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