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awesome_game/Source/TurnBasedTutorial/Trooper.h

222 lines
4.8 KiB

#pragma once
#include "CoreMinimal.h"
#include "Ability.h"
#include "EnemyAIController.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 GetRealActionRadius(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 TrooperTakeDamage(float Damage);
UFUNCTION()
void SetAIPossession(AEnemyAIController *EnemyController);
UFUNCTION()
bool IsDead() const;
protected:
constexpr static float PIXELS_IN_RADIUS = 50;
UPROPERTY()
AEnemyAIController *AIController = nullptr;
UPROPERTY(EditAnywhere)
UMaterialInterface *GreenMaterial = nullptr;
UPROPERTY(EditAnywhere)
UMaterialInterface *RedMaterial = nullptr;
UPROPERTY(EditAnywhere)
UAbility *AttackAbility;
UPROPERTY(EditAnywhere)
UAbility *SpecialAbility;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
TSubclassOf<AMyProjectile> AttackProjectileClass;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
TSubclassOf<AMyProjectile> SpecialProjectileClass;
UFUNCTION()
TSubclassOf<AMyProjectile> 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;
void SetIsAttacking(bool IsAttacking);
void SetIsTakingDamage(bool IsTakingDamage);
void SetIsMoving(bool IsMoving);
void TryDisableTick();
};
// UCLASS()
// class ATrooperWizard : public ATrooper {
// GENERATED_BODY()
//
// public:
// ATrooperWizard();
//
// };
//
// UCLASS()
// class ATrooperSkeletonMelee : public ATrooper {
// GENERATED_BODY()
//
// public:
// ATrooperSkeletonMelee();
//
// };