- a/SwordNGun/Content/Characters/Protagonist/States/BP_ProtagWalkJogState.uasset +++ b/SwordNGun/Content/Characters/Protagonist/States/BP_ProtagWalkJogState.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:d86eb36fd02342fd3eb10fb003725708d52e81ea6bf2e1c23b26cd262d76d5d8 -size 2465 +oid sha256:85790c50b046921a0e0bfc6bda75da08ee979a095ccd1732ccb9dbccc2a2974e +size 2481 diff --git a/SwordNGun/Content/Characters/Protagonist/States/BP_ProtagWalkState.uasset b/SwordNGun/Content/Characters/Protagonist/States/BP_ProtagWalkState.uasset deleted file mode 100644 index 2e926cb..0000000 --- a/SwordNGun/Content/Characters/Protagonist/States/BP_ProtagWalkState.uasset +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:7a5de095c28d291c764de0a3560d41fc5dbe39fd4ae1b1117d209adb408749eb -size 29696 diff --git a/SwordNGun/Content/Characters/Protagonist/States/ProtagStateMachine.uasset b/SwordNGun/Content/Characters/Protagonist/States/ProtagStateMachine.uasset new file mode 100644 index 0000000..efe21d2 --- /dev/null +++ b/SwordNGun/Content/Characters/Protagonist/States/ProtagStateMachine.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:a99a09d03173adc4441e32998d7d01c3187b5ff5dd90345d78c2fc787ddc7a5c +size 1190 diff --git a/SwordNGun/Content/Core/AnimNotifies/ANS_DoMeleeAttack.uasset b/SwordNGun/Content/Core/AnimNotifies/ANS_DoMeleeAttack.uasset deleted file mode 100644 index 997aac0..0000000 --- a/SwordNGun/Content/Core/AnimNotifies/ANS_DoMeleeAttack.uasset +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:e7b1ff957958d8646521bda5b4e028060843f6bbf4cf108350ee4fee1a26ea66 -size 2303 diff --git a/SwordNGun/Content/Core/AnimNotifies/AN_CanAttack.uasset b/SwordNGun/Content/Core/AnimNotifies/AN_CanAttack.uasset deleted file mode 100644 index 46677e8..0000000 --- a/SwordNGun/Content/Core/AnimNotifies/AN_CanAttack.uasset +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:dc7dbab11b8193fc7270476a4268a8563396b51c87cf5b3b82416624322db3ee -size 2213 diff --git a/SwordNGun/Content/Core/AnimNotifies/AN_CanCancel.uasset b/SwordNGun/Content/Core/AnimNotifies/AN_CanCancel.uasset deleted file mode 100644 index 75296df..0000000 --- a/SwordNGun/Content/Core/AnimNotifies/AN_CanCancel.uasset +++ /dev/null @@ -1,3 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b/SwordNGun/Content/Core/AnimNotifies/AN_CanMove.uasset deleted file mode 100644 index 073bd9e..0000000 --- a/SwordNGun/Content/Core/AnimNotifies/AN_CanMove.uasset +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:046c81b5ba30e8d8e96f0c728295041aed558ff2c142af6e83a0b6ea02bd6a72 -size 2161 diff --git a/SwordNGun/Content/Core/GameModes/BP_TestGameMode.uasset b/SwordNGun/Content/Core/GameModes/BP_TestGameMode.uasset index 7652b31..f327d43 100644 --- a/SwordNGun/Content/Core/GameModes/BP_TestGameMode.uasset +++ b/SwordNGun/Content/Core/GameModes/BP_TestGameMode.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:f8271a597c08b1f383e260f699ac637e759a2edfb0802a06874c5ab1140fe154 -size 18459 +oid sha256:d55866ffecf2601a39117b8f6681b8eb864790ce041870ef2eefec5d4b16d453 +size 18463 diff --git a/SwordNGun/Content/Maps/Test.umap b/SwordNGun/Content/Maps/Test.umap deleted file mode 100644 index 4516342..0000000 --- a/SwordNGun/Content/Maps/Test.umap +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:05a7948d3087236a2e65fa0d6e33e50d00ebf909f11ba4492adfe768ec258336 -size 684571 diff --git a/SwordNGun/Content/Maps/Test_BuiltData.uasset b/SwordNGun/Content/Maps/Test_BuiltData.uasset deleted file mode 100644 index a521157..0000000 --- a/SwordNGun/Content/Maps/Test_BuiltData.uasset +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:8556ad96aa46bec273540a3f8deef8d1df1c1f884a880004f0b77f290299ca8c -size 2349199 diff --git a/SwordNGun/Source/SwordNGun/Private/Characters/SNGCharacterBase.cpp b/SwordNGun/Source/SwordNGun/Private/Characters/SNGCharacterBase.cpp index 224dd45..1a56ce4 100644 --- a/SwordNGun/Source/SwordNGun/Private/Characters/SNGCharacterBase.cpp +++ b/SwordNGun/Source/SwordNGun/Private/Characters/SNGCharacterBase.cpp @@ -6,6 +6,7 @@ #include "DrawDebugHelpers.h" #include "Camera/CameraComponent.h" #include "Components/CapsuleComponent.h" +#include "Components/InputComponent.h" #include "Components/SNGCharacterMovementComponent.h" #include "GameFramework/SpringArmComponent.h" #include "Kismet/KismetMathLibrary.h" @@ -191,6 +192,11 @@ FVector ASNGCharacterBase::GetInputAsWorldDirection() return ForwardInput + RightInput; } +void ASNGCharacterBase::ApplyHitStop(float StopTime, float SlowTime) +{ + UE_LOG(LogTemp, Error, TEXT("HIT STOP IS NOT IMPLEMENTED")); +} + // Called every frame void ASNGCharacterBase::Tick(float DeltaTime) { diff --git a/SwordNGun/Source/SwordNGun/Private/Characters/SNGCharacterBase_DEPRECATED.cpp b/SwordNGun/Source/SwordNGun/Private/Characters/SNGCharacterBase_DEPRECATED.cpp deleted file mode 100644 index a785209..0000000 --- a/SwordNGun/Source/SwordNGun/Private/Characters/SNGCharacterBase_DEPRECATED.cpp +++ /dev/null @@ -1,265 +0,0 @@ -// Project Sword & Gun Copyright © 2021 Kevin Poretti - - -#include "Characters/SNGCharacterBase_DEPRECATED.h" - -#include "Components/CapsuleComponent.h" -#include "GameFramework/PawnMovementComponent.h" -#include "Kismet/KismetMathLibrary.h" -#include "SwordNGun/SwordNGun.h" - -// Sets default values -ASNGCharacterBase_DEPRECATED::ASNGCharacterBase_DEPRECATED(const FObjectInitializer& ObjectInitializer) - : Super(ObjectInitializer.SetDefaultSubobjectClass(ACharacter::CharacterMovementComponentName)) -{ - // By default calls Tick() every frame. - PrimaryActorTick.bCanEverTick = true; - - StateMachineComponent = CreateDefaultSubobject(TEXT("StateMachineComponent")); - HealthComponent = CreateDefaultSubobject(TEXT("HealthComponent")); - - GetCapsuleComponent()->SetCollisionResponseToChannel(COLLISION_RANGED_WEAPON, ECR_Ignore); - GetCapsuleComponent()->SetCollisionResponseToChannel(COLLISION_MELEE_WEAPON, ECR_Ignore); - - EnableAllActions(); - - AController* MyController = GetController(); - if(MyController) - { - GetController()->SetIgnoreMoveInput(false); - } -} - -void ASNGCharacterBase_DEPRECATED::SetupRotateTowardsTarget(FRotator TargetRotation, float DegreesPerSecond, float MaxRotation) -{ - RotateTimeElapsed = 0.0f; - InitialRot = GetActorRotation(); - this->TargetRot = TargetRotation; - DegPerSecond = DegreesPerSecond; - this->MaxRot = MaxRotation; - - RotateTime = FMath::Min(FMath::Abs(TargetRotation.Yaw - InitialRot.Yaw), MaxRotation) / DegreesPerSecond; -} - -void ASNGCharacterBase_DEPRECATED::RotateTowardsTarget(float DeltaTime) -{ - if(RotateTimeElapsed < RotateTime) - { - SetActorRotation(UKismetMathLibrary::RInterpTo_Constant(GetActorRotation(), TargetRot, - DeltaTime, DegPerSecond)); - - RotateTimeElapsed += DeltaTime; - } -} - -void ASNGCharacterBase_DEPRECATED::SetIgnoreMovementInput(bool IsIgnored) -{ - AController* MyController = GetController(); - if(MyController) - { - GetController()->SetIgnoreMoveInput(IsIgnored); - } -} - -void ASNGCharacterBase_DEPRECATED::DisableAllActions() -{ - bCanMove = false; - bCanJump = false; - bCanDodge = false; - bCanAttack = false; -} - -void ASNGCharacterBase_DEPRECATED::EnableAllActions() -{ - bCanMove = true; - bCanJump = true; - bCanDodge = true; - bCanAttack = true; -} - -void ASNGCharacterBase_DEPRECATED::SetCanMove(bool CanMove) -{ - bCanMove = CanMove; -} - -bool ASNGCharacterBase_DEPRECATED::CanMove() -{ - return bCanMove; -} - -void ASNGCharacterBase_DEPRECATED::SetCanCharacterJump(bool CanJump) -{ - bCanJump = CanJump; -} - -bool ASNGCharacterBase_DEPRECATED::CanCharacterJump() -{ - return bCanJump; -} - -void ASNGCharacterBase_DEPRECATED::SetCanAttack(bool CanAttack) -{ - bCanAttack = CanAttack; -} - -bool ASNGCharacterBase_DEPRECATED::CanAttack() -{ - return bCanAttack; -} - -void ASNGCharacterBase_DEPRECATED::SetCanDodge(bool CanDodge) -{ - bCanDodge = CanDodge; -} - -bool ASNGCharacterBase_DEPRECATED::CanDodge() -{ - return bCanDodge; -} - -void ASNGCharacterBase_DEPRECATED::ApplyHitStop(float HitStopTime, float HitSlowTime) -{ - CurrHitStopTime = HitStopTime; - CurrHitSlowTime = HitSlowTime; - bIsInHitStop = true; -} - -void ASNGCharacterBase_DEPRECATED::PushEvent_Implementation(FSNGEvent Event) -{ - if(StateMachineComponent) - { - StateMachineComponent->PushEvent(Event); - } -} - -ASNGWeaponBase* ASNGCharacterBase_DEPRECATED::GetCurrentWeapon_Implementation() -{ - return nullptr; -} - -void ASNGCharacterBase_DEPRECATED::ReceiveHit(FSNGHitData const& HitData, AController* EventInstigator, AActor* DamageCauser) -{ - AActor* Causer = EventInstigator->GetPawn(); - - if(HitData.HitstopApplicationType == ESNGHitstopApplicationType::Both || - HitData.HitstopApplicationType == ESNGHitstopApplicationType::ReceiverOnly) - { - ApplyHitStop(HitData.StopTime, HitData.SlowTime); - } - - FVector AdjustedLaunchDir; - switch (HitData.LaunchDirectionType) - { - case ESNGLaunchDirectionType::UseCauserRotation: - { - FRotator CauserRotationYaw(0.0f, Causer->GetActorRotation().Yaw, 0.0f); - AdjustedLaunchDir = CauserRotationYaw.RotateVector(HitData.LaunchDirection); - } - break; - case ESNGLaunchDirectionType::UseLookAtRotation: - { - FRotator LookAtRotation = UKismetMathLibrary::FindLookAtRotation(Causer->GetActorLocation(), GetActorLocation()); - FRotator LookAtRotationYaw(0.0f, LookAtRotation.Yaw, 0.0f); - AdjustedLaunchDir = LookAtRotationYaw.RotateVector(HitData.LaunchDirection); - } - break; - default: - { - AdjustedLaunchDir = HitData.LaunchDirection; - } - break; - } - - switch (HitData.LaunchType) - { - case ESNGLaunchType::OnlyInAir: - { - bool IsInAir = GetMovementComponent()->IsFalling(); - if(IsInAir) - { - AdjustedLaunchDir *= HitData.LaunchForce; - LaunchCharacter(AdjustedLaunchDir, true, true); - } - else - { - AdjustedLaunchDir = FVector(AdjustedLaunchDir.X, AdjustedLaunchDir.Y, 0.0f); - LaunchCharacter(AdjustedLaunchDir, true, true); - } - } - break; - case ESNGLaunchType::Always: - { - AdjustedLaunchDir *= HitData.LaunchForce; - LaunchCharacter(AdjustedLaunchDir, true, true); - } - break; - default: - { - - } - break; - } -} - -float ASNGCharacterBase_DEPRECATED::TakeDamage(float Damage, FDamageEvent const& DamageEvent, AController* EventInstigator, - AActor* DamageCauser) -{ - Super::TakeDamage(Damage, DamageEvent, EventInstigator, DamageCauser); - - if(HealthComponent) - { - HealthComponent->SubtractHealth(Damage); - } - - if (DamageEvent.IsOfType(FSNGDamageEvent::ClassID)) - { - // point damage event, pass off to helper function - FSNGDamageEvent* const MyDamageEvent = (FSNGDamageEvent*) &DamageEvent; - ReceiveHit(MyDamageEvent->HitData, EventInstigator, DamageCauser); - - FSNGEvent Event; - Event.EventType = ESNGEventType::Damage; - Event.DamageData.HitData = MyDamageEvent->HitData; - Event.DamageData.EventInstigator = EventInstigator; - Event.DamageData.DamageCauser = DamageCauser; - Event.DamageData.SurfaceType = MyDamageEvent->SurfaceType; - Event.DamageData.ImpactPoint = MyDamageEvent->ImpactPoint; - PushEvent(Event); - } - - return Damage; -} - -void ASNGCharacterBase_DEPRECATED::Tick(float DeltaSeconds) -{ - Super::Tick(DeltaSeconds); - - RotateTowardsTarget(DeltaSeconds); - - if(bIsInHitStop) - { - CurrHitStopTime = FMath::Clamp(CurrHitStopTime - GetWorld()->GetDeltaSeconds(), 0.0f, CurrHitStopTime); - if(CurrHitStopTime > 0.0f) - { - CustomTimeDilation = 0.0f; - } - else - { - CustomTimeDilation = 0.01; - CurrHitSlowTime = FMath::Clamp(CurrHitSlowTime - GetWorld()->GetDeltaSeconds(), 0.0f, CurrHitSlowTime); - if(CurrHitSlowTime == 0.0f) - { - CustomTimeDilation = 1.0f; - bIsInHitStop = false; - } - } - } -} - -void ASNGCharacterBase_DEPRECATED::PostInitializeComponents() -{ - Super::PostInitializeComponents(); - - SNGCharacterMovementComponent = Cast(Super::GetMovementComponent()); -} - diff --git a/SwordNGun/Source/SwordNGun/Private/Characters/SNGEnemyBase.cpp b/SwordNGun/Source/SwordNGun/Private/Characters/SNGEnemyBase.cpp deleted file mode 100644 index 0a1477b..0000000 --- a/SwordNGun/Source/SwordNGun/Private/Characters/SNGEnemyBase.cpp +++ /dev/null @@ -1,9 +0,0 @@ -// Project Sword & Gun Copyright © 2021 Kevin Poretti - - -#include "Characters/SNGEnemyBase.h" - -ASNGWeaponBase* ASNGEnemyBase::GetCurrentWeapon_Implementation() -{ - return Weapon; -} diff --git a/SwordNGun/Source/SwordNGun/Private/Characters/SNGProtagonist.cpp b/SwordNGun/Source/SwordNGun/Private/Characters/SNGProtagonist.cpp deleted file mode 100644 index adf9e2f..0000000 --- a/SwordNGun/Source/SwordNGun/Private/Characters/SNGProtagonist.cpp +++ /dev/null @@ -1,349 +0,0 @@ -// Project Sword & Gun Copyright © 2021 Kevin Poretti - - -#include "Characters/SNGProtagonist.h" - -#include "DrawDebugHelpers.h" -#include "GameFramework/CharacterMovementComponent.h" -#include "Kismet/KismetMathLibrary.h" -#include "Kismet/KismetSystemLibrary.h" -#include "SwordNGun/SwordNGun.h" - -static int32 DebugProtagonistDrawing = 0; -FAutoConsoleVariableRef CVARDebugProtagonistDrawing(TEXT("SNG.DebugProtagonist"), - DebugProtagonistDrawing, - TEXT("Draw Debug Information for Protagonist"), - ECVF_Cheat); - -ASNGProtagonist::ASNGProtagonist(const FObjectInitializer& ObjectInitializer) - : Super(ObjectInitializer) -{ - PrimaryActorTick.bCanEverTick = true; - - SpringArmComponent = CreateDefaultSubobject(TEXT("SpringArmComponent")); - SpringArmComponent->SetupAttachment(RootComponent); - - CameraComponent = CreateDefaultSubobject(TEXT("CameraComponent")); - CameraComponent->SetupAttachment(SpringArmComponent); - - WeaponInventoryComponent = CreateDefaultSubobject(TEXT("WeaponInventoryComponent")); - - bIsMeleeAttackComboReset = false; - bDoesMovementInputCancelAnimMontage = true; - - AimFOV = 60.0f; - AimSpeed = 20.0f; - DefaultFOV = CameraComponent->FieldOfView; - - SoftLockHalfAngle = 45.0f; - SoftLockRange = 200.0f; - NumSoftLockLineTraces = 4; - - DegreesPerSecond = 720.0f; - MaxRotation = 180.0f; - - MaxNumAirDashes = 2; -} - -void ASNGProtagonist::BeginPlay() -{ - Super::BeginPlay(); - - EquipWeapon(WeaponInventoryComponent->SetCurrentRangedWeapon(0), GunHandSocket); - - EquipWeapon(WeaponInventoryComponent->SetCurrentMeleeWeapon(0), SwordHandSocket); - - CurrNumAirDashes = 0; -} - -void ASNGProtagonist::MoveForward(const float Value) -{ - LastForwardAxis = Value; - - // If the protag starts moving when a recovery anim montage is playing we want to cancel out of it - if(!IsMoveInputIgnored() && !FMath::IsNearlyZero(Value) && bDoesMovementInputCancelAnimMontage) - { - UAnimMontage* CurrMontage = GetMesh()->GetAnimInstance()->GetCurrentActiveMontage(); - if(CurrMontage) - { - GetMesh()->GetAnimInstance()->Montage_Stop(0.1f, CurrMontage); - } - } - - FRotator ViewRotation = GetController()->GetControlRotation(); - FRotator ViewRotationYaw(0.0f, ViewRotation.Yaw, 0.0f); - AddMovementInput(UKismetMathLibrary::GetForwardVector(ViewRotationYaw), Value); -} - -void ASNGProtagonist::MoveRight(const float Value) -{ - LastRightAxis = Value; - - // If the protag starts moving when a recovery anim montage is playing we want to cancel out of it - if(!IsMoveInputIgnored() && !FMath::IsNearlyZero(Value) && bDoesMovementInputCancelAnimMontage) - { - UAnimMontage* CurrMontage = GetMesh()->GetAnimInstance()->GetCurrentActiveMontage(); - if(CurrMontage) - { - GetMesh()->GetAnimInstance()->Montage_Stop(0.1f, CurrMontage); - } - } - - FRotator ViewRotation = GetController()->GetControlRotation(); - FRotator ViewRotationYaw(0.0f, ViewRotation.Yaw, 0.0f); - AddMovementInput(UKismetMathLibrary::GetRightVector(ViewRotationYaw), Value); -} - -void ASNGProtagonist::DoJump() -{ - UAnimMontage* CurrMontage = GetMesh()->GetAnimInstance()->GetCurrentActiveMontage(); - if(CurrMontage) - { - GetMesh()->GetAnimInstance()->Montage_Stop(0.1f, CurrMontage); - } - - Jump(); -} - -/* -float ASNGProtagonist::Dash() -{ - float AnimationDuration = 0.0f; - - FVector InputDirection = GetInputAsWorldDirection(); - // is there is no movement input then roll forward, otherwise roll in the movement input direction - if(!InputDirection.IsNearlyZero()) - { - SetActorRotation(UKismetMathLibrary::MakeRotFromX(InputDirection)); - } - - if(DashMontage) - { - AnimationDuration = PlayAnimMontage(DashMontage); - } - else - { - UE_LOG(LogTemp, Error, TEXT("SNGProtagonist :: No dash animation montage set for character")); - } - - SetIgnoreMovementInput(true); - - return AnimationDuration; -} -*/ - -float ASNGProtagonist::MeleeAttack(FMeleeAttackData MeleeAttackData) -{ - GetClosestSoftLockedActor(); - if(ClosestActor) - { - SetupRotateTowardsTarget( - UKismetMathLibrary::FindLookAtRotation(GetActorLocation(), ClosestActor->GetActorLocation()), - DegreesPerSecond, MaxRotation); - } - - float AnimationDuration = 0.0f; - - // probably want to do an assert here instead?? - if(MeleeAttackData.AttackMontage) - { - AnimationDuration = PlayAnimMontage(MeleeAttackData.AttackMontage); - - SetIgnoreMovementInput(true); - } - else - { - UE_LOG(LogTemp, Error, TEXT("SNGProtagonist :: No attack animation montage set for character")); - } - - return AnimationDuration; -} - -bool ASNGProtagonist::IsMeleeAttackComboReset() -{ - return bIsMeleeAttackComboReset; -} - -void ASNGProtagonist::SetMeleeAttackCombo(bool IsComboReset) -{ - bIsMeleeAttackComboReset = IsComboReset; -} - -bool ASNGProtagonist::DoesMovementInputCancelAnimMontage() -{ - return bDoesMovementInputCancelAnimMontage; -} - -void ASNGProtagonist::SetDoesMovementInputCancelAnimMontage(bool DoesMovementCancelMontage) -{ - bDoesMovementInputCancelAnimMontage = DoesMovementCancelMontage; -} - -void ASNGProtagonist::DoAirDash() -{ - CurrNumAirDashes++; - UE_LOG(LogTemp, Log, TEXT("SNGProtagonist :: CurrNumAirDashes %d"), CurrNumAirDashes); -} - -void ASNGProtagonist::ResetAirDashCount() -{ - CurrNumAirDashes = 0; - UE_LOG(LogTemp, Log, TEXT("SNGProtagonist :: Resetting Air Dashes"), CurrNumAirDashes); -} - -bool ASNGProtagonist::CanAirDash() const -{ - return CurrNumAirDashes < MaxNumAirDashes; -} - -void ASNGProtagonist::CycleRangedWeapon() -{ - WeaponInventoryComponent->GetCurrentRangedWeapon()->SetUnequipped(); - int32 CurrWeaponIdx = WeaponInventoryComponent->GetCurrentRangedWeaponIndex(); - int32 NumWeapons = WeaponInventoryComponent->GetNumRangedWeapons(); - int32 NextWeaponIdx = ++CurrWeaponIdx % NumWeapons; - EquipWeapon(WeaponInventoryComponent->SetCurrentRangedWeapon(NextWeaponIdx), GunHandSocket); -} - -void ASNGProtagonist::CycleMeleeWeapon() -{ - WeaponInventoryComponent->GetCurrentMeleeWeapon()->SetUnequipped(); - int32 CurrWeaponIdx = WeaponInventoryComponent->GetCurrentMeleeWeaponIndex(); - int32 NumWeapons = WeaponInventoryComponent->GetNumMeleeWeapons(); - int32 NextWeaponIdx = ++CurrWeaponIdx % NumWeapons; - EquipWeapon(WeaponInventoryComponent->SetCurrentMeleeWeapon(NextWeaponIdx), SwordHandSocket); -} - -void ASNGProtagonist::EquipWeapon(ASNGWeaponBase* WeaponToEquip, FName HandSocket) -{ - WeaponToEquip->SetEquipped(); - WeaponToEquip->AttachToComponent(GetMesh(), FAttachmentTransformRules::SnapToTargetNotIncludingScale, HandSocket); -} - -ASNGWeaponBase* ASNGProtagonist::GetCurrentWeapon_Implementation() -{ - return WeaponInventoryComponent->GetCurrentMeleeWeapon(); -} - -/* -FVector ASNGProtagonist::GetInputAsWorldDirection(float ForwardAxisValue, float RightAxisValue) -{ - AController* MyController = GetController(); - if(MyController == nullptr) - { - return FVector::ZeroVector; - } - - FRotator ViewRotation = MyController->GetControlRotation(); - FRotator ViewRotationYaw(0.0f, ViewRotation.Yaw, 0.0f); - - FVector ForwardInput = UKismetMathLibrary::GetForwardVector(ViewRotationYaw) * ForwardAxisValue; - - FVector RightInput = UKismetMathLibrary::GetRightVector(ViewRotationYaw) * RightAxisValue; - - return ForwardInput + RightInput; -} -*/ - -void ASNGProtagonist::GetClosestSoftLockedActor() -{ - for(int i = 0; i < SoftLockedActors.Num(); i++) - { - float CurrDist = FVector::Distance(GetActorLocation(), SoftLockedActors[i]->GetActorLocation()); - - FRotator DeltaRot = UKismetMathLibrary::FindLookAtRotation(GetActorLocation(), SoftLockedActors[i]->GetActorLocation()); - float CurrAngle = FMath::Abs(DeltaRot.Yaw - GetActorRotation().Yaw); - - if(ClosestActor) - { - if(CurrAngle <= AngleFromClosestActor && CurrDist <= DistFromClosestActor) - { - ClosestActor = SoftLockedActors[i]; - DistFromClosestActor = CurrDist; - AngleFromClosestActor = CurrAngle; - } - } - else - { - ClosestActor = SoftLockedActors[i]; - DistFromClosestActor = CurrDist; - AngleFromClosestActor = CurrAngle; - } - } -} - -FVector ASNGProtagonist::GetPawnViewLocation() const -{ - if(CameraComponent) - { - return CameraComponent->GetComponentLocation(); - } - - return Super::GetPawnViewLocation(); -} - -void ASNGProtagonist::Tick(float DeltaSeconds) -{ - Super::Tick(DeltaSeconds); - - // set field of view depending on whether player is aiming down sights or not - float TargetFOV = bIsAiming ? AimFOV : DefaultFOV; - float NewFOV = FMath::FInterpTo(CameraComponent->FieldOfView, TargetFOV, DeltaSeconds, AimSpeed); - CameraComponent->SetFieldOfView(NewFOV); - - // find enemies to soft lock to when performing melee attacks - SoftLockedActors.Empty(); - float LineTraceAngleStep = (2 * SoftLockHalfAngle) / NumSoftLockLineTraces; - float CurrLineTraceAngle = -SoftLockHalfAngle; - for(int i = 0; i < NumSoftLockLineTraces; i++, CurrLineTraceAngle += LineTraceAngleStep) - { - FCollisionQueryParams QueryParams; - QueryParams.AddIgnoredActor(this); - QueryParams.AddIgnoredActors(SoftLockedActors); - QueryParams.bTraceComplex = true; - - FRotator CurrLineTraceRotation(0.0f, GetActorRotation().Yaw + CurrLineTraceAngle, 0.0f); - FVector CurrLineTraceDir = UKismetMathLibrary::GetForwardVector(CurrLineTraceRotation); - - // why was I using the weapon trace channel for this?? - FHitResult HitResult; - ETraceTypeQuery TraceType = UEngineTypes::ConvertToTraceType(COLLISION_RANGED_WEAPON); - - /* - if(GetWorld()->LineTraceSingleByChannel(HitResult, GetActorLocation(), - GetActorLocation() + (CurrLineTraceDir * SoftLockRange), COLLISION_WEAPON, QueryParams)) - */ - EDrawDebugTrace::Type DrawDebugTrace = DebugProtagonistDrawing ? EDrawDebugTrace::Type::ForOneFrame : EDrawDebugTrace::Type::None; - if(UKismetSystemLibrary::SphereTraceSingle(this, GetActorLocation(), GetActorLocation() + (CurrLineTraceDir * SoftLockRange), 20.0f, TraceType, true, - SoftLockedActors, DrawDebugTrace, HitResult, true, - FLinearColor::Red, FLinearColor::Green, -1)) - { - AActor* HitActor = HitResult.Actor.Get(); - if(HitActor) - { - SoftLockedActors.Add(HitActor); - } - } - - if(DebugProtagonistDrawing) - { - DrawDebugLine(GetWorld(), GetActorLocation(),GetActorLocation() + (CurrLineTraceDir * SoftLockRange), FColor::Red, false, -1, 0, 1.0f); - DrawDebugSphere(GetWorld(), HitResult.ImpactPoint, 5.0f, 12, FColor::Green, false, -1, 0, 1.0f); - } - } - - if(DebugProtagonistDrawing) - { - FVector ActorLocation = GetActorLocation(); - FVector ActorForward = UKismetMathLibrary::GetForwardVector(GetActorRotation()); - DrawDebugDirectionalArrow(GetWorld(), ActorLocation, ActorLocation + (ActorForward * 100.0f), - 10.0f, FColor::Cyan, false, -1.0f, 0, 2.0f); - - /* - FVector InputDirection = GetInputAsWorldDirection(LastForwardAxis, LastRightAxis); - InputDirection.Normalize(); - DrawDebugDirectionalArrow(GetWorld(), ActorLocation, ActorLocation + (InputDirection * 100.0f), - 10.0f, FColor::Magenta, false, -1.0f, 0, 2.0f); - */ - } -} diff --git a/SwordNGun/Source/SwordNGun/Private/Controllers/SNGPlayerController.cpp b/SwordNGun/Source/SwordNGun/Private/Controllers/SNGPlayerController.cpp index 0dd4530..8535dc4 100644 --- a/SwordNGun/Source/SwordNGun/Private/Controllers/SNGPlayerController.cpp +++ b/SwordNGun/Source/SwordNGun/Private/Controllers/SNGPlayerController.cpp @@ -4,6 +4,8 @@ #include "Controllers/SNGPlayerController.h" #include "DrawDebugHelpers.h" +#include "Characters/SNGCharacterBase.h" +#include "Interfaces/SNGEventProcessorInterface.h" #include "Kismet/KismetMathLibrary.h" ASNGPlayerController::ASNGPlayerController() @@ -16,9 +18,9 @@ void ASNGPlayerController::OnPossess(APawn* aPawn) { Super::OnPossess(aPawn); - if(Protagonist == nullptr) + if(PossesedCharacter == nullptr) { - Protagonist = Cast(GetCharacter()); + PossesedCharacter = Cast(GetCharacter()); } SetupInputs(); @@ -26,12 +28,12 @@ void ASNGPlayerController::OnPossess(APawn* aPawn) void ASNGPlayerController::OnUnPossess() { - Protagonist = nullptr; + PossesedCharacter = nullptr; } void ASNGPlayerController::SetupInputs() { - check(Protagonist != nullptr); + check(PossesedCharacter != nullptr); InputComponent->BindAxis("Turn", this, &ASNGPlayerController::AddYawInput); InputComponent->BindAxis("TurnRate", this, &ASNGPlayerController::TurnRate); @@ -39,8 +41,8 @@ void ASNGPlayerController::SetupInputs() InputComponent->BindAxis("LookUpRate", this, &ASNGPlayerController::LookUpRate); // have to figure out how to decouple these - InputComponent->BindAxis("MoveForward", Protagonist, &ASNGProtagonist::MoveForward); - InputComponent->BindAxis("MoveRight", Protagonist, &ASNGProtagonist::MoveRight); + InputComponent->BindAxis("MoveForward", PossesedCharacter, &ASNGCharacterBase::MoveForward); + InputComponent->BindAxis("MoveRight", PossesedCharacter, &ASNGCharacterBase::MoveRight); RegisterAction("Jump", "JUMP"); RegisterAction("Dash", "DASH"); @@ -51,9 +53,11 @@ void ASNGPlayerController::SetupInputs() //BindActionToCharacterCommand("CycleMeleeWeapon", "CYCLE_MELEE"); //BindActionToCharacterCommand("CycleRangedWeapon", "CYCLE_RANGED"); - InputComponent->BindAction("CycleRangedWeapon", IE_Pressed, Protagonist, &ASNGProtagonist::CycleRangedWeapon); - InputComponent->BindAction("CycleMeleeWeapon", IE_Pressed, Protagonist, &ASNGProtagonist::CycleMeleeWeapon); + /* + InputComponent->BindAction("CycleRangedWeapon", IE_Pressed, PossesedCharacter, &ASNGProtagonist::CycleRangedWeapon); + InputComponent->BindAction("CycleMeleeWeapon", IE_Pressed, PossesedCharacter, &ASNGProtagonist::CycleMeleeWeapon); //InputComponent->BindAction("Attack", IE_Pressed, this, &ASNGPlayerController::ProcessAttackInput); + */ } void ASNGPlayerController::RegisterAction(FName ActionName, FName CommandName) @@ -205,9 +209,9 @@ void ASNGPlayerController::PushCharacterCommandToPawn(FName Command, EActionStat Event.CommandData.ActionState = ActionState; // push event - if(Protagonist->Implements()) + if(PossesedCharacter->Implements()) { - ISNGEventProcessorInterface* EventProcessor = Cast(Protagonist); + ISNGEventProcessorInterface* EventProcessor = Cast(PossesedCharacter); EventProcessor->PushEvent(Event); } } @@ -312,57 +316,6 @@ void ASNGPlayerController::ProcessInputFrame(FBufferedInput& InputFrame) } } -/* -void ASNGPlayerController::ProcessActions(TArray& Actions) -{ - for (auto InputAction : Actions) - { - // try to process input - if(!InputAction.IsConsumed) - { - check(ActionToCharacterCommand.Contains(InputAction.Name)); - FName CharacterCommand = ActionToCharacterCommand[InputAction.Name]; - switch (InputAction.State) - { - case EActionState::PRESSED: - PushCharacterCommandToPawn(CharacterCommand); - // NOTE(kevin) remove this later - { - FString DebugMsg = FString::Printf(TEXT("Action %s is being pressed"), *InputAction.Name.ToString()); - GEngine->AddOnScreenDebugMessage(-1, 0.0f, FColor::Red, DebugMsg); - } - break; - case EActionState::HELD: - // NOTE(kevin) remove this later - { - FString DebugMsg = FString::Printf(TEXT("Action %s is being held"), *InputAction.Name.ToString()); - GEngine->AddOnScreenDebugMessage(-1, 0.0f, FColor::Green, DebugMsg); - } - break; - case EActionState::RELEASED: - // NOTE(kevin) remove this later - { - FString DebugMsg = FString::Printf(TEXT("Action %s is being released"), *InputAction.Name.ToString()); - GEngine->AddOnScreenDebugMessage(-1, 0.0f, FColor::Blue, DebugMsg); - } - break; - } - } - } -} -*/ - -/* -ERawInputs ASNGPlayerController::WorldInputDirectionToCardinalDirection(FVector WorldInputDirection) -{ - NEUTRAL, - BACK, - FORWARD, - LEFT, - RIGHT, -} -*/ - FVector ASNGPlayerController::GetInputAsWorldDirection(float ForwardAxisValue, float RightAxisValue) { if(FMath::Abs(ForwardAxisValue) == 0.0f && FMath::Abs(RightAxisValue) == 0.0f) diff --git a/SwordNGun/Source/SwordNGun/Private/States/SNGEnemyBaseState.cpp b/SwordNGun/Source/SwordNGun/Private/States/SNGEnemyBaseState.cpp deleted file mode 100644 index 53cd782..0000000 --- a/SwordNGun/Source/SwordNGun/Private/States/SNGEnemyBaseState.cpp +++ /dev/null @@ -1,15 +0,0 @@ -// Project Sword & Gun Copyright © 2021 Kevin Poretti - - -#include "States/SNGEnemyBaseState.h" - -void USNGEnemyBaseState::SetOwner(AActor* StateOwner) -{ - Super::SetOwner(StateOwner); - - Enemy = Cast(StateOwner); - if(!Enemy) - { - UE_LOG(LogTemp, Error, TEXT("SNGEnemyBaseState :: Could not cast state owner to SNGEnemyBase")); - } -} diff --git a/SwordNGun/Source/SwordNGun/Private/States/SNGProtagonistState.cpp b/SwordNGun/Source/SwordNGun/Private/States/SNGProtagonistState.cpp