#pragma once #include "CoreMinimal.h" #include "Ability.h" #include "GameFramework/Character.h" #include "Trooper.generated.h" UCLASS() class TURNBASEDTUTORIAL_API ATrooper : public ACharacter { GENERATED_BODY() public: // Sets default values for this actor's properties ATrooper(); void Initialize(uint8 const NewPlayerIndex, FVector const SpawnLocation, uint8 const NewId); UFUNCTION() int8 GetPlayerIndex() const; UFUNCTION(Server, Reliable) void MoveTrooper(FVector const NewPos); UFUNCTION() uint8 GetId() const; UFUNCTION() bool CheckMoveCorrectness(const FVector newPos) const; UFUNCTION() bool CheckAttackCorrectness(const FVector attackLocation, int abilityIndex) const; UFUNCTION() FVector GetLocation() const; UFUNCTION(BlueprintCallable) int GetAnimationValue(); UFUNCTION(Server, Reliable) void Attack(int AbilityIndex, FVector ToLocation); UFUNCTION() float GetActionRadius(int action) const; UFUNCTION() float GetHitPoints() const; UFUNCTION() float GetMaxHitPoints() const; UFUNCTION() void SetSelection(bool Selected, uint8 ActionType) const; UFUNCTION() void UpdateSelectionRadius(uint8 ActionType) const; UFUNCTION(Client, Reliable) void HighlightAsEnemy(int8 Index) const; UFUNCTION() void ResetActionPoints(); UFUNCTION() UAbility *GetAbility(int AbilityIndex) const; UFUNCTION(Server, Reliable) void TakeDamage(float Damage); protected: constexpr static float PIXELS_IN_RADIUS = 50; UPROPERTY(EditAnywhere) UMaterialInterface *GreenMaterial = nullptr; UPROPERTY(EditAnywhere) UMaterialInterface *RedMaterial = nullptr; UPROPERTY(EditAnywhere) UAbility *AttackAbility; UPROPERTY(EditAnywhere) UAbility *SpecialAbility; UPROPERTY(EditAnywhere, BlueprintReadWrite) TSubclassOf AttackProjectileClass; UPROPERTY(EditAnywhere, BlueprintReadWrite) TSubclassOf SpecialProjectileClass; UFUNCTION() TSubclassOf GetProjectileClass(uint8 AbilityIndex) const; UFUNCTION(Server, Reliable) void FireProjectile(); UPROPERTY(Replicated) uint8 CurrentAbilityIndex = -1; UPROPERTY(Replicated) FVector CurrentAbilityDestination = {}; UPROPERTY(EditAnywhere) float Speed = 300.0f; UPROPERTY(EditAnywhere) float StartHitPoints = 100.0f; UPROPERTY(EditAnywhere) float MoveCost = 0.0667f; UPROPERTY(EditAnywhere) float StartActionPoints = 100.0f; UPROPERTY(Replicated) float HitPoints; UPROPERTY(Replicated) float ActionPoints; UPROPERTY(Replicated) bool bIsAttacking = false; UPROPERTY(Replicated) float AttackPlayedTime; const float AttackDuration = 1.16667f; const float FireAfterTime = 0.6f; UPROPERTY(Replicated) bool bIsWaitingForFire = false; UPROPERTY(Replicated) bool bIsTakingDamage = false; UPROPERTY(Replicated) float TakingDamagePlayedTime; const float TakingDamageDuration = 1.46667f; const float DyingAnimationDuration = 2.83333f; UPROPERTY(Replicated) bool bIsDead = false; virtual void BeginPlay() override; virtual void Tick(float const DeltaTime) override; UPROPERTY(VisibleAnywhere, Replicated) class UWidgetComponent *HealthWidgetComponent; // void SetStaticMesh() const; UPROPERTY(VisibleAnywhere, BlueprintReadOnly) UStaticMeshComponent *SelectionStaticMesh; // UPROPERTY(EditAnywhere, BlueprintReadWrite) // USkeletalMeshComponent *MySkeletalMesh; // const TCHAR *MeshPath = nullptr; // UFUNCTION() // void OnRepNotify_PlayerIndex() const; UPROPERTY(Replicated/*Using = OnRepNotify_PlayerIndex*/) int8 PlayerIndex = -1; UPROPERTY(Replicated) uint8 Id; UPROPERTY(Replicated) FVector CurrentLocation; UPROPERTY(Replicated) FVector TargetLocation; UPROPERTY(Replicated) bool bIsMoving = false; }; // UCLASS() // class ATrooperWizard : public ATrooper { // GENERATED_BODY() // // public: // ATrooperWizard(); // // }; // // UCLASS() // class ATrooperSkeletonMelee : public ATrooper { // GENERATED_BODY() // // public: // ATrooperSkeletonMelee(); // // };