This commit is contained in:
SJW1024
2023-11-13 22:37:54 +09:00
parent 9a6fc93fa1
commit b27742e32f
2020 changed files with 8547 additions and 0 deletions

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// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.Collections.Generic;
public class PrometherTarget : TargetRules
{
public PrometherTarget( TargetInfo Target) : base(Target)
{
Type = TargetType.Game;
DefaultBuildSettings = BuildSettingsVersion.V2;
IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_1;
ExtraModuleNames.Add("Promether");
}
}

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// Fill out your copyright notice in the Description page of Project Settings.
#include "AN_AnimEnd.h"
#include "../PlayerGeneric/DefaultPlayerCharacter.h"
#include "../PlayerGeneric/DefaultPlayerState.h"
void UAN_AnimEnd::Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, const FAnimNotifyEventReference& EventReference)
{
ADefaultPlayerCharacter* MyCharacter = MeshComp->GetOwner<ADefaultPlayerCharacter>();
if (!MyCharacter) return;
ADefaultPlayerState* MyState = MyCharacter->GetPlayerState<ADefaultPlayerState>();
if (!MyState) return;
MyState->SetState(ECharacterState::Idle);
UE_LOG(LogTemp, Warning, TEXT("State log : %d"), MyState->GetState());
MyState->Stats[(uint8)EStats::Attackable] = 0;
MyState->Stats[(uint8)EStats::Skillusable] = 0;
MyState->Stats[(uint8)EStats::Movable] = 0;
}

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Animation/AnimNotifies/AnimNotify.h"
#include "AN_AnimEnd.generated.h"
/**
*
*/
UCLASS()
class PROMETHER_API UAN_AnimEnd : public UAnimNotify
{
GENERATED_BODY()
public:
virtual void Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, const FAnimNotifyEventReference& EventReference) override;
};

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// Fill out your copyright notice in the Description page of Project Settings.
#include "AN_Attack.h"
#include "GameFramework/Controller.h"
#include "../PlayerGeneric/DefaultPlayerCharacter.h"
void UAN_Attack::Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, const FAnimNotifyEventReference& EventReference)
{
ADefaultPlayerCharacter* MyCharacter = MeshComp->GetOwner<ADefaultPlayerCharacter>();
if (!MyCharacter) return;
MyCharacter->Attack();
}

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Animation/AnimNotifies/AnimNotify.h"
#include "AN_Attack.generated.h"
/**
*
*/
UCLASS()
class PROMETHER_API UAN_Attack : public UAnimNotify
{
GENERATED_BODY()
public:
virtual void Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, const FAnimNotifyEventReference& EventReference) override;
};

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// Fill out your copyright notice in the Description page of Project Settings.
#include "AN_Skill1.h"
#include "../PlayerGeneric/DefaultPlayerCharacter.h"
void UAN_Skill1::Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, const FAnimNotifyEventReference& EventReference)
{
ADefaultPlayerCharacter* MyCharacter = MeshComp->GetOwner<ADefaultPlayerCharacter>();
if (!MyCharacter) return;
MyCharacter->Skill1();
}

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Animation/AnimNotifies/AnimNotify.h"
#include "AN_Skill1.generated.h"
/**
*
*/
UCLASS()
class PROMETHER_API UAN_Skill1 : public UAnimNotify
{
GENERATED_BODY()
public:
virtual void Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, const FAnimNotifyEventReference& EventReference) override;
};

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// Fill out your copyright notice in the Description page of Project Settings.
#include "AN_Skill2.h"
#include "../PlayerGeneric/DefaultPlayerCharacter.h"
void UAN_Skill2::Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, const FAnimNotifyEventReference& EventReference)
{
ADefaultPlayerCharacter* MyCharacter = MeshComp->GetOwner<ADefaultPlayerCharacter>();
if (!MyCharacter) return;
MyCharacter->Skill2();
}

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Animation/AnimNotifies/AnimNotify.h"
#include "AN_Skill2.generated.h"
/**
*
*/
UCLASS()
class PROMETHER_API UAN_Skill2 : public UAnimNotify
{
GENERATED_BODY()
public:
virtual void Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, const FAnimNotifyEventReference& EventReference) override;
};

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// Fill out your copyright notice in the Description page of Project Settings.
#include "AN_Skill3.h"
#include "../PlayerGeneric/DefaultPlayerCharacter.h"
void UAN_Skill3::Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, const FAnimNotifyEventReference& EventReference)
{
ADefaultPlayerCharacter* MyCharacter = MeshComp->GetOwner<ADefaultPlayerCharacter>();
if (!MyCharacter) return;
MyCharacter->Skill3();
}

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Animation/AnimNotifies/AnimNotify.h"
#include "AN_Skill3.generated.h"
/**
*
*/
UCLASS()
class PROMETHER_API UAN_Skill3 : public UAnimNotify
{
GENERATED_BODY()
public:
virtual void Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, const FAnimNotifyEventReference& EventReference) override;
};

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// Fill out your copyright notice in the Description page of Project Settings.
#include "AN_Skill4.h"
#include "../PlayerGeneric/DefaultPlayerCharacter.h"
void UAN_Skill4::Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, const FAnimNotifyEventReference& EventReference)
{
ADefaultPlayerCharacter* MyCharacter = MeshComp->GetOwner<ADefaultPlayerCharacter>();
if (!MyCharacter) return;
MyCharacter->Skill4();
}

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Animation/AnimNotifies/AnimNotify.h"
#include "AN_Skill4.generated.h"
/**
*
*/
UCLASS()
class PROMETHER_API UAN_Skill4 : public UAnimNotify
{
GENERATED_BODY()
public:
virtual void Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, const FAnimNotifyEventReference& EventReference) override;
};

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// Fill out your copyright notice in the Description page of Project Settings.
#include "AN_Skill4_End.h"
#include "../PlayerGeneric/DefaultPlayerCharacter.h"
void UAN_Skill4_End::Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, const FAnimNotifyEventReference& EventReference)
{
ADefaultPlayerCharacter* MyCharacter = MeshComp->GetOwner<ADefaultPlayerCharacter>();
if (!MyCharacter) return;
MyCharacter->Skill4_End();
}

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Animation/AnimNotifies/AnimNotify.h"
#include "AN_Skill4_End.generated.h"
/**
*
*/
UCLASS()
class PROMETHER_API UAN_Skill4_End : public UAnimNotify
{
GENERATED_BODY()
public:
virtual void Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, const FAnimNotifyEventReference& EventReference) override;
};

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// Fill out your copyright notice in the Description page of Project Settings.
#include "AN_Skill5.h"

