diff --git a/Content/Character/BP_Folder/DefaultClass.uasset b/Content/Character/BP_Folder/DefaultClass.uasset index 070c573..53535d1 100644 --- a/Content/Character/BP_Folder/DefaultClass.uasset +++ b/Content/Character/BP_Folder/DefaultClass.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:98c8a8eafe4d199b6f8b13e3ff1fc763b75718a83a19879f08ae54d3171e89d0 -size 34772 +oid sha256:25cdab2bc7f4974adf1757b7cb5f49a1992c2138539efa84aa91d1ed1e1f402d +size 12818 diff --git a/Content/Character/Lb/Animation/R2_Anim.uasset b/Content/Character/Lb/Animation/R2_Anim.uasset index b352c03..8a69d0e 100644 --- a/Content/Character/Lb/Animation/R2_Anim.uasset +++ b/Content/Character/Lb/Animation/R2_Anim.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:4cfcd9e3f9cbfa6aaf9114969819ec25b19c43c51c72f741b4f21feaa8d5978e -size 164743 +oid sha256:228c3f0cc7442f470f1f6ecd7ac3e46d058570c339c3ea599db5a9e6e27da282 +size 164747 diff --git a/Content/Character/Lb/BP_Lb.uasset b/Content/Character/Lb/BP_Lb.uasset index ed5ae7a..d792c0a 100644 --- a/Content/Character/Lb/BP_Lb.uasset +++ b/Content/Character/Lb/BP_Lb.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:5823f96c3536dcb4e632cd19dfc682a50b9b02d64e73e61f1fecbc0b09e4b4da -size 147586 +oid sha256:61108077174897cc7abf4008171a6ab3d96f6cf80dde836ebb645cdcedd3378e +size 179764 diff --git a/Content/Maps/DevMap.umap b/Content/Maps/DevMap.umap index e58ad2f..8d398db 100644 --- a/Content/Maps/DevMap.umap +++ b/Content/Maps/DevMap.umap @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:c9afef7d4a4148de462e3c3648f0b66eba196b79af30c6f869ff27414ba7d875 -size 181915 +oid sha256:b3391b09e0fe249eefa23c146088dae77f17837c30ce0cb5facd2f9c910a5f98 +size 115131 diff --git a/Content/Maps/Untitled.umap b/Content/Maps/Untitled.umap deleted file mode 100644 index 7a9aa03..0000000 --- a/Content/Maps/Untitled.umap +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:a36218beca4eff11888aaf61c012df87c726ffca88541348f67089f84fc6ce11 -size 178041 diff --git a/Source/Promether/PlayerGeneric/DefaultPlayerCharacter.cpp b/Source/Promether/PlayerGeneric/DefaultPlayerCharacter.cpp index 263de6d..ceb44e9 100644 --- a/Source/Promether/PlayerGeneric/DefaultPlayerCharacter.cpp +++ b/Source/Promether/PlayerGeneric/DefaultPlayerCharacter.cpp @@ -24,40 +24,12 @@ ADefaultPlayerCharacter::ADefaultPlayerCharacter() Camera = CreateDefaultSubobject(TEXT("Camera")); Camera->SetupAttachment(CameraSpringArm, USpringArmComponent::SocketName); + + for (uint8 i = 0; i < (uint8)EStats::SIZE; i++) + DefaultStats.Add((EStats)i, 0.0f); - Health = 0.0f; - HPRegeneration = 0.0f; - HealAndShieldpower = 0.0f; - Armor = 0.0f; - MagicResistance = 0.0f; - Tenacity = 0.0f; - SlowRisist = 0.0f; - AttackSpeed = 0.0f; - AttackDamage = 0.0f; - AbilityPower = 0.0f; - CriticalStrikeChance = 0.0f; - CriticalStrikeDamage = 0.0f; - ArmorPenetration = 0.0f; - MagicPenetration = 0.0f; - LifeSteal = 0.0f; - PhysicalVamp = 0.0f; - Omnivamp = 0.0f; - AbilityHaste = 0.0f; - Mana = 0.0f; - ManaRegeneration = 0.0f; - Energy = 0.0f; - EnergyRegeneration = 0.0f; - AttackRange = 0.0f; - MovementSpeed = 0.0f; - GoldGeneration = 0.0f; - AttackDamageGrowth = 0.0f; - AttackSpeedGrowth = 0.0f; - ArmorGrowth = 0.0f; - MagicResistanceGrowth = 0.0f; - HealthGrowth = 0.0f; - HealthRegenerationGrowth = 0.0f; - ManaGrowth = 0.0f; - ManaRegenerationGrowth = 0.0f; + for (uint8 i = 0; i < (uint8)CooldownType::SIZE; i++) + CooldownDuration.Add((CooldownType)i, 0.0f); } void ADefaultPlayerCharacter::Tick(float DeltaTime) @@ -104,15 +76,15 @@ float ADefaultPlayerCharacter::TakeDamage_Implementation(float DamageAmount, str float ADDamageMultiplier = 0; float APDamageMultiplier = 0; - if (MyState->Stats.Armor >= 0) - ADDamageMultiplier = 100 / (100 + MyState->Stats.Armor); + if (MyState->Stats[(uint8)EStats::Armor] >= 0) + ADDamageMultiplier = 100 / (100 + MyState->Stats[(uint8)EStats::Armor]); else - ADDamageMultiplier = 2 - 100 / (100 - MyState->Stats.Armor); + ADDamageMultiplier = 2 - 100 / (100 - MyState->Stats[(uint8)EStats::Armor]); - if (MyState->Stats.MagicResistance >= 0) - APDamageMultiplier = 100 / (100 + MyState->Stats.MagicResistance); + if (MyState->Stats[(uint8)EStats::MagicResistance] >= 0) + APDamageMultiplier = 100 / (100 + MyState->Stats[(uint8)EStats::MagicResistance]); else - APDamageMultiplier = 2 - 100 / (100 - MyState->Stats.MagicResistance); + APDamageMultiplier = 2 - 100 / (100 - MyState->Stats[(uint8)EStats::MagicResistance]); UE_LOG(LogTemp, Warning, TEXT("%s : ADDamageMultiplier : %f CalculatedDamage : %f"), *DamageCauser->GetName(), ADDamageMultiplier, DamageAmount * ADDamageMultiplier); @@ -120,19 +92,19 @@ float ADefaultPlayerCharacter::TakeDamage_Implementation(float DamageAmount, str if (Cast(DamageEvent.DamageTypeClass->GetDefaultObject())) { - UE_LOG(LogTemp, Warning, TEXT("DamageType : BaseAttack")); + UE_LOG(LogTemp, Warning, TEXT("DamageType : BaseAttack")); - float UpdatedHealth = MyState->Stats.Health - EventInstigatorState->Stats.AttackDamage * ADDamageMultiplier; + float UpdatedHealth = MyState->Stats[(uint8)EStats::Health] - EventInstigatorState->Stats[(uint8)EStats::AttackDamage] * ADDamageMultiplier; if (UpdatedHealth < 0) { - MyState->Stats.Health = 0; + MyState->Stats[(uint8)EStats::Health] = 0; } else { - MyState->Stats.Health = UpdatedHealth; + MyState->Stats[(uint8)EStats::Health] = UpdatedHealth; } - UE_LOG(LogTemp, Warning, TEXT("Current Health : %f"), MyState->Stats.Health); + UE_LOG(LogTemp, Warning, TEXT("Current Health : %f"), MyState->Stats[(uint8)EStats::Health]); } } diff --git a/Source/Promether/PlayerGeneric/DefaultPlayerCharacter.h b/Source/Promether/PlayerGeneric/DefaultPlayerCharacter.h index 6b9496a..7f8387d 100644 --- a/Source/Promether/PlayerGeneric/DefaultPlayerCharacter.h +++ b/Source/Promether/PlayerGeneric/DefaultPlayerCharacter.h @@ -97,121 +97,14 @@ public: UFUNCTION(NetMulticast, Reliable) void NetMulticast_Skill7(); - float GetHealth() const { return Health; } - float GetHPRegeneration() const { return HPRegeneration; } - float GetHealAndShieldpower() const { return HealAndShieldpower; } - float GetArmor() const { return Armor; } - float GetMagicResistance() const { return MagicResistance; } - float GetTenacity() const { return Tenacity; } - float GetSlowRisist() const { return SlowRisist; } - float GetAttackSpeed() const { return AttackSpeed; } - float GetAttackDamage() const { return AttackDamage; } - float GetAbilityPower() const { return AbilityPower; } - float GetCriticalStrikeChance() const { return CriticalStrikeChance; } - float GetCriticalStrikeDamage() const { return CriticalStrikeDamage; } - float GetArmorPenetration() const { return ArmorPenetration; } - float GetMagicPenetration() const { return MagicPenetration; } - float GetLifeSteal() const { return LifeSteal; } - float GetPhysicalVamp() const { return PhysicalVamp; } - float GetOmnivamp() const { return Omnivamp; } - float GetAbilityHaste() const { return AbilityHaste; } - const float* GetCooldownDuration() const { return CooldownDuration; } - float GetMana() const { return Mana; } - float GetManaRegeneration() const { return ManaRegeneration; } - float GetEnergy() const { return Energy; } - float GetEnergyRegeneration() const { return EnergyRegeneration; } - float GetAttackRange() const { return AttackRange; } - float GetMovementSpeed() const { return MovementSpeed; } - float GetGoldGeneration() const { return GoldGeneration; } - float GetAttackDamageGrowth() const { return AttackDamageGrowth; } - float GetAttackSpeedGrowth() const { return AttackSpeedGrowth; } - float GetArmorGrowth() const { return ArmorGrowth; } - float GetMagicResistanceGrowth() const { return MagicResistanceGrowth; } - float GetHealthGrowth() const { return HealthGrowth; } - float GetHealthRegenerationGrowth() const { return HealthRegenerationGrowth; } - float GetManaGrowth() const { return ManaGrowth; } - float GetManaRegenerationGrowth() const { return ManaRegenerationGrowth; } + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats") + TMap DefaultStats; + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats") + TMap CooldownDuration; protected: UPROPERTY(EditAnywhere) USpringArmComponent* CameraSpringArm; UPROPERTY(EditAnywhere) UCameraComponent* Camera; - - UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Defensive") - float Health; - UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Defensive") - float HPRegeneration; - UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Defensive") - float HealAndShieldpower; - UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Defensive") - float Armor; - UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Defensive") - float MagicResistance; - UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Defensive") - float Tenacity; - UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Defensive") - float SlowRisist; - - - UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Offensive") - float AttackSpeed; - UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Offensive") - float