deleted file mode 100644 index 3906ec5..0000000 --- a/SwordNGun/Source/SwordNGun/Private/States/SNGProtagonistState.cpp +++ /dev/null @@ -1,15 +0,0 @@ -// Project Sword & Gun Copyright © 2021 Kevin Poretti - - -#include "States/SNGProtagonistState.h" - -void USNGProtagonistState::SetOwner(AActor* StateOwner) -{ - Super::SetOwner(StateOwner); - - Protagonist = Cast(StateOwner); - if(!Protagonist) - { - UE_LOG(LogTemp, Error, TEXT("SNGProtagonistState :: Could not cast state owner to SNGProtagonist")); - } -} diff --git a/SwordNGun/Source/SwordNGun/Private/States/SNGState.cpp b/SwordNGun/Source/SwordNGun/Private/States/SNGState.cpp index 8c6c7b6..dca130b 100644 --- a/SwordNGun/Source/SwordNGun/Private/States/SNGState.cpp +++ b/SwordNGun/Source/SwordNGun/Private/States/SNGState.cpp @@ -1,204 +1,204 @@ -// Project Sword & Gun Copyright © 2021 Kevin Poretti - - -#include "States/SNGState.h" - -USNGState::USNGState() -{ - Name = NAME_None; - TimeInState = 0.0f; - bCanTransitionToItself = false; - DefaultSubStateIndex = 0; -} - -void USNGState::RegisterTransition(FName DestState, FName TransitionRuleFunctionName) -{ - - FStateTransitionRule StateTransitionRule; - StateTransitionRule.BindUFunction(this, TransitionRuleFunctionName); - - if(!Transitions.Contains(DestState)) - { - Transitions.Add(DestState, StateTransitionRule); - } - else - { - UE_LOG(LogTemp, Warning, TEXT("USNGState :: Transition dictionary already contains transition rule for destination state %s"), *DestState.ToString()); - } -} - -void USNGState::RegisterEventHandler(ESNGEventType EventType, FName EventHandlerFunctionName) -{ - FEventHandlerRule EventHandlerRule; - EventHandlerRule.BindUFunction(this, EventHandlerFunctionName); - - if(Handlers.Contains(EventType)) - { - Handlers[EventType].Add(EventHandlerRule); - } - else - { - Handlers.Add(EventType, TArray()); - Handlers[EventType].Add(EventHandlerRule); - } -} - -FName USNGState::GetNextStateFromEvent(FSNGEvent& Event) -{ - FName DestState = NAME_None; - if(Handlers.Contains(Event.EventType)) - { - for (auto EventHandler : Handlers[Event.EventType]) - { - // FStateTransitionRule is a delegate that returns true if the transition rules are met - // and false otherwise - if(!EventHandler.IsBound()) - { - UE_LOG(LogTemp, Error, TEXT("SNGState :: Tried calling function %s but it is not bound"), *EventHandler.GetFunctionName().ToString()); - continue; - } - - DestState = EventHandler.Execute(Event); - if(DestState != NAME_None) - { - return DestState; - } - } - } - - if(Parent) - { - return Parent->GetNextStateFromEvent(Event); - } - - return NAME_None; -} - -FName USNGState::GetNextState() -{ - // NOTE(kevin): Does this actually have to be a map? - for(const TPair& pair : Transitions) - { - // FStateTransitionRule is a delegate that returns true if the transition rules are met - // and false otherwise - if(!pair.Value.IsBound()) - { - UE_LOG(LogTemp, Error, TEXT("SNGState :: Tried calling function %s but it is not bound"), *pair.Value.GetFunctionName().ToString()); - continue; - } - - if(pair.Value.Execute()) - { - return pair.Key; - } - } - - if(Parent) - { - return Parent->GetNextState(); - } - - return NAME_None; -} - -AActor* USNGState::GetOwner() -{ - return Owner; -} - -void USNGState::SetOwner(AActor* StateOwner) -{ - Owner = StateOwner; -} - -USNGState* USNGState::GetParent() -{ - return Parent; -} - -void USNGState::SetParent(USNGState* ParentState) -{ - this->Parent = ParentState; -} - -uint32 USNGState::GetDepth() -{ - return Depth; -} - -void USNGState::CreateState() -{ - // pre-compute the depth/level of this state during creation - // used later for calculating least common ancestor of two states - uint32 CurrDepth = 0; - USNGState* CurrState = this; - while(CurrState->Parent != nullptr) - { - CurrDepth++; - CurrState = CurrState->Parent; - } - Depth = CurrDepth; - - OnCreateState(); -} - -USNGState* USNGState::EnterState(FSNGEvent& Event) -{ - OnEnterState(Event); - TimeInState = 0.0f; - - if(SubStates.Num() > 0 && - (DefaultSubStateIndex >= 0 && DefaultSubStateIndex < SubStates.Num())) - { - return SubStates[DefaultSubStateIndex]->EnterState(Event); - } - return this; -} - -void USNGState::ExitState() -{ - OnExitState(); - - // to do this correctly i think we need to find the shared parent of the current state and the next state - // we only want to exit states until that point - if(Parent) - { - Parent->ExitState(); - } -} - -void USNGState::UpdateState(float DeltaTime) -{ - OnUpdateState(DeltaTime); - TimeInState += DeltaTime; - - if(Parent) - { - Parent->UpdateState(DeltaTime); - } -} - -FName USNGState::GetName() -{ - return Name; -} - -float USNGState::GetTimeInState() -{ - return TimeInState; -} - -bool USNGState::CanTransitionToItself() -{ - return bCanTransitionToItself; -} - -TArray> USNGState::GetSubStateClasses() -{ - return SubStateClasses; -} - -void USNGState::AddSubState(USNGState* SubState) -{ - SubStates.Add(SubState); -} +// Project Sword & Gun Copyright © 2021 Kevin Poretti + + +#include "States/SNGState.h" + +USNGState::USNGState() +{ + Name = NAME_None; + TimeInState = 0.0f; + bCanTransitionToItself = false; + DefaultSubStateIndex = 0; +} + +void USNGState::RegisterTransition(FName DestState, FName TransitionRuleFunctionName) +{ + + FStateTransitionRule StateTransitionRule; + StateTransitionRule.BindUFunction(this, TransitionRuleFunctionName); + + if(!Transitions.Contains(DestState)) + { + Transitions.Add(DestState, StateTransitionRule); + } + else + { + UE_LOG(LogTemp, Warning, TEXT("USNGState :: Transition dictionary already contains transition rule for destination state %s"), *DestState.ToString()); + } +} + +void USNGState::RegisterEventHandler(ESNGEventType EventType, FName EventHandlerFunctionName) +{ + FEventHandlerRule EventHandlerRule; + EventHandlerRule.BindUFunction(this, EventHandlerFunctionName); + + if(Handlers.Contains(EventType)) + { + Handlers[EventType].Add(EventHandlerRule); + } + else + { + Handlers.Add(EventType, TArray()); + Handlers[EventType].Add(EventHandlerRule); + } +} + +FName USNGState::GetNextStateFromEvent(FSNGEvent& Event) +{ + FName DestState = NAME_None; + if(Handlers.Contains(Event.EventType)) + { + for (auto EventHandler : Handlers[Event.EventType]) + { + // FStateTransitionRule is a delegate that returns true if the transition rules are met + // and false otherwise + if(!EventHandler.IsBound()) + { + UE_LOG(LogTemp, Error, TEXT("SNGState :: Tried calling function %s but it is not bound"), *EventHandler.GetFunctionName().ToString()); + continue; + } + + DestState = EventHandler.Execute(Event); + if(DestState != NAME_None) + { + return DestState; + } + } + } + + if(Parent) + { + return Parent->GetNextStateFromEvent(Event); + } + + return NAME_None; +} + +FName USNGState::GetNextState() +{ + // NOTE(kevin): Does this actually have to be a map? + for(const TPair& pair : Transitions) + { + // FStateTransitionRule is a delegate that returns true if the transition rules are met + // and false otherwise + if(!pair.Value.IsBound()) + { + UE_LOG(LogTemp, Error, TEXT("SNGState :: Tried calling function %s but it is not bound"), *pair.Value.GetFunctionName().ToString()); + continue; + } + + if(pair.Value.Execute()) + { + return pair.Key; + } + } + + if(Parent) + { + return Parent->GetNextState(); + } + + return NAME_None; +} + +AActor* USNGState::GetOwner() +{ + return Owner; +} + +void USNGState::SetOwner(AActor* StateOwner) +{ + Owner = StateOwner; +} + +USNGState* USNGState::GetParent() +{ + return Parent; +} + +void USNGState::SetParent(USNGState* ParentState) +{ + this->Parent = ParentState; +} + +uint32 USNGState::GetDepth() +{ + return Depth; +} + +void USNGState::CreateState() +{ + // pre-compute the depth/level of this state during creation + // used later for calculating least common ancestor of two states + uint32 CurrDepth = 0; + USNGState* CurrState = this; + while(CurrState->Parent != nullptr) + { + CurrDepth++; + CurrState = CurrState->Parent; + } + Depth = CurrDepth; + + OnCreateState(); +} + +USNGState* USNGState::EnterState(FSNGEvent& Event) +{ + OnEnterState(Event); + TimeInState = 0.0f; + + if(SubStates.Num() > 0 && + (DefaultSubStateIndex >= 0 && DefaultSubStateIndex < SubStates.Num())) + { + return SubStates[DefaultSubStateIndex]->EnterState(Event); + } + return this; +} + +void USNGState::ExitState() +{ + OnExitState(); + + // to do this correctly i think we need to find the shared parent of the current state and the next state + // we only want to exit states until that point + if(Parent) + { + Parent->ExitState(); + } +} + +void USNGState::UpdateState(float DeltaTime) +{ + OnUpdateState(DeltaTime); + TimeInState += DeltaTime; + + if(Parent) + { + Parent->UpdateState(DeltaTime); + } +} + +FName USNGState::GetName() +{ + return Name; +} + +float USNGState::GetTimeInState() +{ + return TimeInState; +} + +bool USNGState::CanTransitionToItself() +{ + return bCanTransitionToItself; +} + +TArray> USNGState::GetSubStateClasses() +{ + return SubStateClasses; +} + +void USNGState::AddSubState(USNGState* SubState) +{ + SubStates.Add(SubState); +} diff --git a/SwordNGun/Source/SwordNGun/Private/States/SNGStateMachine.cpp b/SwordNGun/Source/SwordNGun/Private/States/SNGStateMachine.cpp new file mode 100644 index 0000000..de6e544 Binary files /dev/null and b/SwordNGun/Source/SwordNGun/Private/States/SNGStateMachine.cpp differ diff --git a/SwordNGun/Source/SwordNGun/Private/Weapons/SNGInstantRangedWeapon.cpp b/SwordNGun/Source/SwordNGun/Private/Weapons/SNGInstantRangedWeapon.cpp index fc56116..9158078 100644 --- a/SwordNGun/Source/SwordNGun/Private/Weapons/SNGInstantRangedWeapon.cpp +++ b/SwordNGun/Source/SwordNGun/Private/Weapons/SNGInstantRangedWeapon.cpp @@ -4,7 +4,8 @@ #include "Weapons/SNGInstantRangedWeapon.h" #include "DrawDebugHelpers.h" -#include "Characters/SNGCharacterBase_DEPRECATED.h" +#include "Characters/SNGCharacterBase.h" +#include "GameFramework/DamageType.h" #include "Kismet/GameplayStatics.h" #include "Particles/ParticleSystemComponent.h" #include "PhysicalMaterials/PhysicalMaterial.h" @@ -107,7 +108,7 @@ void ASNGInstantRangedWeapon::DoLineTrace(FRotator SpreadOffset) if(HitData.HitstopApplicationType == ESNGHitstopApplicationType::Both || HitData.HitstopApplicationType == ESNGHitstopApplicationType::CauserOnly) { - ASNGCharacterBase_DEPRECATED* OwnerAsChar = Cast(GetOwner()); + ASNGCharacterBase* OwnerAsChar = Cast(GetOwner()); OwnerAsChar->ApplyHitStop(HitData.StopTime, HitData.SlowTime); } diff --git a/SwordNGun/Source/SwordNGun/Private/Weapons/SNGMeleeWeaponBase.cpp b/SwordNGun/Source/SwordNGun/Private/Weapons/SNGMeleeWeaponBase.cpp index 6a91ca6..3b39b13 100644 --- a/SwordNGun/Source/SwordNGun/Private/Weapons/SNGMeleeWeaponBase.cpp +++ b/SwordNGun/Source/SwordNGun/Private/Weapons/SNGMeleeWeaponBase.cpp @@ -4,7 +4,8 @@ #include "Weapons/SNGMeleeWeaponBase.h" -#include "Characters/SNGCharacterBase_DEPRECATED.h" +#include "Characters/SNGCharacterBase.h" +#include "GameFramework/DamageType.h" #include "Kismet/KismetSystemLibrary.h" #include "SwordNGun/SwordNGun.h" @@ -61,7 +62,7 @@ void ASNGMeleeWeaponBase::DoSphereCast(FSNGHitData const& HitData, bool Override if(HitData.HitstopApplicationType == ESNGHitstopApplicationType::Both || HitData.HitstopApplicationType == ESNGHitstopApplicationType::CauserOnly) { - ASNGCharacterBase_DEPRECATED* OwnerAsChar = Cast(GetOwner()); + ASNGCharacterBase* OwnerAsChar = Cast(GetOwner()); OwnerAsChar->ApplyHitStop(HitData.StopTime, HitData.SlowTime); } diff --git a/SwordNGun/Source/SwordNGun/Public/Characters/SNGCharacterBase.h b/SwordNGun/Source/SwordNGun/Public/Characters/SNGCharacterBase.h index 17ce8c5..3505a2d 100644 --- a/SwordNGun/Source/SwordNGun/Public/Characters/SNGCharacterBase.h +++ b/SwordNGun/Source/SwordNGun/Public/Characters/SNGCharacterBase.h @@ -18,9 +18,22 @@ public: // Sets default values for this character's properties ASNGCharacterBase(const FObjectInitializer& ObjectInitializer); + /** Character input control */ + void MoveForward(float Value); + + void MoveRight(float Value); + + void TurnRate(float Value); + + void LookUpRate(float Value); + FVector GetInputAsWorldDirection(); FORCEINLINE float GetInputThreshold() { return InputThreshold; } + /** End character input control */ + + /** Hit-stop */ + void ApplyHitStop(float StopTime, float SlowTime); protected: UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Components") @@ -66,14 +79,6 @@ protected: UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Field Of View", meta=(ClampMin="0", UIMin="0")) float SprintFOVInterpSpeed; - void MoveForward(float Value); - - void MoveRight(float Value); - - void TurnRate(float Value); - - void LookUpRate(float Value); - void StartJump(); virtual void Landed(const FHitResult& Hit) override; diff --git a/SwordNGun/Source/SwordNGun/Public/Characters/SNGCharacterBase_DEPRECATED.h b/SwordNGun/Source/SwordNGun/Public/Characters/SNGCharacterBase_DEPRECATED.h deleted file mode 100644 index 0adcaf6..0000000 --- a/SwordNGun/Source/SwordNGun/Public/Characters/SNGCharacterBase_DEPRECATED.h +++ /dev/null @@ -1,174 +0,0 @@ -// Project Sword & Gun Copyright © 2021 Kevin Poretti - -#pragma once - -#include "CoreMinimal.h" -#include "Components/SNGCharacterMovementComponent.h" - -#include "Components/SNGHealthComponent.h" -#include "Components/SNGStateMachineComponent.h" -#include "GameFramework/Character.h" -#include "Interfaces/SNGEventProcessorInterface.h" -#include "Interfaces/SNGWeaponUserInterface.h" - -#include "SNGCharacterBase_DEPRECATED.generated.h" - -UCLASS() -class SWORDNGUN_API ASNGCharacterBase_DEPRECATED : public ACharacter, public ISNGEventProcessorInterface, public ISNGWeaponUserInterface -{ - GENERATED_BODY() - -public: - // Sets default values for this character's properties - ASNGCharacterBase_DEPRECATED(const FObjectInitializer& ObjectInitializer); - - /********************************************************************* - * Flags - ********************************************************************/ - - UFUNCTION(BlueprintCallable) - void DisableAllActions(); - - UFUNCTION(BlueprintCallable) - void EnableAllActions(); - - // NOTE(kevin): should be a blueprint setter but I could not get that working for the life of me - UFUNCTION(BlueprintCallable) - void SetCanMove(bool CanMove); - - UFUNCTION(BlueprintGetter) - bool CanMove(); - - // NOTE(kevin): should be a blueprint setter but I could not get that working for the life of me - // should also probably be a protagonist/player character specific thing - UFUNCTION(BlueprintCallable) - void SetCanCharacterJump(bool CanJump); - - UFUNCTION(BlueprintGetter) - bool CanCharacterJump(); - - // NOTE(kevin): should be a blueprint setter but I could not get that working for the life of me - UFUNCTION(BlueprintCallable) - void SetCanAttack(bool CanAttack); - - UFUNCTION(BlueprintGetter) - bool CanAttack(); - - // NOTE(kevin): should be a blueprint setter but I could not get that working for the life of me - // should also probably be a protagonist/player character specific thing - UFUNCTION(BlueprintCallable) - void SetCanDodge(bool CanDodge); - - UFUNCTION(BlueprintGetter) - bool CanDodge(); - -protected: - UPROPERTY(BlueprintReadOnly) - bool bCanMove; - - UPROPERTY(BlueprintReadOnly) - bool bCanJump; - - UPROPERTY(BlueprintReadOnly) - bool bCanAttack; - - UPROPERTY(BlueprintReadOnly) - bool bCanDodge; - - /********************************************************************* - * Movement - ********************************************************************/ - -public: - - UFUNCTION(BlueprintCallable, Category="Movement") - void SetIgnoreMovementInput(bool IsIgnored); - - UFUNCTION(BlueprintCallable, Category="Movement") - FORCEINLINE class USNGCharacterMovementComponent* GetSNGCharacterMovementComponent() const - { - return SNGCharacterMovementComponent; - } - -protected: - USNGCharacterMovementComponent* SNGCharacterMovementComponent; - -public: - /********************************************************************* - * Event processing interface - ********************************************************************/ - // event processing - UFUNCTION(BlueprintCallable, BlueprintNativeEvent) - void PushEvent(FSNGEvent Event); - - /** - * The state machine will be handling most if not all of the states - * we simply wrap the state machine's push event implementation since most - * characters that will want to push events to another character will have a reference - * to the character itself rather than the state machine component - */ - virtual void PushEvent_Implementation(FSNGEvent Event); - - - /********************************************************************* - * Weapons - ********************************************************************/ - UFUNCTION(BlueprintCallable, BlueprintNativeEvent) - ASNGWeaponBase* GetCurrentWeapon(); - - virtual ASNGWeaponBase* GetCurrentWeapon_Implementation(); - - /********************************************************************* - * Damage and hits - ********************************************************************/ - // damage and related - UFUNCTION(BlueprintCallable) - void ApplyHitStop(float HitStopTime, float HitSlowTime); - - virtual void ReceiveHit(FSNGHitData const& HitData, AController* EventInstigator, AActor* DamageCauser); - - virtual float TakeDamage(float Damage, struct FDamageEvent const& DamageEvent, AController* EventInstigator, AActor* DamageCauser) override; - -protected: - bool bIsInHitStop; - - float CurrHitStopTime; - - float CurrHitSlowTime; - - /********************************************************************* - * Rotate towards target - ********************************************************************/ -public: - UFUNCTION(BlueprintCallable) - void SetupRotateTowardsTarget(FRotator TargetRotation, float DegreesPerSecond, float MaxRotation); - - UFUNCTION(BlueprintCallable) - void RotateTowardsTarget(float DeltaTime); - -protected: - FRotator InitialRot; - - FRotator TargetRot; - - float DegPerSecond; - - float MaxRot; - - float RotateTime; - - float RotateTimeElapsed; - - /********************************************************************* - * Components - ********************************************************************/ - UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Components") - USNGStateMachineComponent* StateMachineComponent; - - UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Components") - USNGHealthComponent* HealthComponent; - - virtual void Tick(float DeltaSeconds) override; - - virtual void PostInitializeComponents() override; -}; diff --git a/SwordNGun/Source/SwordNGun/Public/Characters/SNGEnemyBase.h b/SwordNGun/Source/SwordNGun/Public/Characters/SNGEnemyBase.h deleted file mode 100644 index 0e2a6b9..0000000 --- a/SwordNGun/Source/SwordNGun/Public/Characters/SNGEnemyBase.h +++ /dev/null @@ -1,24 +0,0 @@ -// Project Sword & Gun Copyright © 2021 Kevin Poretti - -#pragma once - -#include "CoreMinimal.h" -#include "Characters/SNGCharacterBase_DEPRECATED.h" -#include "SNGEnemyBase.generated.h" - -/** - * - */ -UCLASS() -class SWORDNGUN_API ASNGEnemyBase : public ASNGCharacterBase_DEPRECATED -{ - GENERATED_BODY() - -public: - - virtual ASNGWeaponBase* GetCurrentWeapon_Implementation() override; - -protected: - UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Weapon") - ASNGWeaponBase* Weapon; -}; diff --git a/SwordNGun/Source/SwordNGun/Public/Characters/SNGProtagonist.h b/SwordNGun/Source/SwordNGun/Public/Characters/SNGProtagonist.h deleted file mode 100644 index f849661..0000000 --- a/SwordNGun/Source/SwordNGun/Public/Characters/SNGProtagonist.h +++ /dev/null @@ -1,170 +0,0 @@ -// Project Sword & Gun Copyright © 2021 Kevin Poretti - -#pragma once - -#include "CoreMinimal.h" - -#include "Camera/CameraComponent.h" -#include "Characters/SNGCharacterBase_DEPRECATED.h" -#include "Components/SNGWeaponInventoryComponent.h" -#include "GameFramework/SpringArmComponent.h" - -#include "SNGProtagonist.generated.h" - -USTRUCT(BlueprintType) -struct FMeleeAttackData -{ - GENERATED_BODY() - - UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Animation") - UAnimMontage* AttackMontage; - - UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Motion") - UCurveVector* RootMotionCurve; -}; - -/** - * - */ -UCLASS() -class SWORDNGUN_API ASNGProtagonist : public ASNGCharacterBase_DEPRECATED -{ - GENERATED_BODY() - -public: - ASNGProtagonist(const FObjectInitializer& ObjectInitializer); - - void MoveForward(float Value); - - void MoveRight(float Value); - - UFUNCTION(BlueprintCallable) - void DoJump(); - - UFUNCTION(BlueprintCallable) - float MeleeAttack(FMeleeAttackData MeleeAttackData); - - UFUNCTION(BlueprintGetter) - bool IsMeleeAttackComboReset(); - - UFUNCTION(BlueprintCallable) - void SetMeleeAttackCombo(bool IsComboReset); - - UFUNCTION(BlueprintGetter) - bool DoesMovementInputCancelAnimMontage(); - - UFUNCTION(BlueprintCallable) - void SetDoesMovementInputCancelAnimMontage(bool DoesMovementCancelMontage); - - /** - * Performs an air dash - * - * NOTE(kevin): For now this only increments the CurrNumAirDashes value. All of the current air dash functionality - * is in blueprints and I don't feel like moving it over to C++. - */ - UFUNCTION(BlueprintCallable) - void DoAirDash(); - - /** - * Resets the number of current number of air dashes to zero. For example, when - * the player lands on the ground when they were previously in the air or when they reload in the air. - */ - UFUNCTION(BlueprintCallable) - void ResetAirDashCount(); - - /** - * Returns true if the current number of air dashes does not exceed the maximum amount of allowed air dashes. - * - * @returns true if the player can air dash (CurrNumAirDashes < MaxNumAirDashes) and false otherwise - */ - UFUNCTION(BlueprintCallable) - bool CanAirDash() const; - - UFUNCTION(BlueprintCallable) - void CycleRangedWeapon(); - - UFUNCTION(BlueprintCallable) - void CycleMeleeWeapon(); - - void EquipWeapon(ASNGWeaponBase* WeaponToEquip, FName HandSocket); - - virtual ASNGWeaponBase* GetCurrentWeapon_Implementation() override; - -protected: - UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Components") - UCameraComponent* CameraComponent; - - UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Components") - USpringArmComponent* SpringArmComponent; - - UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Components") - USNGWeaponInventoryComponent* WeaponInventoryComponent; - - UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Sockets") - FName GunHandSocket; - - UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Sockets") - FName SwordHandSocket; - - UPROPERTY(BlueprintReadWrite) - bool bIsAiming; - - UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Camera") - float AimFOV; - - UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Camera", meta = (ClampMin = 0.1, ClampMax = 120)) - float AimSpeed; - - float DefaultFOV; - - UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Soft Lock") - float SoftLockHalfAngle; - - UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Soft Lock") - float SoftLockRange; - - UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Soft Lock") - int NumSoftLockLineTraces; - - UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Rotate Towards Target") - float DegreesPerSecond; - - UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Rotate Towards Target") - float MaxRotation; - - TArray SoftLockedActors; - - AActor* ClosestActor; - float DistFromClosestActor; - float AngleFromClosestActor; - - /** - * NOTE(kevin): Are these still being used anymore? - */ - float LastForwardAxis; - float LastRightAxis; - - UPROPERTY(BlueprintReadWrite) - bool bIsMeleeAttackComboReset; - - UPROPERTY(BlueprintReadWrite) - bool bDoesMovementInputCancelAnimMontage; - - /** Maximum number of air dashes a player is allowed do in the air */ - UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Air Dash") - int32 MaxNumAirDashes; - - UPROPERTY(BlueprintReadWrite) - int32 CurrNumAirDashes; - - //UFUNCTION(BlueprintCallable) - //FVector GetInputAsWorldDirection(float ForwardAxisValue, float RightAxisValue); - - void GetClosestSoftLockedActor(); - - virtual FVector GetPawnViewLocation() const override; - - virtual void BeginPlay() override; - - virtual void Tick(float DeltaSeconds) override; -}; diff --git a/SwordNGun/Source/SwordNGun/Public/Controllers/SNGPlayerController.h b/SwordNGun/Source/SwordNGun/Public/Controllers/SNGPlayerController.h index 613a62f..83199cf 100644 --- a/SwordNGun/Source/SwordNGun/Public/Controllers/SNGPlayerController.h +++ b/SwordNGun/Source/SwordNGun/Public/Controllers/SNGPlayerController.h @@ -3,9 +3,10 @@ #pragma once #include "CoreMinimal.h" +#include "Characters/SNGCharacterBase.h" -#include "Characters/SNGProtagonist.h" #include "GameFramework/PlayerController.h" +#include "SwordNGun/SNGTypes.h" #include "SNGPlayerController.generated.h" UENUM() @@ -113,7 +114,7 @@ protected: // NOTE(kevin): We want to decouple the controller from having to have a reference to its pawn // We only want to send commands to the pawn based off of inputs // This is only temporary until we get something up and running - ASNGProtagonist* Protagonist; + ASNGCharacterBase* PossesedCharacter; float BaseTurnRate; diff --git a/SwordNGun/Source/SwordNGun/Public/States/SNGEnemyBaseState.h b/SwordNGun/Source/SwordNGun/Public/States/SNGEnemyBaseState.h deleted file mode 100644 index 4353091..0000000 --- a/SwordNGun/Source/SwordNGun/Public/States/SNGEnemyBaseState.h +++ /dev/null @@ -1,25 +0,0 @@ -// Project Sword & Gun Copyright © 2021 Kevin Poretti - -#pragma once - -#include "CoreMinimal.h" - -#include "Characters/SNGEnemyBase.h" -#include "States/SNGState.h" -#include "SNGEnemyBaseState.generated.h" - -/** - * - */ -UCLASS() -class SWORDNGUN_API USNGEnemyBaseState : public USNGState -{ - GENERATED_BODY() - -public: - virtual void SetOwner(AActor* StateOwner) override; - -protected: - UPROPERTY(BlueprintReadOnly) - ASNGEnemyBase* Enemy; -}; diff --git a/SwordNGun/Source/SwordNGun/Public/States/SNGProtagonistState.h b/SwordNGun/Source/SwordNGun/Public/States/SNGProtagonistState.h deleted file mode 100644 index 75863eb..0000000 --- a/SwordNGun/Source/SwordNGun/Public/States/SNGProtagonistState.h +++ /dev/null @@ -1,25 +0,0 @@ -// Project Sword & Gun Copyright © 2021 Kevin Poretti - -#pragma once - -#include "CoreMinimal.h" - -#include "Characters/SNGProtagonist.h" -#include "States/SNGState.h" -#include "SNGProtagonistState.generated.h" - -/** - * - */ -UCLASS() -class SWORDNGUN_API USNGProtagonistState : public USNGState -{ - GENERATED_BODY() - -public: - virtual void SetOwner(AActor* StateOwner) override; - -protected: - UPROPERTY(BlueprintReadOnly) - ASNGProtagonist* Protagonist; -}; diff --git a/SwordNGun/Source/SwordNGun/Public/States/SNGState.h b/SwordNGun/Source/SwordNGun/Public/States/SNGState.h index cea9e75..875df8e 100644 --- a/SwordNGun/Source/SwordNGun/Public/States/SNGState.h +++ b/SwordNGun/Source/SwordNGun/Public/States/SNGState.h @@ -1,110 +1,110 @@ -// Project Sword & Gun Copyright © 2021 Kevin Poretti - -#pragma once - -#include "CoreMinimal.h" - -#include "SwordNGun/SNGTypes.h" - - -#include "SNGState.generated.h" - -DECLARE_DYNAMIC_DELEGATE_RetVal(bool, FStateTransitionRule); - -DECLARE_DYNAMIC_DELEGATE_RetVal_OneParam(FName, FEventHandlerRule, FSNGEvent&, Event); - -/** - * - */ -UCLASS(Blueprintable) -class SWORDNGUN_API USNGState : public UObject -{ - GENERATED_BODY() - - public: - USNGState(); - - UFUNCTION(BlueprintCallable) - void RegisterTransition(FName DestState, FName TransitionRuleFunctionName); - - UFUNCTION(BlueprintCallable) - void RegisterEventHandler(ESNGEventType EventType, FName EventHandlerFunctionName); - - FName GetName(); - - float GetTimeInState(); - - bool CanTransitionToItself(); - - UFUNCTION(BlueprintCallable) - AActor* GetOwner(); - - virtual void SetOwner(AActor* StateOwner); - - USNGState* GetParent(); - - void SetParent(USNGState* ParentState); - - uint32 GetDepth(); - - TArray> GetSubStateClasses(); - - void AddSubState(USNGState* SubState); - - // returns name of the next state if event triggers a state transition - FName GetNextStateFromEvent(FSNGEvent& Event); - - // executes transitions rules for this state to determine what substate - FName GetNextState(); - - void CreateState(); - - USNGState* EnterState(FSNGEvent& Event); - - void ExitState(); - - void UpdateState(float DeltaTime); - - protected: - - UPROPERTY(EditDefaultsOnly) - FName Name; - - UPROPERTY(BlueprintReadOnly) - float TimeInState; - - UPROPERTY(EditDefaultsOnly) - bool bCanTransitionToItself; - - UPROPERTY(EditDefaultsOnly, Category="Sub states", meta = (ClampMin = -1)) - int32 DefaultSubStateIndex; - - UPROPERTY(EditDefaultsOnly, Category="Sub states") - TArray> SubStateClasses; - - TArray SubStates; - - AActor* Owner; - - USNGState* Parent; - - // distance from root node - uint32 Depth; - - // NOTE(kevin): I don't