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Animation/AnimNotifies/AnimNotify.h"
#include "AN_Skill5.generated.h"
/**
*
*/
UCLASS()
class PROMETHER_API UAN_Skill5 : public UAnimNotify
{
GENERATED_BODY()
};

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// Fill out your copyright notice in the Description page of Project Settings.
#include "AN_Skill6.h"

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Animation/AnimNotifies/AnimNotify.h"
#include "AN_Skill6.generated.h"
/**
*
*/
UCLASS()
class PROMETHER_API UAN_Skill6 : public UAnimNotify
{
GENERATED_BODY()
};

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// Fill out your copyright notice in the Description page of Project Settings.
#include "AN_Skill7.h"

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Animation/AnimNotifies/AnimNotify.h"
#include "AN_Skill7.generated.h"
/**
*
*/
UCLASS()
class PROMETHER_API UAN_Skill7 : public UAnimNotify
{
GENERATED_BODY()
};

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// Fill out your copyright notice in the Description page of Project Settings.
#include "BaseAttack.h"

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/DamageType.h"
#include "BaseAttack.generated.h"
/**
*
*/
UCLASS()
class PROMETHER_API UBaseAttack : public UDamageType
{
GENERATED_BODY()
};

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// Fill out your copyright notice in the Description page of Project Settings.
#include "DefaultGameInstance.h"
UDefaultGameInstance::UDefaultGameInstance()
{
//ConstructorHelpers::FObjectFinder<UClass> LUKRIEL(TEXT(""));
ConstructorHelpers::FObjectFinder<UClass> ALLIUM(TEXT("Class'/Game/Character/Allium/BP_Allium.BP_Allium_C'"));
ConstructorHelpers::FObjectFinder<UClass> RIANA(TEXT("Class'/Game/Character/Riana/BP_Riana.BP_Riana_C'"));
ConstructorHelpers::FObjectFinder<UClass> LB(TEXT("Class'/Game/Character/Lb/BP_Lb.BP_Lb_C'"));
if
(
//!LUKRIEL.Succeeded() ||
!ALLIUM.Succeeded() ||
!RIANA.Succeeded() ||
!LB.Succeeded()
)
{
UE_LOG(LogTemp, Error, TEXT("Blueprint asset load failed."));
return;
}
BP_Characters[int(CharacterType::Lukriel)] = NULL;
BP_Characters[int(CharacterType::Allium)] = ALLIUM.Object;
BP_Characters[int(CharacterType::Riana)] = RIANA.Object;
BP_Characters[int(CharacterType::Lb)] = LB.Object;
}
void UDefaultGameInstance::Init()
{
UE_LOG(LogTemp, Warning, TEXT("UDefaultGameInstance Loaded"));
}

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Engine/GameInstance.h"
#include "PrometherEnum.h"
#include "DefaultGameInstance.generated.h"
UCLASS()
class PROMETHER_API UDefaultGameInstance : public UGameInstance
{
GENERATED_BODY()
public:
UDefaultGameInstance();
virtual void Init() override;
UClass* GetCharacterBPRef(CharacterType Type) { return BP_Characters[(uint8)Type]; }
private:
UPROPERTY()
UClass* BP_Characters[(uint8)CharacterType::SIZE];
};

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// Fill out your copyright notice in the Description page of Project Settings.
#include "DefaultGameStateBase.h"

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/GameStateBase.h"
#include "DefaultGameStateBase.generated.h"
/**
*
*/
UCLASS()
class PROMETHER_API ADefaultGameStateBase : public AGameStateBase
{
GENERATED_BODY()
};

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// Fill out your copyright notice in the Description page of Project Settings.
#include "Deathmatch.h"
#include "Kismet/GameplayStatics.h"
#include "GameFramework/PlayerStart.h"
#include "Engine/PlayerStartPIE.h"
#include "EngineUtils.h"
#include "../PrometherEnum.h"
#include "../PlayerGeneric/DefaultPlayerController.h"
#include "../DefaultGameInstance.h"
#include "../PlayerGeneric/DefaultPlayerState.h"
#include "../DefaultGameStateBase.h"
#include "../PlayerGeneric/DefaultPlayerCamera.h"
ADeathmatch::ADeathmatch()
{
PrimaryActorTick.bCanEverTick = true;
//DefaultPawnClass = AActor::StaticClass();
PlayerControllerClass = ADefaultPlayerController::StaticClass();
PlayerStateClass = ADefaultPlayerState::StaticClass();
GameStateClass = ADefaultGameStateBase::StaticClass();
}
void ADeathmatch::Tick(float DeltaSeconds)
{
/*
UWorld* World = GetWorld();
for (TActorIterator<AActor> It(World); It; ++It)
{
if (AController* Con = It->GetInstigatorController())
{
if (APlayerState* Sta = Con->GetPlayerState<APlayerState>())
{
if (ADefaultPlayerState* MyState = Cast<ADefaultPlayerState>(Sta))
{
UE_LOG(LogTemp, Warning, TEXT("Server %s State = %d"), *It->GetName(), MyState->GetState());
}
}
}
}
*/
}
AActor* ADeathmatch::ChoosePlayerStart_Implementation(AController* Player)
{
// Choose a player start
APlayerStart* FoundPlayerStart = nullptr;
UClass* PawnClass = nullptr;
if (ADefaultPlayerState* NewPlayerState = Player->GetPlayerState<ADefaultPlayerState>())
{
PawnClass = NewPlayerState->GetCharacterBPRef();
}
APawn* PawnToFit = PawnClass ? PawnClass->GetDefaultObject<APawn>() : nullptr;
TArray<APlayerStart*> UnOccupiedStartPoints;
TArray<APlayerStart*> OccupiedStartPoints;
UWorld* World = GetWorld();
for (TActorIterator<APlayerStart> It(World); It; ++It)
{
APlayerStart* PlayerStart = *It;
if (PlayerStart->IsA<APlayerStartPIE>())
{
// Always prefer the first "Play from Here" PlayerStart, if we find one while in PIE mode
FoundPlayerStart = PlayerStart;
break;
}
else
{
FVector ActorLocation = PlayerStart->GetActorLocation();
const FRotator ActorRotation = PlayerStart->GetActorRotation();
if (!World->EncroachingBlockingGeometry(PawnToFit, ActorLocation, ActorRotation))
{
UnOccupiedStartPoints.Add(PlayerStart);
}
else if (World->FindTeleportSpot(PawnToFit, ActorLocation, ActorRotation))
{
OccupiedStartPoints.Add(PlayerStart);
}
}
}
if (FoundPlayerStart == nullptr)
{
if (UnOccupiedStartPoints.Num() > 0)
{
FoundPlayerStart = UnOccupiedStartPoints[FMath::RandRange(0, UnOccupiedStartPoints.Num() - 1)];
}
else if (OccupiedStartPoints.Num() > 0)
{
FoundPlayerStart = OccupiedStartPoints[FMath::RandRange(0, OccupiedStartPoints.Num() - 1)];
}
}
return FoundPlayerStart;
}
APawn* ADeathmatch::SpawnDefaultPawnAtTransform_Implementation(AController* NewPlayer, const FTransform& SpawnTransform)
{
FActorSpawnParameters SpawnInfo;
SpawnInfo.Instigator = GetInstigator();
SpawnInfo.ObjectFlags |= RF_Transient; // We never want to save default player pawns into a map
UClass* PawnClass = nullptr;
if (ADefaultPlayerState* NewPlayerState = NewPlayer->GetPlayerState<ADefaultPlayerState>())
{
PawnClass = NewPlayerState->GetCharacterBPRef();
}
APawn* ResultPawn = GetWorld()->SpawnActor<APawn>(PawnClass, SpawnTransform, SpawnInfo);
if (!ResultPawn)
{
UE_LOG(LogGameMode, Warning, TEXT("SpawnDefaultPawnAtTransform: Couldn't spawn Pawn of type %s at %s"), *GetNameSafe(PawnClass), *SpawnTransform.ToHumanReadableString());
}
return ResultPawn;
}
FString ADeathmatch::InitNewPlayer(APlayerController* NewPlayerController, const FUniqueNetIdRepl& UniqueId, const FString& Options, const FString& Portal)
{
FString ErrorMessage = Super::InitNewPlayer(NewPlayerController, UniqueId, Options, Portal);
if (ErrorMessage != "")
{
return ErrorMessage;
}
CharacterType Type = CharacterType(FCString::Atoi(*UGameplayStatics::ParseOption(Options, TEXT("CharacterType"))));
TeamType Team = TeamType(FCString::Atoi(*UGameplayStatics::ParseOption(Options, TEXT("Team"))));
//DebugPerpose
if (Type == CharacterType::Lukriel)
{
Type = CharacterType::Allium;
}
if (Team == TeamType::Null)
{
Team = TeamType::Black;
}
if (ADefaultPlayerState* NewPlayerState = NewPlayerController->GetPlayerState<ADefaultPlayerState>())
{
NewPlayerState->SetCharacterBPRef(GetGameInstance<UDefaultGameInstance>()->GetCharacterBPRef(Type));
//NewPlayerState->InitPlayerStats();
NewPlayerState->SetTeam(Team);
}
return ErrorMessage;
}

