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a/Content/Troopers/TrooperWizard.uasset and b/Content/Troopers/TrooperWizard.uasset differ diff --git a/Source/TurnBasedTutorial/MyGameMode.cpp b/Source/TurnBasedTutorial/MyGameMode.cpp index 4017722..b64b8a8 100644 --- a/Source/TurnBasedTutorial/MyGameMode.cpp +++ b/Source/TurnBasedTutorial/MyGameMode.cpp @@ -37,12 +37,14 @@ void AMyGameMode::InitializeBattleField() const { ); LoadedBpAssets.Push(ActorBpClass.LoadSynchronous()); } - + for (int i = 0; i < 5; ++i) { FTransform SpawnLocationAndRotation(Rotation); SpawnLocationAndRotation.SetLocation(Location); AActor *Spawned = GetWorld()->SpawnActorDeferred( LoadedBpAssets[i % 2], SpawnLocationAndRotation); + // AActor *Spawned = GetWorld()->SpawnActorDeferred( + // ATrooper::StaticClass(), SpawnLocationAndRotation); dynamic_cast(Spawned)->Initialize( 0, Location, TrooperCount++); Spawned->FinishSpawning(SpawnLocationAndRotation); @@ -56,6 +58,8 @@ void AMyGameMode::InitializeBattleField() const { SpawnLocationAndRotation.SetLocation(Location); AActor *Spawned = GetWorld()->SpawnActorDeferred( LoadedBpAssets[i % 2], SpawnLocationAndRotation); + // AActor *Spawned = GetWorld()->SpawnActorDeferred( + // ATrooper::StaticClass(), SpawnLocationAndRotation); dynamic_cast(Spawned)->Initialize( 1, Location, TrooperCount++); Spawned->FinishSpawning(SpawnLocationAndRotation); diff --git a/Source/TurnBasedTutorial/MyPlayerController.cpp b/Source/TurnBasedTutorial/MyPlayerController.cpp index 2eb244c..4a722dd 100644 --- a/Source/TurnBasedTutorial/MyPlayerController.cpp +++ b/Source/TurnBasedTutorial/MyPlayerController.cpp @@ -45,19 +45,34 @@ auto AMyPlayerController::GetMyGameMode() const { void AMyPlayerController::MoveTrooper_Implementation( ATrooper *Trooper, FVector Location) { - Trooper->MoveTrooper(Location); - GetMyGameMode()->CycleTurns(); + if (Trooper->CheckMoveCorrectness(Location)) { + Trooper->MoveTrooper(Location); + GetMyGameMode()->CycleTurns(); + } + else { + GEngine->AddOnScreenDebugMessage(-1, 3.0f, FColor::Red, + FString::Printf( + TEXT("Out of move radius!"))); + } } - void AMyPlayerController::AttackTrooper_Implementation( ATrooper *Attacker, ATrooper *Victim) { - GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, - FString::Printf( - TEXT("ATTACK!! %d attacked %d"), - Attacker->GetId(), Victim->GetId())); - GetMyGameMode()->CycleTurns(); + if (Attacker->CheckAttackCorrectness(Victim->GetLocation())) { + Attacker->Attack(); + GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, + FString::Printf( + TEXT("ATTACK!! %d attacked %d"), + Attacker->GetId(), + Victim->GetId())); + GetMyGameMode()->CycleTurns(); + } else { + GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, + FString::Printf( + TEXT( + "Attack failed! Out of attack radius!"))); + } } @@ -76,8 +91,11 @@ void AMyPlayerController::OnLeftMouseClick() { } UE_LOG(LogTemp, Warning, TEXT("Mouse clicked")); FHitResult HitResult; - bool const IsHitResult = GetHitResultUnderCursorByChannel( - TraceTypeQuery1, false, HitResult); + bool const IsHitResult = GetHitResultUnderCursorForObjects( + TArray>{ObjectTypeQuery1}, false, HitResult); + // GetHitResultUnderCursorForObjects(); + // bool const IsHitResult = GetHitResultUnderCursorByChannel( + // TraceTypeQuery1, false, HitResult); if (!IsHitResult) return; UE_LOG(LogTemp, Warning, TEXT("Got hit result")); diff --git a/Source/TurnBasedTutorial/Trooper.cpp b/Source/TurnBasedTutorial/Trooper.cpp index 631dc70..e8091b1 100644 --- a/Source/TurnBasedTutorial/Trooper.cpp +++ b/Source/TurnBasedTutorial/Trooper.cpp @@ -8,17 +8,21 @@ ATrooper::ATrooper() { PrimaryActorTick.bCanEverTick = true; Tags.Add(FName("Trooper")); - MyStaticMesh = CreateDefaultSubobject("Mesh"); - RootComponent = MyStaticMesh; - MeshPath = TEXT("StaticMesh'/Game/StarterContent/Props/SM_Chair.SM_Chair'"); - static ConstructorHelpers::FObjectFinder MeshToUse(MeshPath); - if (MeshToUse.Object) { - MyStaticMesh->SetStaticMesh(MeshToUse.Object); - } + // MyStaticMesh = CreateDefaultSubobject("Mesh"); + // RootComponent = MyStaticMesh; + // MeshPath = TEXT("StaticMesh'/Game/StarterContent/Props/SM_Chair.SM_Chair'"); + // static ConstructorHelpers::FObjectFinder