#include "Trooper.h" #include #include "HealthBar.h" #include "Components/WidgetComponent.h" #include "Net/UnrealNetwork.h" // Sets default values ATrooper::ATrooper() : HitPoints(StartHitPoints), ActionPoints(StartActionPoints) { bReplicates = true; PrimaryActorTick.bCanEverTick = true; Tags.Add(FName("Trooper")); AttackAbility = CreateDefaultSubobject("AttackAbility"); SpecialAbility = CreateDefaultSubobject("SpecialAbility"); HealthWidgetComponent = CreateDefaultSubobject( "HealthBar"); HealthWidgetComponent->AttachToComponent(RootComponent, FAttachmentTransformRules::KeepRelativeTransform); SelectionStaticMesh = CreateDefaultSubobject( "SelectionMesh"); static ConstructorHelpers::FObjectFinder MeshToUse(TEXT( "StaticMesh'/Game/StarterContent/Shapes/Shape_Cylinder.Shape_Cylinder'")); SelectionStaticMesh->AttachToComponent(RootComponent, FAttachmentTransformRules::KeepRelativeTransform); SelectionStaticMesh->SetRelativeScale3D({1.8, 1.8, 0.01}); SelectionStaticMesh->SetVisibility(false); if (MeshToUse.Object) { SelectionStaticMesh->SetStaticMesh(MeshToUse.Object); SelectionStaticMesh->SetStaticMesh(MeshToUse.Object); } // SelectionStaticMesh->SetRelativeTransform(FTransform({1000,1000,100}, {0, 0, 0}), false, // nullptr, ETeleportType::TeleportPhysics); // SelectionStaticMesh-> // 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( // TEXT( // "StaticMesh'/Game/CityofBrass_Enemies/Static/Wizard_StaticMesh.Wizard_StaticMesh'" // ) // ); // if (MeshToUse.Object) { // MyStaticMesh->SetStaticMesh(MeshToUse.Object); // } // } // Called when the game starts or when spawned void ATrooper::BeginPlay() { Super::BeginPlay(); Cast(HealthWidgetComponent->GetUserWidgetObject())-> SetOwnerTrooper(this); } void ATrooper::Initialize(uint8 const NewPlayerIndex, FVector const SpawnLocation, uint8 const NewId) { PlayerIndex = NewPlayerIndex; bIsMoving = false; AttackPlayedTime = 0.0f; CurrentLocation = SpawnLocation; Id = NewId; } void ATrooper::Tick(float const DeltaTime) { 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); } } void ATrooper::MoveTrooper(FVector const NewPos) { TargetLocation = NewPos; bIsMoving = true; ActionPoints -= (NewPos - CurrentLocation).Size() * MoveCost; } 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, HitPoints); DOREPLIFETIME(ATrooper, ActionPoints); DOREPLIFETIME(ATrooper, HealthWidgetComponent); DOREPLIFETIME(ATrooper, AttackPlayedTime); } uint8 ATrooper::GetPlayerIndex() const { return PlayerIndex; } // // ATrooperWizard::ATrooperWizard() { // MeshPath = TEXT( // // "StaticMesh'/Game/CityofBrass_Enemies/Static/Wizard_StaticMesh.Wizard_StaticMesh'"); // "StaticMesh'/Game/CityofBrass_Enemies/Static/SkeletonMelee_StaticMesh.SkeletonMelee_StaticMesh'"); // SetStaticMesh(); // } // // ATrooperSkeletonMelee::ATrooperSkeletonMelee() { // MeshPath = TEXT( // "StaticMesh'/Game/CityofBrass_Enemies/Static/SkeletonMelee_StaticMesh.SkeletonMelee_StaticMesh'"); // SetStaticMesh(); // } FVector ATrooper::GetLocation() const { return CurrentLocation; } float ATrooper::GetActionRadius(int action) const { switch (action) { case 1: return AttackAbility->ActionRadius; case 2: return SpecialAbility->ActionRadius; default: return ActionPoints; } } float ATrooper::GetHitPoints() const { return HitPoints; } float ATrooper::GetMaxHitPoints() const { return StartHitPoints; } void ATrooper::SetSelection(bool Selection) const { if (SelectionStaticMesh) { if (SelectionStaticMesh->GetMaterial(0) != GreenMaterial) { SelectionStaticMesh->SetMaterial(0, GreenMaterial); } SelectionStaticMesh->SetVisibility(Selection); } } void ATrooper::HighlightAsEnemy() const { SelectionStaticMesh->SetVisibility(true); } void ATrooper::ResetActionPoints() { ActionPoints = StartActionPoints; } UAbility *ATrooper::GetAbility(int AbilityIndex) const { switch (AbilityIndex) { case 1: return AttackAbility; case 2: return SpecialAbility; default: return nullptr; } } float ATrooper::GetAnimationValue() { if (bIsAttacking) { return -100.0f; } if (bIsMoving) { return 100.0f; } return 0.0f; } void ATrooper::Attack(int abilityIndex) { bIsAttacking = true; ActionPoints -= GetAbility(abilityIndex)->ActionCost; } bool ATrooper::CheckMoveCorrectness(const FVector newPos) const { return (newPos - CurrentLocation).Size() * MoveCost <= ActionPoints; // return (newPos - CurrentLocation).Size() <= MoveRadius; } bool ATrooper::CheckAttackCorrectness(const FVector attackLocation, int abilityIndex) const { return (attackLocation - CurrentLocation).Size() <= GetAbility(abilityIndex)->ActionRadius && ActionPoints >= GetAbility(abilityIndex)->ActionCost; // return (attackLocation - CurrentLocation).Size() <= AttackRadius; }