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/GameModeBase.h"
#include "Deathmatch.generated.h"
UCLASS()
class PROMETHER_API ADeathmatch : public AGameModeBase
{
GENERATED_BODY()
public:
ADeathmatch();
virtual void Tick(float DeltaSeconds) override;
virtual AActor* ChoosePlayerStart_Implementation(AController* Player) override;
virtual APawn* SpawnDefaultPawnAtTransform_Implementation(AController* NewPlayer, const FTransform& SpawnTransform) override;
private:
virtual FString InitNewPlayer(APlayerController* NewPlayerController, const FUniqueNetIdRepl& UniqueId, const FString& Options, const FString& Portal = TEXT("")) override;
};

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// Fill out your copyright notice in the Description page of Project Settings.
#include "DefaultAnimBPBase.h"
#include "DefaultPlayerState.h"
UDefaultAnimBPBase::UDefaultAnimBPBase()
{
State = ECharacterState::Idle;
}
void UDefaultAnimBPBase::NativeUpdateAnimation(float DeltaSeconds)
{
Super::NativeUpdateAnimation(DeltaSeconds);
if (APawn* MyPawn = TryGetPawnOwner())
{
if (ADefaultPlayerState* MyPlayerState = MyPawn->GetPlayerState<ADefaultPlayerState>())
{
State = MyPlayerState->GetState();
AttackType = MyPlayerState->GetAttackType();
/*
if (!GPlayInEditorID)
{
UE_LOG(LogTemp, Warning, TEXT("Server %s State : %d"), *MyPawn->GetName(), State);
}
else
{
UE_LOG(LogTemp, Warning, TEXT("Client %d %s State : %d"), GPlayInEditorID, *MyPawn->GetName(), State);
}
*/
}
}
}

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Animation/AnimInstance.h"
#include "../PrometherEnum.h"
#include "DefaultAnimBPBase.generated.h"
UCLASS()
class PROMETHER_API UDefaultAnimBPBase : public UAnimInstance
{
GENERATED_BODY()
public:
UDefaultAnimBPBase();
virtual void NativeUpdateAnimation(float DeltaSeconds) override;
UPROPERTY(Transient, BlueprintReadWrite)
ECharacterState State;
UPROPERTY(Transient, BlueprintReadWrite)
CooldownType AttackType;
};

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// Fill out your copyright notice in the Description page of Project Settings.
#include "DefaultMovementRule.h"
UDefaultMovementRule::UDefaultMovementRule()
{
GroundFriction = 1000;
MaxWalkSpeed = 400;
MaxAcceleration = 2147483647;
bOrientRotationToMovement = true;
RotationRate = FRotator(0, 720, 0);
}

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/CharacterMovementComponent.h"
#include "DefaultMovementRule.generated.h"
/**
*
*/
UCLASS()
class PROMETHER_API UDefaultMovementRule : public UCharacterMovementComponent
{
GENERATED_BODY()
public:
UDefaultMovementRule();
};

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// Fill out your copyright notice in the Description page of Project Settings.
#include "DefaultPlayerCamera.h"
ADefaultPlayerCamera::ADefaultPlayerCamera(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
bReplicates = true;
PrimaryActorTick.bCanEverTick = true;
CameraSpringArm = CreateDefaultSubobject<USpringArmComponent>(TEXT("SpringArm"));
CameraSpringArm->SetRelativeLocationAndRotation(FVector(0.0f, 0.0f, 0.0f), FRotator(-45.0f, 0.0f, 0.0f));
CameraSpringArm->SetAbsolute(false, true, true);
CameraSpringArm->TargetArmLength = 1000.f;
CameraSpringArm->bEnableCameraLag = true;
CameraSpringArm->bDoCollisionTest = false;
CameraSpringArm->CameraLagSpeed = 3.0f;
SetRootComponent(CameraSpringArm);
Camera = CreateDefaultSubobject<UCameraComponent>(TEXT("Camera"));
Camera->SetupAttachment(CameraSpringArm, USpringArmComponent::SocketName);
}
// Called every frame
void ADefaultPlayerCamera::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "GameFramework/SpringArmComponent.h"
#include "Camera/CameraComponent.h"
#include "DefaultPlayerCamera.generated.h"
UCLASS()
class PROMETHER_API ADefaultPlayerCamera : public AActor
{
GENERATED_BODY()
public:
ADefaultPlayerCamera(const FObjectInitializer& ObjectInitializer);
protected:
UPROPERTY(EditAnywhere)
USpringArmComponent* CameraSpringArm;
UPROPERTY(EditAnywhere)
UCameraComponent* Camera;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
};