MeshToUse(MeshPath); + // if (MeshToUse.Object) { + // MyStaticMesh->SetStaticMesh(MeshToUse.Object); + // } } // void ATrooper::SetStaticMesh() const { -// static ConstructorHelpers::FObjectFinder MeshToUse(MeshPath); +// static ConstructorHelpers::FObjectFinder MeshToUse( +// TEXT( +// "StaticMesh'/Game/CityofBrass_Enemies/Static/Wizard_StaticMesh.Wizard_StaticMesh'" +// ) +// ); // if (MeshToUse.Object) { // MyStaticMesh->SetStaticMesh(MeshToUse.Object); // } @@ -34,23 +38,31 @@ void ATrooper::Initialize(uint8 const NewPlayerIndex, uint8 const NewId) { PlayerIndex = NewPlayerIndex; bIsMoving = false; + AttackPlayedTime = 0.0f; CurrentLocation = SpawnLocation; Id = NewId; } void ATrooper::Tick(float const DeltaTime) { - if (!bIsMoving) - return; - FVector PositionVector = (TargetLocation - CurrentLocation); - PositionVector.Normalize(); - PositionVector *= (Speed * DeltaTime); - if (PositionVector.Size() >= (TargetLocation - CurrentLocation).Size()) { - CurrentLocation = TargetLocation; - bIsMoving = false; - } else { - CurrentLocation += PositionVector; + if (bIsAttacking) { + AttackPlayedTime += DeltaTime; + if (AttackPlayedTime >= AttackDuration) { + AttackPlayedTime = 0.0f; + bIsAttacking = false; + } + } + if (bIsMoving) { + FVector PositionVector = (TargetLocation - CurrentLocation); + PositionVector.Normalize(); + PositionVector *= (Speed * DeltaTime); + if (PositionVector.Size() >= (TargetLocation - CurrentLocation).Size()) { + CurrentLocation = TargetLocation; + bIsMoving = false; + } else { + CurrentLocation += PositionVector; + } + SetActorLocation(CurrentLocation); } - SetActorLocation(CurrentLocation); } void ATrooper::MoveTrooper(FVector const NewPos) { @@ -62,14 +74,16 @@ uint8 ATrooper::GetId() const { return Id; } - void ATrooper::GetLifetimeReplicatedProps( TArray &OutLifetimeProps) const { + Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(ATrooper, PlayerIndex); DOREPLIFETIME(ATrooper, CurrentLocation); DOREPLIFETIME(ATrooper, TargetLocation); DOREPLIFETIME(ATrooper, bIsMoving); DOREPLIFETIME(ATrooper, Id); + DOREPLIFETIME(ATrooper, bIsAttacking); + DOREPLIFETIME(ATrooper, AttackPlayedTime); } uint8 ATrooper::GetPlayerIndex() const { @@ -89,3 +103,29 @@ uint8 ATrooper::GetPlayerIndex() const { // "StaticMesh'/Game/CityofBrass_Enemies/Static/SkeletonMelee_StaticMesh.SkeletonMelee_StaticMesh'"); // SetStaticMesh(); // } + +FVector ATrooper::GetLocation() const { + return CurrentLocation; +} + +void ATrooper::Attack() { + bIsAttacking = true; +} + +float ATrooper::GetAnimationValue() { + if (bIsAttacking) { + return -100.0f; + } + if (bIsMoving) { + return 100.0f; + } + return 0.0f; +} + +bool ATrooper::CheckMoveCorrectness(const FVector newPos) const { + return (newPos - CurrentLocation).Size() <= MoveRadius; +} + +bool ATrooper::CheckAttackCorrectness(const FVector attackLocation) const { + return (attackLocation - CurrentLocation).Size() <= AttackRadius; +} diff --git a/Source/TurnBasedTutorial/Trooper.h b/Source/TurnBasedTutorial/Trooper.h index 70bda09..c27efd7 100644 --- a/Source/TurnBasedTutorial/Trooper.h +++ b/Source/TurnBasedTutorial/Trooper.h @@ -25,17 +25,47 @@ public: UFUNCTION() uint8 GetId() const; + UFUNCTION() + bool CheckMoveCorrectness(const FVector newPos) const; + + UFUNCTION() + bool CheckAttackCorrectness(const FVector attackLocation) const; + + UFUNCTION() + FVector GetLocation() const; + + UFUNCTION(BlueprintCallable) + float GetAnimationValue(); + + UFUNCTION() + void Attack(); + protected: + const float MoveRadius = 1500.f; + + const float AttackRadius = 1000.f; + + UPROPERTY(Replicated) + bool bIsAttacking = false; + + UPROPERTY(Replicated) + float AttackPlayedTime; + + const float AttackDuration = 1.16667f; + virtual void BeginPlay() override; virtual void Tick(float const DeltaTime) override; // void SetStaticMesh() const; - UPROPERTY(VisibleAnywhere, BlueprintReadOnly) - UStaticMeshComponent *MyStaticMesh; + // UPROPERTY(VisibleAnywhere, BlueprintReadOnly) + // UStaticMeshComponent *MyStaticMesh; + + // UPROPERTY(EditAnywhere, BlueprintReadWrite) + // USkeletalMeshComponent *MySkeletalMesh; - const TCHAR *MeshPath = nullptr; + // const TCHAR *MeshPath = nullptr; UPROPERTY(Replicated) uint8 PlayerIndex;