AttackDamage; - UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Offensive") - float AbilityPower; - UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Offensive") - float CriticalStrikeChance; - UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Offensive") - float CriticalStrikeDamage; - UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Offensive") - float ArmorPenetration; - UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Offensive") - float MagicPenetration; - UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Offensive") - float LifeSteal; - UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Offensive") - float PhysicalVamp; - UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Offensive") - float Omnivamp; - - - UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Utility|Haste") - float AbilityHaste; - - UPROPERTY(EditAnywhere, Category = "Stats|Utility|Haste") - float CooldownDuration[(uint8)CooldownType::SIZE] = { 0.0f, }; - - UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Utility|Resource") - float Mana; - UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Utility|Resource") - float ManaRegeneration; - UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Utility|Resource") - float Energy; - UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Utility|Resource") - float EnergyRegeneration; - - UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Utility") - float AttackRange; - UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Utility") - float MovementSpeed; - UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Utility|Non-Combat") - float GoldGeneration; - - UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Increasing Statistics") - float AttackDamageGrowth; - UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Increasing Statistics") - float AttackSpeedGrowth; - UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Increasing Statistics") - float ArmorGrowth; - UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Increasing Statistics") - float MagicResistanceGrowth; - UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Increasing Statistics") - float HealthGrowth; - UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Increasing Statistics") - float HealthRegenerationGrowth; - UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Increasing Statistics") - float ManaGrowth; - UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Increasing Statistics") - float ManaRegenerationGrowth; }; diff --git a/Source/Promether/PlayerGeneric/DefaultPlayerController.cpp b/Source/Promether/PlayerGeneric/DefaultPlayerController.cpp index b1b19e4..c34de91 100644 --- a/Source/Promether/PlayerGeneric/DefaultPlayerController.cpp +++ b/Source/Promether/PlayerGeneric/DefaultPlayerController.cpp @@ -18,17 +18,19 @@ void ADefaultPlayerController::BeginPlay() { Super::BeginPlay(); - if (ULocalPlayer* LocalPlayer = Cast(Player)) { - if (UEnhancedInputLocalPlayerSubsystem* InputSystem = LocalPlayer->GetSubsystem()) { - if (!PlayerInputMapping.IsNull()) { - InputSystem->AddMappingContext(PlayerInputMapping.LoadSynchronous(), 0); - } - else { - UE_LOG(LogTemp, Error, TEXT("AddMappingContext Failed")); - } - } + ULocalPlayer* LocalPlayer = Cast(Player); + if (!LocalPlayer) return; + + UEnhancedInputLocalPlayerSubsystem* InputSystem = LocalPlayer->GetSubsystem(); + if (!InputSystem) return; + + if (PlayerInputMapping.IsNull()) + { + UE_LOG(LogTemp, Error, TEXT("AddMappingContext Failed")); + return; } + InputSystem->AddMappingContext(PlayerInputMapping.LoadSynchronous(), 0); this->bShowMouseCursor = true; } @@ -39,16 +41,29 @@ void ADefaultPlayerController::OnPossess(APawn* aPawn) Server_SpawnPlayerCamera(); AActor *PlayerCamera = GetPlayerState()->GetPlayerCamera(); - if (PlayerCamera) - { - SetViewTarget(PlayerCamera); - - UE_LOG(LogTemp, Warning, TEXT("SetViewTarget Success : %s"), *GetPlayerState()->GetPlayerCamera()->GetName()); - } - else + if (!PlayerCamera) { UE_LOG(LogTemp, Error, TEXT("GetPlayerCamera Failed.")); + return; } + + SetViewTarget(PlayerCamera); + + UE_LOG(LogTemp, Warning, TEXT("SetViewTarget Success : %s"), *GetPlayerState()->GetPlayerCamera()->GetName()); + + ADefaultPlayerCharacter* ControlledPawn = GetPawn(); + if (!ControlledPawn) return; + + ADefaultPlayerState* MyPlayerState = GetPlayerState(); + if (!MyPlayerState) return; + + TArray DefaultStatsValue; + TArray CooldownDurationValue; + + ControlledPawn->DefaultStats.GenerateValueArray(DefaultStatsValue); + ControlledPawn->CooldownDuration.GenerateValueArray(CooldownDurationValue); + + MyPlayerState->InitPlayerStats(DefaultStatsValue, CooldownDurationValue); } void