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// Fill out your copyright notice in the Description page of Project Settings.
#include "DefaultPlayerCharacter.h"
#include "DefaultPlayerState.h"
#include "Engine/DamageEvents.h"
#include "Kismet/GameplayStatics.h"
ADefaultPlayerCharacter::ADefaultPlayerCharacter()
{
// 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;
SetCanBeDamaged(true);
bUseControllerRotationYaw = false;
CameraSpringArm = CreateDefaultSubobject<USpringArmComponent>(TEXT("SpringArm"));
CameraSpringArm->SetRelativeLocationAndRotation(FVector(0.0f, 0.0f, 0.0f), FRotator(-45.0f, 0.0f, 0.0f));
CameraSpringArm->SetAbsolute(false, true, true);
CameraSpringArm->TargetArmLength = 1000.f;
CameraSpringArm->bEnableCameraLag = true;
CameraSpringArm->bDoCollisionTest = false;
CameraSpringArm->CameraLagSpeed = 3.0f;
CameraSpringArm->SetupAttachment(RootComponent);
Camera = CreateDefaultSubobject<UCameraComponent>(TEXT("Camera"));
Camera->SetupAttachment(CameraSpringArm, USpringArmComponent::SocketName);
for (uint8 i = 0; i < (uint8)EStats::SIZE; i++)
DefaultStats.Add((EStats)i, 0.0f);
for (uint8 i = 0; i < (uint8)CooldownType::SIZE; i++)
CooldownDuration.Add((CooldownType)i, 0.0f);
}
void ADefaultPlayerCharacter::Tick(float DeltaTime)
{
/*
if (GetPlayerState<ADefaultPlayerState>())
{
if (!GPlayInEditorID)
{
UE_LOG(LogTemp, Warning, TEXT("Server %s State : %d"), *GetName(), GetPlayerState<ADefaultPlayerState>()->GetState());
}
else
{
UE_LOG(LogTemp, Warning, TEXT("Client %d %s State : %d"), GPlayInEditorID, *GetName(), GetPlayerState<ADefaultPlayerState>()->GetState());
}
}
*/
}
void ADefaultPlayerCharacter::Attack_Implementation()
{
NetMulticast_Attack();
}
void ADefaultPlayerCharacter::NetMulticast_Attack_Implementation()
{
BP_Attack();
}
float ADefaultPlayerCharacter::TakeDamage_Implementation(float DamageAmount, struct FDamageEvent const& DamageEvent, class AController* EventInstigator, AActor* DamageCauser)
{
float ReturnValue = Super::TakeDamage(DamageAmount, DamageEvent, EventInstigator, DamageCauser);
ADefaultPlayerState* State = GetPlayerState<ADefaultPlayerState>();
if (!State) return ReturnValue;
if (!Cast<APawn>(DamageCauser)) return ReturnValue;
ADefaultPlayerState* AttackerState = Cast<APawn>(DamageCauser)->GetPlayerState<ADefaultPlayerState>();
if (!AttackerState) return ReturnValue;
float ADDamageMultiplier = 0;
float APDamageMultiplier = 0;
if (State->Stats[(uint8)EStats::Armor] >= 0)
ADDamageMultiplier = 100 / (100 + State->Stats[(uint8)EStats::Armor]);
else
ADDamageMultiplier = 2 - 100 / (100 - State->Stats[(uint8)EStats::Armor]);
if (State->Stats[(uint8)EStats::MagicResistance] >= 0)
APDamageMultiplier = 100 / (100 + State->Stats[(uint8)EStats::MagicResistance]);
else
APDamageMultiplier = 2 - 100 / (100 - State->Stats[(uint8)EStats::MagicResistance]);
UE_LOG(LogTemp, Warning, TEXT("%s : ADDamageMultiplier : %f CalculatedDamage : %f"), *DamageCauser->GetName(), ADDamageMultiplier, DamageAmount * ADDamageMultiplier);
UE_LOG(LogTemp, Warning, TEXT("%s : APDamageMultiplier : %f CalculatedDamage : %f"), *DamageCauser->GetName(), APDamageMultiplier, DamageAmount * APDamageMultiplier);
float UpdatedHealth = 0;
if (Cast<UBaseAttack>(DamageEvent.DamageTypeClass->GetDefaultObject()))
{
UE_LOG(LogTemp, Warning, TEXT("DamageType : BaseAttack"));
UpdatedHealth = State->Stats[(uint8)EStats::Health] - DamageAmount * ADDamageMultiplier;
}
else
{
UE_LOG(LogTemp, Warning, TEXT("DamageType : APDamage"));
UpdatedHealth = State->Stats[(uint8)EStats::Health] - DamageAmount * APDamageMultiplier;
}
if (UpdatedHealth < 0 || UpdatedHealth < 0.1)
{
State->Stats[(uint8)EStats::Health] = 0;
}
else
{
State->Stats[(uint8)EStats::Health] = UpdatedHealth;
}
UE_LOG(LogTemp, Warning, TEXT("Current Health : %f"), State->Stats[(uint8)EStats::Health]);
UE_LOG(LogTemp, Warning, TEXT("U Health : %f"), UpdatedHealth);
return ReturnValue;
}
void ADefaultPlayerCharacter::Skill1_Implementation()
{
NetMulticast_Skill1();
}
void ADefaultPlayerCharacter::NetMulticast_Skill1_Implementation()
{
BP_Skill1();
}
void ADefaultPlayerCharacter::Skill2_Implementation()
{
NetMulticast_Skill2();
}
void ADefaultPlayerCharacter::NetMulticast_Skill2_Implementation()
{
BP_Skill2();
}
void ADefaultPlayerCharacter::Skill3_Implementation()
{
NetMulticast_Skill3();
}
void ADefaultPlayerCharacter::NetMulticast_Skill3_Implementation()
{
BP_Skill3();
}
void ADefaultPlayerCharacter::Skill4_Implementation()
{
NetMulticast_Skill4();
}
void ADefaultPlayerCharacter::NetMulticast_Skill4_Implementation()
{
BP_Skill4();
}
void ADefaultPlayerCharacter::Skill4_End_Implementation()
{
NetMulticast_Skill4_End();
}
void ADefaultPlayerCharacter::NetMulticast_Skill4_End_Implementation()
{
BP_Skill4_End();
}
void ADefaultPlayerCharacter::Skill5_Implementation()
{
NetMulticast_Skill5();
}
void ADefaultPlayerCharacter::NetMulticast_Skill5_Implementation()
{
BP_Skill5();
}
void ADefaultPlayerCharacter::Skill6_Implementation()
{
NetMulticast_Skill6();
}
void ADefaultPlayerCharacter::NetMulticast_Skill6_Implementation()
{
BP_Skill6();
}
void ADefaultPlayerCharacter::Skill7_Implementation()
{
NetMulticast_Skill7();
}
void ADefaultPlayerCharacter::NetMulticast_Skill7_Implementation()
{
BP_Skill7();
}

