You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
223 lines
6.9 KiB
223 lines
6.9 KiB
#include "Trooper.h"
|
|
#include <Kismet/GameplayStatics.h>
|
|
|
|
#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<UAbility>("AttackAbility");
|
|
SpecialAbility = CreateDefaultSubobject<UAbility>("SpecialAbility");
|
|
|
|
HealthWidgetComponent = CreateDefaultSubobject<UWidgetComponent>(
|
|
"HealthBar");
|
|
HealthWidgetComponent->AttachToComponent(RootComponent,
|
|
FAttachmentTransformRules::KeepRelativeTransform);
|
|
|
|
SelectionStaticMesh = CreateDefaultSubobject<UStaticMeshComponent>(
|
|
"SelectionMesh");
|
|
static ConstructorHelpers::FObjectFinder<UStaticMesh> 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<UStaticMeshComponent>("Mesh");
|
|
// RootComponent = MyStaticMesh;
|
|
// MeshPath = TEXT("StaticMesh'/Game/StarterContent/Props/SM_Chair.SM_Chair'");
|
|
// static ConstructorHelpers::FObjectFinder<UStaticMesh> MeshToUse(MeshPath);
|
|
// if (MeshToUse.Object) {
|
|
// MyStaticMesh->SetStaticMesh(MeshToUse.Object);
|
|
// }
|
|
}
|
|
|
|
// void ATrooper::SetStaticMesh() const {
|
|
// static ConstructorHelpers::FObjectFinder<UStaticMesh> 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<UHealthBar>(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<FLifetimeProperty> &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 GetAbility(abilityIndex) != nullptr && (
|
|
attackLocation - CurrentLocation).Size() <=
|
|
GetAbility(abilityIndex)->ActionRadius && ActionPoints >=
|
|
GetAbility(abilityIndex)->ActionCost;
|
|
// return (attackLocation - CurrentLocation).Size() <= AttackRadius;
|
|
}
|