ADefaultPlayerController::OnUnPossess() @@ -66,48 +81,46 @@ void ADefaultPlayerController::Server_SpawnPlayerCamera_Implementation() UE_LOG(LogTemp, Warning, TEXT("SpawnPlayerCamera")); - if (APawn* MyPawn = GetPawn()) + APawn* MyPawn = GetPawn(); + if (!MyPawn) return; + + FTransform SpawnTransform = FTransform(); + + SpawnTransform.SetLocation(MyPawn->GetActorLocation()); + + OutContextPlayerCamera = GetWorld()->SpawnActor(ADefaultPlayerCamera::StaticClass(), SpawnTransform, SpawnInfo); + if (!OutContextPlayerCamera) { - FTransform SpawnTransform = FTransform(); - - SpawnTransform.SetLocation(MyPawn->GetActorLocation()); - - OutContextPlayerCamera = GetWorld()->SpawnActor(ADefaultPlayerCamera::StaticClass(), SpawnTransform, SpawnInfo); - if (OutContextPlayerCamera) - { - GetPlayerState()->SetPlayerCamera(OutContextPlayerCamera); - OutContextPlayerCamera->AttachToActor(GetPawn(), FAttachmentTransformRules(EAttachmentRule::SnapToTarget, EAttachmentRule::KeepWorld, EAttachmentRule::KeepWorld, false)); - - UE_LOG(LogTemp, Warning, TEXT("SetPlayerCamera Success : %s, %d"), *GetPlayerState()->GetPlayerCamera()->GetName(), GetPlayerState()->GetPlayerCamera()); - } - else - { - UE_LOG(LogTemp, Error, TEXT("Camera Spawn Failed.")); - } + UE_LOG(LogTemp, Error, TEXT("Camera Spawn Failed.")); + return; } + + GetPlayerState()->SetPlayerCamera(OutContextPlayerCamera); + OutContextPlayerCamera->AttachToActor(GetPawn(), FAttachmentTransformRules(EAttachmentRule::SnapToTarget, EAttachmentRule::KeepWorld, EAttachmentRule::KeepWorld, false)); + + UE_LOG(LogTemp, Warning, TEXT("SetPlayerCamera Success : %s, %d"), *GetPlayerState()->GetPlayerCamera()->GetName(), GetPlayerState()->GetPlayerCamera()); } void ADefaultPlayerController::SetACharacterOutlineColor(ACharacter* Target, bool Visible) { - if (!HasAuthority()) + if (HasAuthority()) return; + + ADefaultPlayerState* State = Target->GetPlayerState(); + if (!State) { - if (ADefaultPlayerState* State = Target->GetPlayerState()) - { - if (State->GetTeam() == GetPlayerState()->GetTeam()) - { - Target->GetMesh()->SetRenderCustomDepth(Visible); - Target->GetMesh()->CustomDepthStencilValue = 1; - } - else - { - Target->GetMesh()->SetRenderCustomDepth(Visible); - Target->GetMesh()->CustomDepthStencilValue = 2; - } - } - else - { - UE_LOG(LogTemp, Error, TEXT("GetPlayerState Failed")); - } + UE_LOG(LogTemp, Error, TEXT("GetPlayerState Failed")); + return; + } + + if (State->GetTeam() == GetPlayerState()->GetTeam()) + { + Target->GetMesh()->SetRenderCustomDepth(Visible); + Target->GetMesh()->CustomDepthStencilValue = 1; + } + else + { + Target->GetMesh()->SetRenderCustomDepth(Visible); + Target->GetMesh()->CustomDepthStencilValue = 2; } } @@ -133,7 +146,6 @@ ADefaultPlayerController::ADefaultPlayerController() IA_SKILL2(TEXT("/Script/EnhancedInput.InputAction'/Game/InputActions/Skill2.Skill2'")), IA_SKILL3(TEXT("/Script/EnhancedInput.InputAction'/Game/InputActions/Skill3.Skill3'")), IA_SKILL4(TEXT("/Script/EnhancedInput.InputAction'/Game/InputActions/Skill4.Skill4'")), - IA_SKILL4_End(TEXT("/Script/EnhancedInput.InputAction'/Game/InputActions/Skill4_End.Skill4_End'")), IA_RUNESPELL1(TEXT("/Script/EnhancedInput.InputAction'/Game/InputActions/RuneSpell1.RuneSpell1'")), IA_RUNESPELL2(TEXT("/Script/EnhancedInput.InputAction'/Game/InputActions/RuneSpell2.RuneSpell2'")), IA_WARD(TEXT("/Script/EnhancedInput.InputAction'/Game/InputActions/Ward.Ward'")), @@ -161,11 +173,6 @@ ADefaultPlayerController::ADefaultPlayerController() UE_LOG(LogTemp, Error, TEXT("IA_ULTIMATESKILL load failed.")); return; } - if (!IA_SKILL4_End.Succeeded()) - { - UE_LOG(LogTemp, Error, TEXT("IA_ULTIMATESKILL load failed.")); - return; - } if (!IA_RUNESPELL1.Succeeded()) { UE_LOG(LogTemp, Error, TEXT("IA_RUNESPELL1 load failed.")); @@ -202,7 +209,6 @@ ADefaultPlayerController::ADefaultPlayerController() Skill2Action = IA_SKILL2.Object; Skill3Action = IA_SKILL3.Object; Skill4Action = IA_SKILL4.Object; - Skill4_EndAction = IA_SKILL4_End.Object; RuneSpell1Action = IA_RUNESPELL1.Object; RuneSpell2Action = IA_RUNESPELL2.Object; WardAction = IA_WARD.Object; @@ -222,21 +228,20 @@ void ADefaultPlayerController::SetupInputComponent() { Super::SetupInputComponent(); - if (UEnhancedInputComponent* EnhancedInputComponent = Cast(InputComponent)) - { - EnhancedInputComponent->BindAction(Skill1Action.Get(), ETriggerEvent::Triggered, this, &ADefaultPlayerController::Skill1); - EnhancedInputComponent->BindAction(Skill2Action.Get(), ETriggerEvent::Triggered, this, &ADefaultPlayerController::Skill2); - EnhancedInputComponent->BindAction(Skill3Action.Get(), ETriggerEvent::Triggered, this, &ADefaultPlayerController::Skill3); - EnhancedInputComponent->BindAction(Skill4Action.Get(), ETriggerEvent::Triggered, this, &ADefaultPlayerController::Skill4); - EnhancedInputComponent->BindAction(Skill4_EndAction.Get(), ETriggerEvent::Triggered, this, &ADefaultPlayerController::Skill4_End); - EnhancedInputComponent->BindAction(RuneSpell1Action.Get(), ETriggerEvent::Triggered, this, &ADefaultPlayerController::RuneSpell1); - EnhancedInputComponent->BindAction(RuneSpell2Action.Get(), ETriggerEvent::Triggered, this, &ADefaultPlayerController::RuneSpell2); - EnhancedInputComponent->BindAction(WardAction.Get(), ETriggerEvent::Triggered, this, &ADefaultPlayerController::Ward); - EnhancedInputComponent->BindAction(BombAction.Get(), ETriggerEvent::Triggered, this, &ADefaultPlayerController::Bomb); - EnhancedInputComponent->BindAction(ObjectSelectAction.Get(), ETriggerEvent::Triggered, this, &ADefaultPlayerController::ObjectSelect); - EnhancedInputComponent->BindAction(MoveAction.Get(), ETriggerEvent::Triggered, this, &ADefaultPlayerController::MoveTriggered); - EnhancedInputComponent->BindAction(MoveAction.Get(), ETriggerEvent::Started, this, &ADefaultPlayerController::MoveStarted); - } + UEnhancedInputComponent* EnhancedInputComponent = Cast(InputComponent); + if (!EnhancedInputComponent) return; + + EnhancedInputComponent->BindAction(Skill1Action.Get(), ETriggerEvent::Triggered, this, &ADefaultPlayerController::Skill1); + EnhancedInputComponent->BindAction(Skill2Action.Get(), ETriggerEvent::Triggered, this, &ADefaultPlayerController::Skill2); + EnhancedInputComponent->BindAction(Skill3Action.Get(), ETriggerEvent::Triggered, this, &ADefaultPlayerController::Skill3); + EnhancedInputComponent->BindAction(Skill4Action.Get(), ETriggerEvent::Triggered, this, &ADefaultPlayerController::Skill4Triggered); + EnhancedInputComponent->BindAction(Skill4Action.Get(), ETriggerEvent::Completed, this, &ADefaultPlayerController::Skill4Completed); + EnhancedInputComponent->BindAction(RuneSpell1Action.Get(), ETriggerEvent::Triggered, this, &ADefaultPlayerController::RuneSpell1); + EnhancedInputComponent->BindAction(RuneSpell2Action.Get(), ETriggerEvent::Triggered, this, &ADefaultPlayerController::RuneSpell2); + EnhancedInputComponent->BindAction(WardAction.Get(), ETriggerEvent::Triggered, this, &ADefaultPlayerController::Ward); + EnhancedInputComponent->BindAction(BombAction.Get(), ETriggerEvent::Triggered, this, &ADefaultPlayerController::Bomb); + EnhancedInputComponent->BindAction(ObjectSelectAction.Get(), ETriggerEvent::Triggered, this, &ADefaultPlayerController::ObjectSelect); + EnhancedInputComponent->BindAction(MoveAction.Get(), ETriggerEvent::Triggered, this, &ADefaultPlayerController::Move); } void ADefaultPlayerController::Skill1() @@ -250,7 +255,7 @@ void ADefaultPlayerController::Skill1() SimpleMoveToLocation(this, Location); this->MoveToLocation(Location); - GetPawn()->SetActorRotation((GetMouseHitLocation() - Location).Rotation()); + Server_SetRotation(GetMouseHitLocation()); UE_LOG(LogTemp, Warning, TEXT("Skill1")); GetPlayerState()->SetState(ECharacterState::Attack); @@ -265,7 +270,7 @@ void ADefaultPlayerController::Skill2() SimpleMoveToLocation(this, Location); this->MoveToLocation(Location); - GetPawn()->SetActorRotation((GetMouseHitLocation() - Location).Rotation()); + Server_SetRotation(GetMouseHitLocation()); UE_LOG(LogTemp, Warning, TEXT("Skill2")); GetPlayerState()->SetState(ECharacterState::Attack); @@ -280,14 +285,14 @@ void ADefaultPlayerController::Skill3() SimpleMoveToLocation(this, Location); this->MoveToLocation(Location); - GetPawn()->SetActorRotation((GetMouseHitLocation() - Location).Rotation()); + Server_SetRotation(GetMouseHitLocation()); UE_LOG(LogTemp, Warning, TEXT("Skill3")); GetPlayerState()->SetState(ECharacterState::Attack); GetPlayerState()->SetAttackType(CooldownType::Skill3); } -void ADefaultPlayerController::Skill4() +void ADefaultPlayerController::Skill4Triggered() { FVector Location = GetPawn()->GetActorLocation(); Location.Z = 0; @@ -295,14 +300,14 @@ void ADefaultPlayerController::Skill4() SimpleMoveToLocation(this, Location); this->MoveToLocation(Location); - GetPawn()->SetActorRotation((GetMouseHitLocation() - Location).Rotation()); + Server_SetRotation(GetMouseHitLocation()); - UE_LOG(LogTemp, Warning, TEXT("Skill4")); + UE_LOG(LogTemp, Warning, TEXT("Skill4 