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "GameFramework/SpringArmComponent.h"
#include "Camera/CameraComponent.h"
#include "../PrometherEnum.h"
#include "DefaultPlayerCharacter.generated.h"
UCLASS()
class PROMETHER_API ADefaultPlayerCharacter : public ACharacter
{
GENERATED_BODY()
public:
// Sets default values for this character's properties
ADefaultPlayerCharacter();
virtual void Tick(float DeltaTime) override;
UFUNCTION(BlueprintCallable, Server, Reliable)
void Attack();
//Override me
UFUNCTION(BlueprintImplementableEvent)
void BP_Attack();
UFUNCTION(NetMulticast, Reliable)
void NetMulticast_Attack();
UFUNCTION(BlueprintNativeEvent)
float TakeDamage( float Damage,
struct FDamageEvent const& DamageEvent,
AController* EventInstigator,
AActor* DamageCauser ) override;
UFUNCTION(BlueprintCallable, Server, Reliable)
void Skill1();
//Override me
UFUNCTION(BlueprintImplementableEvent)
void BP_Skill1();
UFUNCTION(NetMulticast, Reliable)
void NetMulticast_Skill1();
UFUNCTION(BlueprintCallable, Server, Reliable)
void Skill2();
//Override me
UFUNCTION(BlueprintImplementableEvent)
void BP_Skill2();
UFUNCTION(NetMulticast, Reliable)
void NetMulticast_Skill2();
UFUNCTION(BlueprintCallable, Server, Reliable)
void Skill3();
//Override me
UFUNCTION(BlueprintImplementableEvent)
void BP_Skill3();
UFUNCTION(NetMulticast, Reliable)
void NetMulticast_Skill3();
UFUNCTION(BlueprintCallable, Server, Reliable)
void Skill4();
//Override me
UFUNCTION(BlueprintImplementableEvent)
void BP_Skill4();
UFUNCTION(NetMulticast, Reliable)
void NetMulticast_Skill4();
UFUNCTION(BlueprintCallable, Server, Reliable)
void Skill4_End();
//Override me
UFUNCTION(BlueprintImplementableEvent)
void BP_Skill4_End();
UFUNCTION(NetMulticast, Reliable)
void NetMulticast_Skill4_End();
UFUNCTION(BlueprintCallable, Server, Reliable)
void Skill5();
//Override me
UFUNCTION(BlueprintImplementableEvent)
void BP_Skill5();
UFUNCTION(NetMulticast, Reliable)
void NetMulticast_Skill5();
UFUNCTION(BlueprintCallable, Server, Reliable)
void Skill6();
//Override me
UFUNCTION(BlueprintImplementableEvent)
void BP_Skill6();
UFUNCTION(NetMulticast, Reliable)
void NetMulticast_Skill6();
UFUNCTION(BlueprintCallable, Server, Reliable)
void Skill7();
//Override me
UFUNCTION(BlueprintImplementableEvent)
void BP_Skill7();
UFUNCTION(NetMulticast, Reliable)
void NetMulticast_Skill7();
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats")
TMap<EStats, float> DefaultStats;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats")
TMap<CooldownType, float> CooldownDuration;
protected:
UPROPERTY(EditAnywhere)
USpringArmComponent* CameraSpringArm;
UPROPERTY(EditAnywhere)
UCameraComponent* Camera;
};

