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ShooterCharacter.cpp
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// Fill out your copyright notice in the Description page of Project Settings.
#include "ShooterCharacter.h"
#include "Gun.h"
#include "Components/CapsuleComponent.h"
#include "SimpleShooterGameModeBase.h"
// Sets default values
AShooterCharacter::AShooterCharacter()
{
// Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
}
// Called when the game starts or when spawned
void AShooterCharacter::BeginPlay()
{
Super::BeginPlay();
Health = MaxHealth;
if (GunClass)
{
Gun = GetWorld()->SpawnActor<AGun>(GunClass);
if (Gun)
{
Gun->AttachToComponent(GetMesh(), FAttachmentTransformRules::KeepRelativeTransform, TEXT("WeaponSocket"));
Gun->SetOwner(this);
}
else
{
UE_LOG(LogTemp, Warning, TEXT("Failed to spawn Gun from GunClass!"));
}
}
else
{
UE_LOG(LogTemp, Warning, TEXT("GunClass is not set!"));
}
/* //Original Code
Gun->AttachToComponent(GetMesh(), FAttachmentTransformRules::KeepRelativeTransform, TEXT("WeaponSocket"));
Gun->SetOwner(this);
*/
//WeaponSwitching//WeaponSwitching//WeaponSwitching
for(TSubclassOf<AGun> WeaponClass : WeaponClasses)
{
AGun* SpawnedWeapon = GetWorld()->SpawnActor<AGun>(WeaponClass);
if(SpawnedWeapon)
{
Weapons.Add(SpawnedWeapon);
SpawnedWeapon->AttachToComponent(GetMesh(), FAttachmentTransformRules::KeepRelativeTransform, TEXT("WeaponSocket"));
SpawnedWeapon->SetOwner(this);
//Default Gun to index [0] -> Probably BP_Rifle
for(int32 i = 0; i < Weapons.Num(); i++)
{
if(i == 0)
{
Weapons[i]->SetActorHiddenInGame(false);
}
else
{
Weapons[i]->SetActorHiddenInGame(true);
}
}
}
}
}
bool AShooterCharacter::IsDead() const
{
return Health <= 0;
}
///// AMMO
float AShooterCharacter::GetAmmo() const
{
if(Gun)
{
return Gun->GetAmmoPercent();
}
return 0.0f;
}
float AShooterCharacter::GetHealthPercent() const
{
return Health / MaxHealth;
}
float AShooterCharacter::GetHealth() const
{
return Health;
}
//Weapon Switching//Weapon Switching//Weapon Switching
void AShooterCharacter::UpdateWeaponVisibility()
{
for(int32 i = 0; i < Weapons.Num(); i++)
{
if(i == ActiveIndex)
{
Weapons[i]->SetActorHiddenInGame(false);
UE_LOG(LogTemp, Warning, TEXT("Weapon %d is now visible"), i);
}
else
{
Weapons[i]->SetActorHiddenInGame(true);
UE_LOG(LogTemp, Warning, TEXT("Weapon %d is now hidden"), i);
}
}
}
//Weapon Switching//Weapon Switching//Weapon Switching
// 무기 전환 (축 입력 수정)
void AShooterCharacter::NextWeapon()
{
if (Weapons.Num() > 0 ) // 값이 0이 아닌 경우에만 전환
{
ActiveIndex = (ActiveIndex + 1) % Weapons.Num();
UpdateWeaponVisibility();
Gun = Weapons[ActiveIndex]; // 현재 활성화된 무기로 설정
UE_LOG(LogTemp, Warning, TEXT("NEXT WEAPON"));
UE_LOG(LogTemp, Display, TEXT("ActiveIndex: %d"), ActiveIndex);
}
}
// 무기 전환 (축 입력 수정)
void AShooterCharacter::PreviousWeapon()
{
if (Weapons.Num() > 0 ) // 값이 0이 아닌 경우에만 전환
{
ActiveIndex = (ActiveIndex - 1 + Weapons.Num()) % Weapons.Num();
UpdateWeaponVisibility();
Gun = Weapons[ActiveIndex]; // 현재 활성화된 무기로 설정
UE_LOG(LogTemp, Warning, TEXT("PREVIUOS WEAPON"));
UE_LOG(LogTemp, Display, TEXT("ActiveIndex: %d"), ActiveIndex);
}
}
FString AShooterCharacter::GetActiveWeaponName() const
{
// ActiveIndex가 유효한지 확인합니다.