Triggered")); GetPlayerState()->SetState(ECharacterState::Attack); - GetPlayerState()->SetAttackType(CooldownType::Skill4Started); + GetPlayerState()->SetAttackType(CooldownType::Skill4Triggered); } -void ADefaultPlayerController::Skill4_End() +void ADefaultPlayerController::Skill4Completed() { FVector Location = GetPawn()->GetActorLocation(); Location.Z = 0; @@ -310,9 +315,9 @@ void ADefaultPlayerController::Skill4_End() SimpleMoveToLocation(this, Location); this->MoveToLocation(Location); - GetPawn()->SetActorRotation((GetMouseHitLocation() - Location).Rotation()); + Server_SetRotation(GetMouseHitLocation()); - UE_LOG(LogTemp, Warning, TEXT("Skill4_End")); + UE_LOG(LogTemp, Warning, TEXT("Skill4 Completed")); GetPlayerState()->SetState(ECharacterState::Attack); GetPlayerState()->SetAttackType(CooldownType::Skill4Comlpleted); } @@ -354,21 +359,11 @@ void ADefaultPlayerController::ObjectSelect() GetHitResultUnderCursorForObjects(ObjectTypes, true, HitResult); - if (ACharacter* HitObject = Cast(HitResult.GetActor())) - { - UE_LOG(LogTemp, Warning, TEXT("%s"), *HitObject->GetName()); - SetACharacterOutlineColor(HitObject, true); - } -} + ACharacter* HitObject = Cast(HitResult.GetActor()); + if (!HitObject) return; -void ADefaultPlayerController::MoveTriggered() -{ - Move(); -} - -void ADefaultPlayerController::MoveStarted() -{ - Move(); + UE_LOG(LogTemp, Warning, TEXT("%s"), *HitObject->GetName()); + SetACharacterOutlineColor(HitObject, true); } void ADefaultPlayerController::Move() @@ -380,13 +375,26 @@ void ADefaultPlayerController::Move() this->MoveToLocation(Destination); } +void ADefaultPlayerController::Multicast_SetRotation_Implementation(FVector MouseHitLocation) +{ + FVector Location = GetPawn()->GetActorLocation(); + Location.Z = 0; + + GetPawn()->SetActorRotation((MouseHitLocation - Location).Rotation()); +} + +void ADefaultPlayerController::Server_SetRotation_Implementation(FVector MouseHitLocation) +{ + Multicast_SetRotation(MouseHitLocation); +} + FVector ADefaultPlayerController::GetMouseHitLocation() { FHitResult HitResult; GetHitResultUnderCursor(ECollisionChannel::ECC_Visibility, true, HitResult); HitResult.Location.Z = 0; - UE_LOG(LogTemp, Warning, TEXT("Client%d MoveTo : (%f, %f)"), GPlayInEditorID, HitResult.Location.X, HitResult.Location.Y); + //UE_LOG(LogTemp, Warning, TEXT("Client%d MoveTo : (%f, %f)"), GPlayInEditorID, HitResult.Location.X, HitResult.Location.Y); FVector ActorLocation = GetPawn()->GetActorLocation(); ActorLocation.Z = 0; @@ -399,22 +407,21 @@ FVector ADefaultPlayerController::GetMouseHitLocation() DrawDebugLine(GetWorld(), HitResult.Location, Destination, FColor::Emerald, false, 1, 0, 1); const UWorld* CurrentWorld = GetWorld(); - if (CurrentWorld) - { - FHitResult CollisionCheck; + if (!CurrentWorld) return Destination; - FCollisionQueryParams CollisionParams; - CollisionParams.AddIgnoredActor(GetPawn()); + FHitResult CollisionCheck; - FVector Start = HitResult.Location; - FVector End = Destination; + FCollisionQueryParams CollisionParams; + CollisionParams.AddIgnoredActor(GetPawn()); - if (CurrentWorld->LineTraceSingleByChannel(CollisionCheck, Start, End, ECC_Visibility, CollisionParams)) - { - DrawDebugLine(CurrentWorld, Start, End, FColor::Red, false, 1.5, 0, 2); - Destination = HitResult.Location; - } - } + FVector Start = HitResult.Location; + FVector End = Destination; + + if (!CurrentWorld->LineTraceSingleByChannel(CollisionCheck, Start, End, ECC_Visibility, CollisionParams)) + return Destination; + + DrawDebugLine(CurrentWorld, Start, End, FColor::Red, false, 1.5, 0, 2); + Destination = HitResult.Location; return Destination; } @@ -499,18 +506,18 @@ void ADefaultPlayerController::SimpleMoveToLocation(AController* Controller, con void ADefaultPlayerController::OnMoveCompleted(FAIRequestID RequestID, const FPathFollowingResult& MovementResult) { - if (MovementResult.IsSuccess()) + if (!MovementResult.IsSuccess()) return; + + if (!GPlayInEditorID) { - if (!GPlayInEditorID) - { - UE_LOG(LogTemp, Warning, TEXT("Server MoveCompleted")); - } - else - { - UE_LOG(LogTemp, Warning, TEXT("Client%d MoveCompleted"), GPlayInEditorID); - } - GetPlayerState()->SetState(ECharacterState::Idle); + UE_LOG(LogTemp, Warning, TEXT("Server MoveCompleted")); } + else + { + UE_LOG(LogTemp, Warning, TEXT("Client%d MoveCompleted"), GPlayInEditorID); + } + + GetPlayerState()->SetState(ECharacterState::Idle); } void ADefaultPlayerController::Attack() diff --git a/Source/Promether/PlayerGeneric/DefaultPlayerController.h