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// Fill out your copyright notice in the Description page of Project Settings.
#include "DefaultPlayerController.h"
#include "EnhancedInputSubsystems.h"
#include "EnhancedInputComponent.h"
#include "GameFramework/Character.h"
#include "Components/CapsuleComponent.h"
#include "Blueprint/AIBlueprintHelperLibrary.h"
#include "NavigationSystem.h"
#include "Navigation/PathFollowingComponent.h"
#include "AIController.h"
#include "DefaultPlayerState.h"
#include "DefaultPlayerCamera.h"
void ADefaultPlayerController::BeginPlay()
{
Super::BeginPlay();
ULocalPlayer* LocalPlayer = Cast<ULocalPlayer>(Player);
if (!LocalPlayer) return;
UEnhancedInputLocalPlayerSubsystem* InputSystem = LocalPlayer->GetSubsystem<UEnhancedInputLocalPlayerSubsystem>();
if (!InputSystem) return;
if (PlayerInputMapping.IsNull())
{
UE_LOG(LogTemp, Error, TEXT("AddMappingContext Failed"));
return;
}
InputSystem->AddMappingContext(PlayerInputMapping.LoadSynchronous(), 0);
this->bShowMouseCursor = true;
}
void ADefaultPlayerController::OnPossess(APawn* aPawn)
{
Super::OnPossess(aPawn);
Server_SpawnPlayerCamera();
AActor *PlayerCamera = GetPlayerState<ADefaultPlayerState>()->GetPlayerCamera();
if (!PlayerCamera)
{
UE_LOG(LogTemp, Error, TEXT("GetPlayerCamera Failed."));
return;
}
SetViewTarget(PlayerCamera);
UE_LOG(LogTemp, Warning, TEXT("SetViewTarget Success : %s"), *GetPlayerState<ADefaultPlayerState>()->GetPlayerCamera()->GetName());
ADefaultPlayerCharacter* ControlledPawn = GetPawn<ADefaultPlayerCharacter>();
if (!ControlledPawn) return;
ADefaultPlayerState* MyPlayerState = GetPlayerState<ADefaultPlayerState>();
if (!MyPlayerState) return;
TArray<float> DefaultStatsValue;
TArray<float> CooldownDurationValue;
ControlledPawn->DefaultStats.GenerateValueArray(DefaultStatsValue);
ControlledPawn->CooldownDuration.GenerateValueArray(CooldownDurationValue);
MyPlayerState->InitPlayerStats(DefaultStatsValue, CooldownDurationValue);
}
void ADefaultPlayerController::OnUnPossess()
{
Super::OnUnPossess();
}
void ADefaultPlayerController::Server_SpawnPlayerCamera_Implementation()
{
AActor* OutContextPlayerCamera = nullptr;
FActorSpawnParameters SpawnInfo;
SpawnInfo.Instigator = GetInstigator();
SpawnInfo.ObjectFlags |= RF_Transient;
UE_LOG(LogTemp, Warning, TEXT("SpawnPlayerCamera"));
APawn* MyPawn = GetPawn();
if (!MyPawn) return;
FTransform SpawnTransform = FTransform();
SpawnTransform.SetLocation(MyPawn->GetActorLocation());
OutContextPlayerCamera = GetWorld()->SpawnActor<AActor>(ADefaultPlayerCamera::StaticClass(), SpawnTransform, SpawnInfo);
if (!OutContextPlayerCamera)
{
UE_LOG(LogTemp, Error, TEXT("Camera Spawn Failed."));
return;
}
GetPlayerState<ADefaultPlayerState>()->SetPlayerCamera(OutContextPlayerCamera);
OutContextPlayerCamera->AttachToActor(GetPawn(), FAttachmentTransformRules(EAttachmentRule::SnapToTarget, EAttachmentRule::KeepWorld, EAttachmentRule::KeepWorld, false));
UE_LOG(LogTemp, Warning, TEXT("SetPlayerCamera Success : %s, %d"), *GetPlayerState<ADefaultPlayerState>()->GetPlayerCamera()->GetName(), GetPlayerState<ADefaultPlayerState>()->GetPlayerCamera());
}
void ADefaultPlayerController::SetACharacterOutlineColor(ACharacter* Target, bool Visible)
{
if (HasAuthority()) return;
ADefaultPlayerState* State = Target->GetPlayerState<ADefaultPlayerState>();
if (!State)
{
UE_LOG(LogTemp, Error, TEXT("GetPlayerState<ADefaultPlayerState> Failed"));
return;
}
if (State->GetTeam() == GetPlayerState<ADefaultPlayerState>()->GetTeam())
{
Target->GetMesh()->SetRenderCustomDepth(Visible);
Target->GetMesh()->CustomDepthStencilValue = 1;
}
else
{
Target->GetMesh()->SetRenderCustomDepth(Visible);
Target->GetMesh()->CustomDepthStencilValue = 2;
}
}
ADefaultPlayerController::ADefaultPlayerController()
{
MouseClickInterval = 0.2;
PrimaryActorTick.bCanEverTick = true;
AutoManageActiveCameraTarget(false);
DefaultMouseCursor = EMouseCursor::Crosshairs;
static ConstructorHelpers::FObjectFinder<UInputMappingContext>
DEFAULT_CONTEXT(TEXT("/Script/EnhancedInput.InputMappingContext'/Game/InputActions/InputMappingContext.InputMappingContext'"));
if (!DEFAULT_CONTEXT.Succeeded())
{
UE_LOG(LogTemp, Error, TEXT("DEFAULT_CONTEXT load failed."));
return;
}
static ConstructorHelpers::FObjectFinder<UInputAction>
IA_SKILL1(TEXT("/Script/EnhancedInput.InputAction'/Game/InputActions/Skill1.Skill1'")),
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_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'")),
IA_BOMB(TEXT("/Script/EnhancedInput.InputAction'/Game/InputActions/Bomb.Bomb'")),
IA_OBJECTSELECT(TEXT("/Script/EnhancedInput.InputAction'/Game/InputActions/ObjectSelect.ObjectSelect'")),
IA_MOVE(TEXT("/Script/EnhancedInput.InputAction'/Game/InputActions/Move.Move'"));
if (!IA_SKILL1.Succeeded())
{
UE_LOG(LogTemp, Error, TEXT("IA_SKILL1 load failed."));
return;
}
if (!IA_SKILL2.Succeeded())
{
UE_LOG(LogTemp, Error, TEXT("IA_SKILL2 load failed."));
return;
}
if (!IA_SKILL3.Succeeded())
{
UE_LOG(LogTemp, Error, TEXT("IA_SKILL3 load failed."));
return;
}
if (!IA_SKILL4.Succeeded())
{
UE_LOG(LogTemp, Error, TEXT("IA_ULTIMATESKILL load failed."));
return;
}
if (!IA_RUNESPELL1.Succeeded())
{
UE_LOG(LogTemp, Error, TEXT("IA_RUNESPELL1 load failed."));
return;
}
if (!IA_RUNESPELL2.Succeeded())
{
UE_LOG(LogTemp, Error, TEXT("IA_RUNESPELL2 load failed."));
return;
}
if (!IA_WARD.Succeeded())
{
UE_LOG(LogTemp, Error, TEXT("IA_WARD load failed."));
return;
}
if (!IA_BOMB.Succeeded())
{
UE_LOG(LogTemp, Error, TEXT("IA_BOMB load failed."));
return;
}
if (!IA_OBJECTSELECT.Succeeded())
{
UE_LOG(LogTemp, Error, TEXT("IA_OBJECTSELECT load failed."));
return;
}
if (!IA_MOVE.Succeeded())
{
UE_LOG(LogTemp, Error, TEXT("IA_MOVE load failed."));
return;
}
PlayerInputMapping = DEFAULT_CONTEXT.Object;
Skill1Action = IA_SKILL1.Object;
Skill2Action = IA_SKILL2.Object;
Skill3Action = IA_SKILL3.Object;
Skill4Action = IA_SKILL4.Object;
RuneSpell1Action = IA_RUNESPELL1.Object;
RuneSpell2Action = IA_RUNESPELL2.Object;
WardAction = IA_WARD.Object;
BombAction = IA_BOMB.Object;
ObjectSelectAction = IA_OBJECTSELECT.Object;
MoveAction = IA_MOVE.Object;
}
void ADefaultPlayerController::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
void ADefaultPlayerController::SetupInputComponent()