think this needs to be a map - TMap Transitions; - - TMap> Handlers; - - UFUNCTION(BlueprintImplementableEvent) - void OnCreateState(); - - UFUNCTION(BlueprintImplementableEvent) - void OnEnterState(FSNGEvent Event); - - UFUNCTION(BlueprintImplementableEvent) - void OnExitState(); - - UFUNCTION(BlueprintImplementableEvent) - void OnUpdateState(float DeltaTime); -}; +// Project Sword & Gun Copyright © 2021 Kevin Poretti + +#pragma once + +#include "CoreMinimal.h" + +#include "SwordNGun/SNGTypes.h" + + +#include "SNGState.generated.h" + +DECLARE_DYNAMIC_DELEGATE_RetVal(bool, FStateTransitionRule); + +DECLARE_DYNAMIC_DELEGATE_RetVal_OneParam(FName, FEventHandlerRule, FSNGEvent&, Event); + +/** + * + */ +UCLASS(Blueprintable) +class SWORDNGUN_API USNGState : public UObject +{ + GENERATED_BODY() + + public: + USNGState(); + + UFUNCTION(BlueprintCallable) + void RegisterTransition(FName DestState, FName TransitionRuleFunctionName); + + UFUNCTION(BlueprintCallable) + void RegisterEventHandler(ESNGEventType EventType, FName EventHandlerFunctionName); + + FName GetName(); + + float GetTimeInState(); + + bool CanTransitionToItself(); + + UFUNCTION(BlueprintCallable) + AActor* GetOwner(); + + virtual void SetOwner(AActor* StateOwner); + + USNGState* GetParent(); + + void SetParent(USNGState* ParentState); + + uint32 GetDepth(); + + TArray> GetSubStateClasses(); + + void AddSubState(USNGState* SubState); + + // returns name of the next state if event triggers a state transition + FName GetNextStateFromEvent(FSNGEvent& Event); + + // executes transitions rules for this state to determine what substate + FName GetNextState(); + + void CreateState(); + + USNGState* EnterState(FSNGEvent& Event); + + void ExitState(); + + void UpdateState(float DeltaTime); + + protected: + + UPROPERTY(EditDefaultsOnly) + FName Name; + + UPROPERTY(BlueprintReadOnly) + float TimeInState; + + UPROPERTY(EditDefaultsOnly) + bool bCanTransitionToItself; + + UPROPERTY(EditDefaultsOnly, Category="Sub states", meta = (ClampMin = -1)) + int32 DefaultSubStateIndex; + + UPROPERTY(EditDefaultsOnly, Category="Sub states") + TArray> SubStateClasses; + + TArray SubStates; + + AActor* Owner; + + USNGState* Parent; + + // distance from root node + uint32 Depth; + + // NOTE(kevin): I don't think this needs to be a map + TMap Transitions; + + TMap> Handlers; + + UFUNCTION(BlueprintImplementableEvent) + void OnCreateState(); + + UFUNCTION(BlueprintImplementableEvent) + void OnEnterState(FSNGEvent Event); + + UFUNCTION(BlueprintImplementableEvent) + void OnExitState(); + + UFUNCTION(BlueprintImplementableEvent) + void OnUpdateState(float DeltaTime); +}; diff --git a/SwordNGun/Source/SwordNGun/Public/States/SNGStateMachine.h b/SwordNGun/Source/SwordNGun/Public/States/SNGStateMachine.h new file mode 100644 index 0000000..19a08a1 Binary files /dev/null and b/SwordNGun/Source/SwordNGun/Public/States/SNGStateMachine.h differ diff --git a/SwordNGun/Source/SwordNGun/SwordNGun.Build.cs b/SwordNGun/Source/SwordNGun/SwordNGun.Build.cs index 1632fc9..220eac4 100644 --- a/SwordNGun/Source/SwordNGun/SwordNGun.Build.cs +++ b/SwordNGun/Source/SwordNGun/SwordNGun.Build.cs @@ -8,7 +8,7 @@ public class SwordNGun : ModuleRules { PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs; - PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "PhysicsCore" }); + PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "PhysicsCore"}); PrivateDependencyModuleNames.AddRange(new string[] { }); diff --git a/SwordNGun/Source/SwordNGunEditor.Target.cs b/SwordNGun/Source/SwordNGunEditor.Target.cs index 64040be..8372108 100644 --- a/SwordNGun/Source/SwordNGunEditor.Target.cs +++ b/SwordNGun/Source/SwordNGunEditor.Target.cs @@ -9,6 +9,6 @@ public class SwordNGunEditorTarget : TargetRules { Type = TargetType.Editor; DefaultBuildSettings = BuildSettingsVersion.V2; - ExtraModuleNames.AddRange( new string[] { "SwordNGun" } ); + ExtraModuleNames.AddRange( new string[] { "SwordNGunEditor" } ); } } diff --git a/SwordNGun/Source/SwordNGunEditor/ISNGModuleInterface.cpp b/SwordNGun/Source/SwordNGunEditor/ISNGModuleInterface.cpp new file mode 100644 index 0000000..cb9f1a5 --- /dev/null +++ b/SwordNGun/Source/SwordNGunEditor/ISNGModuleInterface.cpp @@ -0,0 +1,23 @@ +// Project Sword & Gun Copyright © 2021 Kevin Poretti + +#include "ISNGModuleInterface.h" + +void ISNGModuleInterface::StartupModule() +{ + if(IsRunningCommandlet()) + { + AddModuleListeners(); + for (int32 i = 0; i < ModuleListeners.Num(); i++) + { + ModuleListeners[i]->OnStartupModule(); + } + } +} + +void ISNGModuleInterface::ShutdownModule() +{ + for (int32 i = 0; i < ModuleListeners.Num(); i++) + { + ModuleListeners[i]->OnShutdownModule(); + } +} diff --git a/SwordNGun/Source/SwordNGunEditor/ISNGModuleInterface.h b/SwordNGun/Source/SwordNGunEditor/ISNGModuleInterface.h new file mode 100644 index 0000000..e1f169b --- /dev/null +++ b/SwordNGun/Source/SwordNGunEditor/ISNGModuleInterface.h @@ -0,0 +1,28 @@ +// Project Sword & Gun Copyright © 2021 Kevin Poretti + +#pragma once + +#include "Modules/ModuleManager.h" +#include "Styling/SlateStyle.h" + +class ISNGModuleListenerInterface +{ +public: + virtual void OnStartupModule() {}; + virtual void OnShutdownModule() {}; +}; + +class ISNGModuleInterface : public IModuleInterface +{ +public: + /** IModuleInterface */ + virtual void StartupModule() override; + virtual void ShutdownModule() override; + + virtual void AddModuleListeners() {}; + + TSharedPtr StyleSet; + +protected: + TArray> ModuleListeners; +}; diff --git a/SwordNGun/Source/SwordNGunEditor/Private/States/IStateMachineEditor.cpp b/SwordNGun/Source/SwordNGunEditor/Private/States/IStateMachineEditor.cpp new file mode 100644 index 0000000..130350b --- /dev/null +++ b/SwordNGun/Source/SwordNGunEditor/Private/States/IStateMachineEditor.cpp @@ -0,0 +1 @@ +#include "States/IStateMachineEditor.h" diff --git a/SwordNGun/Source/SwordNGunEditor/Private/States/SNGStateMachineEditor.cpp b/SwordNGun/Source/SwordNGunEditor/Private/States/SNGStateMachineEditor.cpp new file mode 100644 index 0000000..2e51ef5 --- /dev/null +++ b/SwordNGun/Source/SwordNGunEditor/Private/States/SNGStateMachineEditor.cpp @@ -0,0 +1,91 @@ +#include "States/SNGStateMachineEditor.h" + +#define LOCTEXT_NAMESPACE "SNGStateMachineEditor" + +const FName SNGStateMachineEditorAppName = FName(TEXT("SNGStateMachineEditorAppName")); + +void FSNGStateMachineEditor::RegisterTabSpawners(const TSharedRef& InTabManager) +{ + /* + WorkspaceMenuCategory = TabManager->AddLocalWorkspaceMenuCategory(LOCTEXT("WorkspaceMenu_SNGStateMachineEditor", "SNG State Machine Editor")); + TSharedRef WorkspaceMenuCatRef = WorkspaceMenuCategory.ToSharedRef(); + FAssetEditorToolkit::RegisterTabSpawners(TabManager); + TabManager->RegisterTabSpawner(GraphCanvasTabId, ) + .SetDisplayName(LOCTEXT("GraphCanvasTab", "Graph")) + .SetGroup(WorkspaceMenuCategoryRef) + .SetIcon(FSlateIcon(FEditorStyle::GetStyleSetName(), "GraphEditor.EventGraph_16x")); + + TabManager->RegisterTabSpawner(PropertiesTabId, FOnSpawnTab::CreateSP(this, &FSoundSubmixEditor::SpawnTab_Properties)) + .SetDisplayName(LOCTEXT("PropertiesTab", "Details")) + .SetGroup(WorkspaceMenuCategoryRef) + .SetIcon(FSlateIcon(FEditorStyle::GetStyleSetName(), "LevelEditor.Tabs.Details"));\ + */ +} + +void FSNGStateMachineEditor::UnregisterTabSpawners(const TSharedRef& InTabManager) +{ + IStateMachineEditor::UnregisterTabSpawners(InTabManager); +} + +FText FSNGStateMachineEditor::GetBaseToolkitName() const +{ + return LOCTEXT("SNGStateMachineEditorAppLabel", "SNG State Machine Editor"); +} + +FText FSNGStateMachineEditor::GetToolkitName() const +{ + const bool bDirtyState = StateMachineEdited->GetOutermost()->IsDirty(); + + /* + FFormatNamedArguments Args; + Args.Add(TEXT("StateMachineName", FText::FromString(StateMachineEdited->GetName()))); + Args.Add(TEXT("DirtyState"), bDirtyState ? FText::FromString("*") : FText::GetEmpty()); + return FText::Format(LOCTEXT("SNGStateMachineEditorToolkitName", "{StateMachineName}{DirtyState}"), Args); + */ + return FText::FromString(StateMachineEdited->GetName()); +} + +FText FSNGStateMachineEditor::GetToolkitToolTipText() const +{ + return IStateMachineEditor::GetToolkitToolTipText(); +} + +FLinearColor FSNGStateMachineEditor::GetWorldCentricTabColorScale() const +{ + return FLinearColor::Blue; +} + +FString FSNGStateMachineEditor::GetWorldCentricTabPrefix() const +{ + return FString("NOT IMPLEMENTED"); +} + +FString FSNGStateMachineEditor::GetDocumentationLink() const +{ + return IStateMachineEditor::GetDocumentationLink(); +} + +void FSNGStateMachineEditor::SaveAsset_Execute() +{ + FAssetEditorToolkit::SaveAsset_Execute(); +} + +void FSNGStateMachineEditor::SaveAssetAs_Execute() +{ + IStateMachineEditor::SaveAssetAs_Execute(); +} + +void FSNGStateMachineEditor::FocusWindow(UObject* ObjectToFocusOn) +{ + BringToolkitToFront(); + //JumpToObject +} + +void FSNGStateMachineEditor::InitStateMachineEditor(const EToolkitMode::Type Mode, + const TSharedPtr& InitToolkitHost, USNGStateMachine* StateMachine) +{ + StateMachineEdited = StateMachine; + //FAssetEditorToolkit::InitAssetEditor(Mode, InitToolkitHost, SNGStateMachineEditorAppName, , true, true, StateMachine); +} + + diff --git a/SwordNGun/Source/SwordNGunEditor/Private/States/SNGStateMachineFactory.cpp b/SwordNGun/Source/SwordNGunEditor/Private/States/SNGStateMachineFactory.cpp new file mode 100644 index 0000000..d3f5bf8 --- /dev/null +++ b/SwordNGun/Source/SwordNGunEditor/Private/States/SNGStateMachineFactory.cpp @@ -0,0 +1,18 @@ +// Project Sword & Gun Copyright © 2021 Kevin Poretti + +#include "States/SNGStateMachineFactory.h" +#include "States/SNGStateMachine.h" + +USNGStateMachineFactory::USNGStateMachineFactory(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) +{ + bCreateNew = true; + bEditAfterNew = true; + SupportedClass = USNGStateMachine::StaticClass(); +} + +UObject* USNGStateMachineFactory::FactoryCreateNew(UClass* InClass, UObject* InParent, FName InName, EObjectFlags Flags, + UObject* Context, FFeedbackContext* Warn) +{ + return NewObject(InParent, InClass, InName, Flags | RF_Transactional); +} diff --git a/SwordNGun/Source/SwordNGunEditor/Private/States/SNGStateMachineTypeActions.cpp b/SwordNGun/Source/SwordNGunEditor/Private/States/SNGStateMachineTypeActions.cpp new file mode 100644 index 0000000..55380f3 --- /dev/null +++ b/SwordNGun/Source/SwordNGunEditor/Private/States/SNGStateMachineTypeActions.cpp @@ -0,0 +1,48 @@ +// Project Sword & Gun Copyright © 2021 Kevin Poretti + +#include "States/SNGStateMachineTypeActions.h" +#include "States/SNGStateMachine.h" +#include "States/SNGStateMachineEditor.h" + +FSNGStateMachineTypeActions::FSNGStateMachineTypeActions(EAssetTypeCategories::Type InAssetCategory) + : StateMachineAssetCategory(InAssetCategory) +{ +} + +FText FSNGStateMachineTypeActions::GetName() const +{ + return FText::FromString("SNG State Machine"); +} + +FColor FSNGStateMachineTypeActions::GetTypeColor() const +{ + return FColor::Turquoise; +} + +UClass* FSNGStateMachineTypeActions::GetSupportedClass() const +{ + return USNGStateMachine::StaticClass(); +} + +/* +void FSNGStateMachineTypeActions::OpenAssetEditor(const TArray& InObjects, + TSharedPtr EditWithinLevelEditor) +{ + EToolkitMode::Type Mode = EditWithinLevelEditor.IsValid() ? EToolkitMode::WorldCentric : EToolkitMode::Standalone; + + for(UObject* Object: InObjects) + { + if(USNGStateMachine* StateMachine = Cast(Object)) + { + + TSharedRef NewStateMachineEditor(new FSNGStateMachineEditor()); + NewStateMachineEditor->InitStateMachineEditor(Mode, EditWithinLevelEditor, StateMachine); + } + } +} +*/ + +uint32 FSNGStateMachineTypeActions::GetCategories() +{ + return StateMachineAssetCategory; +} diff --git a/SwordNGun/Source/SwordNGunEditor/Public/States/IStateMachineEditor.h b/SwordNGun/Source/SwordNGunEditor/Public/States/IStateMachineEditor.h new file mode 100644 index 0000000..9cba31b --- /dev/null +++ b/SwordNGun/Source/SwordNGunEditor/Public/States/IStateMachineEditor.h @@ -0,0 +1,7 @@ +#pragma once + +class IStateMachineEditor : public FAssetEditorToolkit +{ +public: + +}; diff --git a/SwordNGun/Source/SwordNGunEditor/Public/States/SNGStateMachineEditor.h b/SwordNGun/Source/SwordNGunEditor/Public/States/SNGStateMachineEditor.h new file mode 100644 index 0000000..c211309 --- /dev/null +++ b/SwordNGun/Source/SwordNGunEditor/Public/States/SNGStateMachineEditor.h @@ -0,0 +1,43 @@ +// Project Sword & Gun Copyright © 2021 Kevin Poretti + +#pragma once + +#include "CoreMinimal.h" +#include "IStateMachineEditor.h" +#include "States/SNGStateMachine.h" +#include "Toolkits/SimpleAssetEditor.h" + +class FSNGStateMachineEditor : public IStateMachineEditor +{ +public: + /** IToolkit Interface */ + virtual void RegisterTabSpawners(const TSharedRef& InTabManager) override; + virtual void UnregisterTabSpawners(const TSharedRef& InTabManager) override; + virtual FText GetBaseToolkitName() const override; + virtual FText GetToolkitName() const override; + virtual FName GetToolkitFName() const override { return FName(TEXT("SNGStateMachineEditor")); } + virtual FText GetToolkitToolTipText() const override; + virtual FLinearColor GetWorldCentricTabColorScale() const override; + virtual FString GetWorldCentricTabPrefix() const override; + + /** FAssetEditorToolkit interface */ + virtual FString GetDocumentationLink() const override; + virtual bool CanSaveAsset() const override { return true; } + virtual bool CanSaveAssetAs() const override { return true; } + virtual void SaveAsset_Execute() override; + virtual void SaveAssetAs_Execute() override; + + /** IAssetEditorInstance interface */ + virtual void FocusWindow(UObject* ObjectToFocusOn = nullptr) override; + + void InitStateMachineEditor(const EToolkitMode::Type Mode, const TSharedPtr& InitToolkitHost, USNGStateMachine* StateMachine); + +private: + /** State machien being edited */ + USNGStateMachine* StateMachineEdited; + + /** Graph Editor */ + TSharedPtr GraphEditorView; + + +}; diff --git a/SwordNGun/Source/SwordNGunEditor/Public/States/SNGStateMachineFactory.h b/SwordNGun/Source/SwordNGunEditor/Public/States/SNGStateMachineFactory.h new file mode 100644 index 0000000..99ff57a --- /dev/null +++ b/SwordNGun/Source/SwordNGunEditor/Public/States/SNGStateMachineFactory.h @@ -0,0 +1,24 @@ +// Project Sword & Gun Copyright © 2021 Kevin Poretti + +#pragma once + +#include "UnrealEd.h" +#include "CoreMinimal.h" +#include "Factories/Factory.h" +#include "SNGStateMachineFactory.generated.h" + +/** + * + */ +UCLASS(HideCategories=(Object)) +class USNGStateMachineFactory : public UFactory +{ + GENERATED_BODY() + +public: + + USNGStateMachineFactory(const FObjectInitializer& ObjectInitializer); + + virtual UObject* FactoryCreateNew(UClass* InClass, UObject* InParent, FName InName, + EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn) override; +}; diff --git a/SwordNGun/Source/SwordNGunEditor/Public/States/SNGStateMachineTypeActions.h b/SwordNGun/Source/SwordNGunEditor/Public/States/SNGStateMachineTypeActions.h new file mode 100644 index 0000000..845ad8e Binary files /dev/null and b/SwordNGun/Source/SwordNGunEditor/Public/States/SNGStateMachineTypeActions.h differ diff --git a/SwordNGun/Source/SwordNGunEditor/SwordNGunEditor.Build.cs b/SwordNGun/Source/SwordNGunEditor/SwordNGunEditor.Build.cs new file mode 100644 index 0000000..dca7808 --- /dev/null +++ b/SwordNGun/Source/SwordNGunEditor/SwordNGunEditor.Build.cs @@ -0,0 +1,23 @@ +// Project Sword & Gun Copyright © 2021 Kevin Poretti + +using UnrealBuildTool; + +public class SwordNGunEditor : ModuleRules +{ + public SwordNGunEditor(ReadOnlyTargetRules Target) : base(Target) + { + PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs; + + PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "PhysicsCore", "UnrealEd", "AssetTools", "SwordNGun" }); + + PrivateDependencyModuleNames.AddRange(new string[] { }); + + // Uncomment if you are using Slate UI + // PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" }); + + // Uncomment if you are using online features + // PrivateDependencyModuleNames.Add("OnlineSubsystem"); + + // To include OnlineSubsystemSteam, add it to the plugins section in your uproject file with the Enabled attribute set to true + } +} \ No newline at end of file diff --git a/SwordNGun/Source/SwordNGunEditor/SwordNGunEditor.cpp b/SwordNGun/Source/SwordNGunEditor/SwordNGunEditor.cpp new file mode 100644 index 0000000..5f8c008 --- /dev/null +++ b/SwordNGun/Source/SwordNGunEditor/SwordNGunEditor.cpp @@ -0,0 +1,43 @@ +#include "SwordNGunEditor.h" + +#include "AssetToolsModule.h" +#include "States/SNGStateMachineTypeActions.h" + +IMPLEMENT_GAME_MODULE(FSwordNGunEditor, SwordNGunEditor) + +void FSwordNGunEditor::StartupModule() +{ + // register custom types + // add custom category + IAssetTools& AssetTools = FModuleManager::LoadModuleChecked("AssetTools").Get(); + // register custom asset with SwordNGun category + EAssetTypeCategories::Type SNGCategory = + AssetTools.RegisterAdvancedAssetCategory(FName(TEXT("SwordNGun")), FText::FromString("Sword N Gun")); + TSharedPtr Action = MakeShareable(new FSNGStateMachineTypeActions(SNGCategory)); + AssetTools.RegisterAssetTypeActions(Action.ToSharedRef()); + // save for later so it can be unregistered on shutdown + CreatedAssetTypeActions.Add(Action); + + ISNGModuleInterface::StartupModule(); +} + +void FSwordNGunEditor::ShutdownModule() +{ + // unregister all asset types created by this module + if(FModuleManager::Get().IsModuleLoaded("AssetTools")) + { + IAssetTools& AssetTools = FModuleManager::GetModuleChecked("AssetTools").Get(); + for(int32 i = 0; i < CreatedAssetTypeActions.Num(); i++) + { + AssetTools.UnregisterAssetTypeActions(CreatedAssetTypeActions[i].ToSharedRef()); + } + } + CreatedAssetTypeActions.Empty(); + + ISNGModuleInterface::ShutdownModule(); +} + +void FSwordNGunEditor::AddModuleListeners() +{ + // add tools later +} diff --git a/SwordNGun/Source/SwordNGunEditor/SwordNGunEditor.h b/SwordNGun/Source/SwordNGunEditor/SwordNGunEditor.h new file mode 100644 index 0000000..6dbde6f --- /dev/null +++ b/SwordNGun/Source/SwordNGunEditor/SwordNGunEditor.h @@ -0,0 +1,26 @@ +#pragma once +#include "IAssetTypeActions.h" +#include "ISNGModuleInterface.h" + +class FSwordNGunEditor : public ISNGModuleInterface +{ +public: + /** IModuleInterface implementation */ + virtual void StartupModule() override; + virtual void ShutdownModule() override; + + virtual void AddModuleListeners() override; + + static FSwordNGunEditor& Get() + { + return FModuleManager::LoadModuleChecked("SwordNGunEditor"); + } + + static bool IsAvailable() + { + return FModuleManager::Get().IsModuleLoaded("SwordNGunEditor"); + } + +private: + TArray> CreatedAssetTypeActions; +}; diff --git a/SwordNGun/SwordNGun.uproject b/SwordNGun/SwordNGun.uproject index 73ec385..a20fe91 100644 --- a/SwordNGun/SwordNGun.uproject +++ b/SwordNGun/SwordNGun.uproject @@ -10,7 +10,16 @@ "LoadingPhase": "Default", "AdditionalDependencies": [ "Engine", - "CoreUObject" + "CoreUObject", + "UnrealEd" + ] + }, + { + "Name": "SwordNGunEditor", + "Type": "Editor", + "LoadingPhase": "PostEngineInit", + "AdditionalDependencies": [ + "Engine" ] } ], @@ -21,7 +30,7 @@ }, { "Name": "RiderLink", - "Enabled": true + "Enabled": false }, { "Name": "GothicPack",