b/Source/Promether/PlayerGeneric/DefaultPlayerController.h index 149817b..ae1142e 100644 --- a/Source/Promether/PlayerGeneric/DefaultPlayerController.h +++ b/Source/Promether/PlayerGeneric/DefaultPlayerController.h @@ -34,20 +34,24 @@ public: void Skill1(); void Skill2(); void Skill3(); - void Skill4(); - void Skill4_End(); + void Skill4Triggered(); + void Skill4Completed(); void RuneSpell1(); void RuneSpell2(); void Ward(); void Bomb(); void ObjectSelect(); - void MoveTriggered(); - void MoveStarted(); void Move(); UFUNCTION(Server, Reliable) void MoveToLocation(FVector Location); + UFUNCTION(NetMulticast, Reliable) + void Multicast_SetRotation(FVector MouseHitLocation); + + UFUNCTION(Server, Reliable) + void Server_SetRotation(FVector MouseHitLocation); + FVector GetMouseHitLocation(); UFUNCTION(BlueprintCallable, Category = "AI|Navigation") @@ -72,8 +76,6 @@ private: TSoftObjectPtr Skill3Action; UPROPERTY(EditAnywhere, Category = "Input") TSoftObjectPtr Skill4Action; - UPROPERTY(EditAnywhere, Category = "Input") - TSoftObjectPtr Skill4_EndAction; UPROPERTY(EditAnywhere, Category = "Input") TSoftObjectPtr RuneSpell1Action; UPROPERTY(EditAnywhere, Category = "Input") diff --git a/Source/Promether/PlayerGeneric/DefaultPlayerState.cpp b/Source/Promether/PlayerGeneric/DefaultPlayerState.cpp index f8468af..1159af6 100644 --- a/Source/Promether/PlayerGeneric/DefaultPlayerState.cpp +++ b/Source/Promether/PlayerGeneric/DefaultPlayerState.cpp @@ -26,46 +26,18 @@ void ADefaultPlayerState::GetLifetimeReplicatedProps(TArray& DOREPLIFETIME(ADefaultPlayerState, PlayerCamera); } -void ADefaultPlayerState::InitPlayerStats() +void ADefaultPlayerState::InitPlayerStats_Implementation(const TArray& StatsValue, const TArray& CooldownDurationValue) { - ADefaultPlayerCharacter* Initializer = Cast(CharacterBPRef); + MaxStats.Append(StatsValue); + Stats.Append(StatsValue); + CooldownDuration.Append(CooldownDurationValue); + MaxCooldownDuration.Append(CooldownDurationValue); - Stats.Health = Initializer->GetHealth(); - Stats.HPRegeneration = Initializer->GetHPRegeneration(); - Stats.HealAndShieldpower = Initializer->GetHealAndShieldpower(); - Stats.Armor = Initializer->GetArmor(); - Stats.MagicResistance = Initializer->GetMagicResistance(); - Stats.Tenacity = Initializer->GetTenacity(); - Stats.SlowRisist = Initializer->GetSlowRisist(); - Stats.AttackSpeed = Initializer->GetAttackSpeed(); - Stats.AttackDamage = Initializer->GetAttackDamage(); - Stats.AbilityPower = Initializer->GetAbilityPower(); - Stats.CriticalStrikeChance = Initializer->GetCriticalStrikeChance(); - Stats.CriticalStrikeDamage = Initializer->GetCriticalStrikeDamage(); - Stats.ArmorPenetration = Initializer->GetArmorPenetration(); - Stats.MagicPenetration = Initializer->GetMagicPenetration(); - Stats.LifeSteal = Initializer->GetLifeSteal(); - Stats.PhysicalVamp = Initializer->GetPhysicalVamp(); - Stats.Omnivamp = Initializer->GetOmnivamp(); - Stats.AbilityHaste = Initializer->GetAbilityHaste(); - SetMultipleCooldownDuration(Initializer->GetCooldownDuration()); - - Stats.Mana = Initializer->GetMana(); - Stats.ManaRegeneration = Initializer->GetManaRegeneration(); - Stats.Energy = Initializer->GetEnergy(); - Stats.EnergyRegeneration = Initializer->GetEnergyRegeneration(); - Stats.AttackRange = Initializer->GetAttackRange(); - Stats.MovementSpeed = Initializer->GetMovementSpeed(); - Stats.GoldGeneration = Initializer->GetGoldGeneration(); - Stats.AttackDamageGrowth = Initializer->GetAttackDamageGrowth(); - Stats.AttackSpeedGrowth = Initializer->GetAttackSpeedGrowth(); - Stats.ArmorGrowth = Initializer->GetArmorGrowth(); - Stats.MagicResistanceGrowth = Initializer->GetMagicResistanceGrowth(); - Stats.HealthGrowth = Initializer->GetHealthGrowth(); - Stats.HealthRegenerationGrowth = Initializer->GetHealthRegenerationGrowth(); - Stats.ManaGrowth = Initializer->GetManaGrowth(); - Stats.ManaRegenerationGrowth = Initializer->GetManaRegenerationGrowth(); + for (float Value : StatsValue) + { + UE_LOG(LogTemp, Warning, TEXT("Values: %f"), Value); + } } void ADefaultPlayerState::NetMulticast_SetAttackType_Implementation(CooldownType Value) @@ -92,8 +64,3 @@ int32 ADefaultPlayerState::GetCharacterLevel() const { return int32(); } - -void ADefaultPlayerState::SetMultipleCooldownDuration(const float* Value) -{ - std::memcpy(&CooldownDuration, Value, sizeof(float) * (uint8)CooldownType::SIZE); -} diff --git a/Source/Promether/PlayerGeneric/DefaultPlayerState.h b/Source/Promether/PlayerGeneric/DefaultPlayerState.h index 7b64d67..d566af0 