{
Super::SetupInputComponent();
UEnhancedInputComponent* EnhancedInputComponent = Cast<UEnhancedInputComponent>(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()
{
if (GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Skillusable] == 1)
return;
if (!(GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Mana] >= GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Skill1Cost]))
return;
GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Mana] -= GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Skill1Cost];
EndAttack();
GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Attackable] = 1;
GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Skillusable] = 1;
GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Movable] = 1;
ACharacter* HitObject = nullptr;
FVector Location = GetPawn()->GetActorLocation();
Location.Z = 0;
Server_StopMove();
Multicast_StopMove();
Multicast_SetRotation(GetMouseHitLocation());
Server_SetRotation(GetMouseHitLocation());
UE_LOG(LogTemp, Warning, TEXT("Skill1"));
GetPlayerState<ADefaultPlayerState>()->SetState(ECharacterState::Attack);
GetPlayerState<ADefaultPlayerState>()->SetAttackType(CooldownType::Skill1);
}
void ADefaultPlayerController::Skill2()
{
if (GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Skillusable] == 1)
return;
if (!(GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Mana] >= GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Skill2Cost]))
return;
GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Mana] -= GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Skill2Cost];
EndAttack();
GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Attackable] = 1;
GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Skillusable] = 1;
GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Movable] = 1;
ACharacter* HitObject = nullptr;
FVector Location = GetPawn()->GetActorLocation();
Location.Z = 0;
Server_StopMove();
Multicast_StopMove();
Multicast_SetRotation(GetMouseHitLocation());
Server_SetRotation(GetMouseHitLocation());
UE_LOG(LogTemp, Warning, TEXT("Skill2"));
GetPlayerState<ADefaultPlayerState>()->SetState(ECharacterState::Attack);
GetPlayerState<ADefaultPlayerState>()->SetAttackType(CooldownType::Skill2);
}
void ADefaultPlayerController::Skill3()
{
if (GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Skillusable] == 1)
return;
if (!(GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Mana] >= GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Skill3Cost]))
return;
GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Mana] -= GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Skill3Cost];
EndAttack();
GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Attackable] = 1;
GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Skillusable] = 1;
GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Movable] = 1;
ACharacter* HitObject = nullptr;
FVector Location = GetPawn()->GetActorLocation();
Location.Z = 0;
Server_StopMove();
Multicast_StopMove();
Multicast_SetRotation(GetMouseHitLocation());
Server_SetRotation(GetMouseHitLocation());
UE_LOG(LogTemp, Warning, TEXT("Skill3"));
GetPlayerState<ADefaultPlayerState>()->SetState(ECharacterState::Attack);
GetPlayerState<ADefaultPlayerState>()->SetAttackType(CooldownType::Skill3);
}
void ADefaultPlayerController::Skill4Triggered()
{//<2F><>Ÿ<EFBFBD><C5B8> üũ <20>ֱ<EFBFBD>
if (!GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::charging] == 0)//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> true<75><65> <20>ƴ<EFBFBD> <20><>
{
if (!GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Skillusable] == 0) {
GetPlayerState<ADefaultPlayerState>()->SetState(ECharacterState::Idle);
return;
}
if (!(GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Mana] >= GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Skill4Cost])) {
GetPlayerState<ADefaultPlayerState>()->SetState(ECharacterState::Idle);
return;
}
GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Mana] -= GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Skill4Cost];
GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::charging] = 1;
ACharacter* HitObject = nullptr;
FVector Location = GetPawn()->GetActorLocation();
//Location.Z = 0;
Server_StopMove();
Multicast_StopMove();
Multicast_SetRotation(GetMouseHitLocation());
Server_SetRotation(GetMouseHitLocation());
UE_LOG(LogTemp, Warning, TEXT("Skill4 Triggered"));
GetPlayerState<ADefaultPlayerState>()->SetState(ECharacterState::Attack);
GetPlayerState<ADefaultPlayerState>()->SetAttackType(CooldownType::Skill4Triggered);
}
if (GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::charging] == 0) {
EndAttack();
GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Attackable] = 1;
GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Skillusable] = 1;
GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Movable] = 1;
ACharacter* HitObject = nullptr;
FVector Location = GetPawn()->GetActorLocation();
//Location.Z = 0;
Server_StopMove();
Multicast_StopMove();
Multicast_SetRotation(GetMouseHitLocation());
Server_SetRotation(GetMouseHitLocation());
UE_LOG(LogTemp, Warning, TEXT("Skill4 Triggered"));
GetPlayerState<ADefaultPlayerState>()->SetState(ECharacterState::Attack);
GetPlayerState<ADefaultPlayerState>()->SetAttackType(CooldownType::Skill4Triggered);
}
}
void ADefaultPlayerController::Skill4Completed()
{
UE_LOG(LogTemp, Warning, TEXT("Skill4 Completed"));
GetPlayerState<ADefaultPlayerState>()->SetState(ECharacterState::Attack);
GetPlayerState<ADefaultPlayerState>()->SetAttackType(CooldownType::Skill4Comlpleted);
}
void ADefaultPlayerController::RuneSpell1()
{
UE_LOG(LogTemp, Warning, TEXT("RuneSpell1"));
GetPlayerState<ADefaultPlayerState>()->SetState(ECharacterState::Attack);
GetPlayerState<ADefaultPlayerState>()->SetAttackType(CooldownType::RuneSpell1);
}
void ADefaultPlayerController::RuneSpell2()
{
UE_LOG(LogTemp, Warning, TEXT("RuneSpell2"));
GetPlayerState<ADefaultPlayerState>()->SetState(ECharacterState::Attack);
GetPlayerState<ADefaultPlayerState>()->SetAttackType(CooldownType::RuneSpell2);
}
void ADefaultPlayerController::Ward()
{
UE_LOG(LogTemp, Warning, TEXT("Ward"));
GetPlayerState<ADefaultPlayerState>()->SetState(ECharacterState::Attack);