if (WeaponClasses.IsValidIndex(ActiveIndex))
{
TSubclassOf<AGun> WeaponClass = WeaponClasses[ActiveIndex];
if (WeaponClass)
{
return WeaponClass->GetName(); // 유효한 경우 무기 클래스의 이름 반환
}
}
return FString("Invalid Weapon"); // 유효하지 않은 경우 기본 문자열 반환
}
float AShooterCharacter::GetMaxHealth() const
{
return MaxHealth;
}
// Called every frame
void AShooterCharacter::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
float AShooterCharacter::TakeDamage(float DamageAmount, struct FDamageEvent const& DamageEvent, class AController* EventInstigator, AActor* DamageCauser)
{
float DamageToApply = Super::TakeDamage(DamageAmount, DamageEvent, EventInstigator, DamageCauser);
DamageToApply = FMath::Min(Health, DamageToApply);
Health -= DamageToApply;
UE_LOG(LogTemp, Warning, TEXT("Character '%s' took %f damage. Health left: %f"), *GetName(), DamageToApply, Health);
if(IsDead())
{
ASimpleShooterGameModeBase* GameMode = GetWorld()->GetAuthGameMode<ASimpleShooterGameModeBase>();
if(GameMode != nullptr)
{
GameMode->PawnKilled(this);
}
DetachFromControllerPendingDestroy();
GetCapsuleComponent()->SetCollisionEnabled(ECollisionEnabled::NoCollision);
}
return DamageToApply;
}
// Called to bind functionality to input
void AShooterCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
//키보드, 마우스
PlayerInputComponent->BindAxis(TEXT("MoveFoward"), this, &AShooterCharacter::MoveFoward);
PlayerInputComponent->BindAxis(TEXT("MoveRight"), this, &AShooterCharacter::MoveRight);
PlayerInputComponent->BindAxis(TEXT("LookUp"), this, &APawn::AddControllerPitchInput);
PlayerInputComponent->BindAxis(TEXT("LookRight"), this, &AShooterCharacter::AddControllerYawInput);
//컨트롤러 XBox
PlayerInputComponent->BindAxis(TEXT("LookUpRate"), this, &AShooterCharacter::LookUpRate);
PlayerInputComponent->BindAxis(TEXT("LookRightRate"), this, &AShooterCharacter::LookRightRate);
PlayerInputComponent->BindAction(TEXT("Jump"), EInputEvent::IE_Pressed, this, &ACharacter::Jump);
PlayerInputComponent->BindAction(TEXT("Shoot"), EInputEvent::IE_Pressed, this, &AShooterCharacter::Shoot);
// 스크롤 휠 바인딩
PlayerInputComponent->BindAction(TEXT("NextWeapon"), EInputEvent::IE_Pressed, this, &AShooterCharacter::NextWeapon);
PlayerInputComponent->BindAction(TEXT("PreviousWeapon"), EInputEvent::IE_Pressed, this, &AShooterCharacter::PreviousWeapon);
// 마우스 휠 축 바인딩 (이전 축 방식이 필요하다면)
}
// 키보드 마우스
void AShooterCharacter::MoveFoward(float AxisValue)
{
AddMovementInput(GetActorForwardVector() * AxisValue);
}
void AShooterCharacter::MoveRight(float AxisValue)
{
AddMovementInput(GetActorRightVector() * AxisValue);
}
// 컨트롤러
void AShooterCharacter::LookUpRate(float AxisValue)
{
AddControllerPitchInput(AxisValue * RotationRate * GetWorld()->GetDeltaSeconds());
}
void AShooterCharacter::LookRightRate(float AxisValue)
{
AddControllerYawInput(AxisValue * RotationRate * GetWorld()->GetDeltaSeconds());
}
void AShooterCharacter::Shoot()
{
if (Gun) // Gun이 null인지 확인
{
Gun->PullTrigger();
}
else
{
UE_LOG(LogTemp, Warning, TEXT("Gun is not initialized!"));
}
}
void AShooterCharacter::Heal(float Amount)
{
if(Amount <= 0.f)
{
return;
}
Health = FMath::Clamp(Health + Amount, 0.f, MaxHealth);
UE_LOG(LogTemp, Warning, TEXT("Health after healing %f"), Health);
}
// Ammo Recharge
void AShooterCharacter::EmmoRecharge(float Amount)
{
Gun->RechargeAmmo(Amount);
}
float AShooterCharacter::GetPlayerAmmo()
{
return Gun->GetAmmo();
}
float AShooterCharacter::GetPlayerMaxAmmo()
{
return Gun->GetMaxAmmo();
}