100644 --- a/Source/Promether/PlayerGeneric/DefaultPlayerState.h +++ b/Source/Promether/PlayerGeneric/DefaultPlayerState.h @@ -21,7 +21,8 @@ public: ADefaultPlayerState(); void GetLifetimeReplicatedProps(TArray< FLifetimeProperty >& OutLifetimeProps) const override; - void InitPlayerStats(); + UFUNCTION(Server, Reliable) + void InitPlayerStats(const TArray& StatsValue, const TArray& CooldownDurationValue); void SetCharacterBPRef(UClass* Value) { CharacterBPRef = Value; } UClass* GetCharacterBPRef() const { return CharacterBPRef; } @@ -34,10 +35,11 @@ public: void SetPlayerCamera(AActor* Actor) { PlayerCamera = Actor; } AActor* GetPlayerCamera() const { return PlayerCamera; } - UFUNCTION(BlueprintCallable) - void SetCooldownDuration(CooldownType Key, float Value) { CooldownDuration[(uint8)Key] = Value; } - UFUNCTION(BlueprintCallable) - float GetCooldownDuration(CooldownType Key) const { return CooldownDuration[(uint8)Key]; } + //fix later + //UFUNCTION(BlueprintCallable) + //void SetCooldownDuration(CooldownType Key, float Value) { CooldownDuration[(uint8)Key] = Value; } + //UFUNCTION(BlueprintCallable) + //float GetCooldownDuration(CooldownType Key) const { return CooldownDuration[(uint8)Key]; } //Execute on server UFUNCTION(BlueprintCallable, Server, Reliable) @@ -57,14 +59,16 @@ public: UFUNCTION(BlueprintCallable) int32 GetCharacterLevel() const; - - //Should be ONLY executed on server!! - void SetMultipleCooldownDuration(const float* Value) ; - UPROPERTY(Replicated, EditAnywhere, BlueprintReadWrite) - FDefaultStats Stats; - UPROPERTY(Replicated, EditAnywhere, BlueprintReadWrite) - FDefaultStats MaxStats; + UPROPERTY(Replicated, Transient, EditAnywhere, BlueprintReadWrite) + TArray Stats; + UPROPERTY(Replicated, Transient, EditAnywhere, BlueprintReadWrite) + TArray MaxStats; + + UPROPERTY(Replicated, Transient, BlueprintReadWrite) + TArray CooldownDuration; + UPROPERTY(Replicated, Transient, BlueprintReadWrite) + TArray MaxCooldownDuration; private: UPROPERTY(Replicated, Transient) @@ -72,9 +76,6 @@ private: UPROPERTY(Replicated, Transient) TeamType Team; - UPROPERTY(Replicated, Transient) - float CooldownDuration[(uint8)CooldownType::SIZE] = { 0.0f, }; - UPROPERTY(Replicated, Transient) ECharacterState State; UPROPERTY(Replicated, Transient) diff --git a/Source/Promether/PlayerGeneric/PerformSkill.cpp b/Source/Promether/PlayerGeneric/PerformSkill.cpp deleted file mode 100644 index 1d1dd9f..0000000 --- a/Source/Promether/PlayerGeneric/PerformSkill.cpp +++ /dev/null @@ -1,6 +0,0 @@ -// Fill out your copyright notice in the Description page of Project Settings. - - -#include "PerformSkill.h" - -// Add default functionality here for any IPerformSkill functions that are not pure virtual. diff --git a/Source/Promether/PlayerGeneric/PerformSkill.h b/Source/Promether/PlayerGeneric/PerformSkill.h deleted file mode 100644 index ee6f11b..0000000 --- a/Source/Promether/PlayerGeneric/PerformSkill.h +++ /dev/null @@ -1,28 +0,0 @@ -// Fill out your copyright notice in the Description page of Project Settings. - -#pragma once - -#include "CoreMinimal.h" -#include "UObject/Interface.h" -#include "PerformSkill.generated.h" - -// This class does not need to be modified. -UINTERFACE(MinimalAPI) -class UPerformSkill : public UInterface -{ - GENERATED_BODY() -}; - -/** - * - */ -class PROMETHER_API IPerformSkill -{ - GENERATED_BODY() - - // Add interface functions to this class. This is the class that will be inherited to implement this interface. -public: - virtual void Skill4Started() = 0; - virtual void Skill4Triggered() = 0; - virtual void Skill4Completed() = 0; -}; diff --git a/Source/Promether/PrometherEnum.h b/Source/Promether/PrometherEnum.h index 1fb193f..a2bdd20 100644 --- a/Source/Promether/PrometherEnum.h +++ b/Source/Promether/PrometherEnum.h @@ -91,3 +91,41 @@ struct FUniqueObjectID int32 RandomUniqueNumber; }; +UENUM(BlueprintType) +enum class EStats : uint8 +{ + Health, + HPRegeneration, + HealAndShieldpower, + Armor, + MagicResistance, + Tenacity, + SlowRisist, + AttackSpeed, + AttackDamage, + AbilityPower, + CriticalStrikeChance, + CriticalStrikeDamage, + ArmorPenetration, + MagicPenetration, + LifeSteal, + PhysicalVamp, + Omnivamp, + AbilityHaste, + Mana, + ManaRegeneration, + Energy, + EnergyRegeneration, + AttackRange, + MovementSpeed, + GoldGeneration, + AttackDamageGrowth, + AttackSpeedGrowth, + ArmorGrowth, + MagicResistanceGrowth, + HealthGrowth, + HealthRegenerationGrowth, + ManaGrowth, + ManaRegenerationGrowth, + SIZE +}; \ No newline at end of file