GetPlayerState<ADefaultPlayerState>()->SetAttackType(CooldownType::Ward);
}
void ADefaultPlayerController::Bomb()
{
UE_LOG(LogTemp, Warning, TEXT("Bomb"));
GetPlayerState<ADefaultPlayerState>()->SetState(ECharacterState::Attack);
GetPlayerState<ADefaultPlayerState>()->SetAttackType(CooldownType::Bomb);
}
void ADefaultPlayerController::ObjectSelect()
{
FHitResult HitResult;
TArray<TEnumAsByte<EObjectTypeQuery>> ObjectTypes;
ObjectTypes.Add(UEngineTypes::ConvertToObjectType(ECollisionChannel::ECC_WorldStatic));
ObjectTypes.Add(UEngineTypes::ConvertToObjectType(ECollisionChannel::ECC_Pawn));
GetHitResultUnderCursorForObjects(ObjectTypes, true, HitResult);
ACharacter* HitObject = Cast<ACharacter>(HitResult.GetActor());
if (!HitObject) return;
UE_LOG(LogTemp, Warning, TEXT("%s"), *HitObject->GetName());
SetACharacterOutlineColor(HitObject, true);
}
void ADefaultPlayerController::Move()
{
EndAttack();
FHitResult HitResult;
TArray<TEnumAsByte<EObjectTypeQuery>> ObjectTypes;
ObjectTypes.Add(UEngineTypes::ConvertToObjectType(ECollisionChannel::ECC_WorldStatic));
ObjectTypes.Add(UEngineTypes::ConvertToObjectType(ECollisionChannel::ECC_Pawn));
GetHitResultUnderCursorForObjects(ObjectTypes, true, HitResult);
ACharacter* HitCharacter = Cast<ACharacter>(HitResult.GetActor()); //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ<EFBFBD><C6AE> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> HitCharactor<6F><72> <20><><EFBFBD><EFBFBD><<<3C><><EFBFBD><EFBFBD> <20><> ij<><C4B3><EFBFBD><EFBFBD><EFBFBD>϶<EFBFBD><CFB6><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ؾ<EFBFBD><D8BE><EFBFBD>
HitTarget = HitResult.GetActor();
UE_LOG(LogTemp, Warning, TEXT("%s"), *HitResult.GetActor()->GetName());
if (HitResult.GetActor() != GetPawn<AActor>()) //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> HitObject<63><74> null<6C><6C> <20>ƴ<EFBFBD> <20><><EFBFBD><EFBFBD> Attack()<29><> <20><><EFBFBD><EFBFBD><EFBFBD>ϴ<EFBFBD> <20>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD>, HitObject<63><74> <20><> ij<><C4B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ؾ<EFBFBD><D8BE><EFBFBD>
{
if (GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Attackable] == 1)
return;
if (!HitCharacter)
{
FVector Destination = GetMouseHitLocation();
GetPlayerState<ADefaultPlayerState>()->SetState(ECharacterState::Moving);
SimpleMoveToLocation(this, Destination);
this->MoveToLocation(Destination);
return;
}
BeginAttack(); //HitObject<63><74> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> BeginAttack <20><><EFBFBD><EFBFBD>
}
else
{
if (!GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Movable] == 0)
return;
FVector Destination = GetMouseHitLocation();
GetPlayerState<ADefaultPlayerState>()->SetState(ECharacterState::Moving);
SimpleMoveToLocation(this, Destination);
this->MoveToLocation(Destination);
}
}
void ADefaultPlayerController::Multicast_SetRotation_Implementation(FVector MouseHitLocation)
{
FVector Location = GetPawn()->GetActorLocation();
Location.Z = 0;
FRotator NewRotation = (MouseHitLocation - Location).Rotation();
// <20><><EFBFBD><EFBFBD> X<><58><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ϰ<EFBFBD> <20>ʹٸ<CDB4> <20>Ʒ<EFBFBD><C6B7><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ش<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>մϴ<D5B4>.
NewRotation.Pitch = 0;
GetPawn()->SetActorRotation(NewRotation);
}
void ADefaultPlayerController::Server_SetRotation_Implementation(FVector MouseHitLocation)
{
Multicast_SetRotation(MouseHitLocation);
}
void ADefaultPlayerController::Server_StopMove_Implementation()
{
Multicast_StopMove();
}
void ADefaultPlayerController::Multicast_StopMove_Implementation()
{
UPathFollowingComponent* PFollowComp = this->FindComponentByClass<UPathFollowingComponent>();
if (!PFollowComp) return;
PFollowComp->OnRequestFinished.Clear();
PFollowComp->RequestMoveWithImmediateFinish(EPathFollowingResult::Success);
PFollowComp->OnRequestFinished.AddUObject(this, &ADefaultPlayerController::OnMoveCompleted);
}
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);
FVector ActorLocation = GetPawn()->GetActorLocation();
ActorLocation.Z = 0;
float CapsuleRadius = GetPawn<ACharacter>()->GetCapsuleComponent()->GetScaledCapsuleRadius();
FVector Destination = (HitResult.Location - ActorLocation).GetSafeNormal() * CapsuleRadius + HitResult.Location;
DrawDebugLine(GetWorld(), ActorLocation, HitResult.Location, FColor::Blue, false, 1, 0, 1);
DrawDebugLine(GetWorld(), HitResult.Location, Destination, FColor::Emerald, false, 1, 0, 1);
const UWorld* CurrentWorld = GetWorld();
if (!CurrentWorld) return Destination;
FHitResult CollisionCheck;
FCollisionQueryParams CollisionParams;
CollisionParams.AddIgnoredActor(GetPawn());
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;
}
void ADefaultPlayerController::SimpleMoveToLocation(AController* Controller, const FVector& GoalLocation)
{
UNavigationSystemV1* NavSys = Controller ? FNavigationSystem::GetCurrent<UNavigationSystemV1>(Controller->GetWorld()) : nullptr;
if (NavSys == nullptr || Controller == nullptr || Controller->GetPawn() == nullptr)
{
UE_LOG(LogNavigation, Warning, TEXT("UNavigationSystemV1::SimpleMoveToActor called for NavSys:%s Controller:%s controlling Pawn:%s (if any of these is None then there's your problem"),
*GetNameSafe(NavSys), *GetNameSafe(Controller), Controller ? *GetNameSafe(Controller->GetPawn()) : TEXT("NULL"));
return;
}
AAIController* AsAIController = Cast<AAIController>(Controller);
UPathFollowingComponent* PFollowComp = nullptr;
if (AsAIController)
{
PFollowComp = AsAIController->GetPathFollowingComponent();
}
else
{
PFollowComp = Controller->FindComponentByClass<UPathFollowingComponent>();
if (PFollowComp == nullptr)
{
PFollowComp = NewObject<UPathFollowingComponent>(Controller);
PFollowComp->RegisterComponentWithWorld(Controller->GetWorld());
PFollowComp->Initialize();
PFollowComp->OnRequestFinished.AddUObject(this, &ADefaultPlayerController::OnMoveCompleted);
}
}
if (PFollowComp == nullptr)
{
return;
}
if (!PFollowComp->IsPathFollowingAllowed())
{
return;
}
const bool bAlreadyAtGoal = PFollowComp->HasReached(GoalLocation, EPathFollowingReachMode::OverlapAgent);
// script source, keep only one move request at time
if (PFollowComp->GetStatus() != EPathFollowingStatus::Idle)
{
PFollowComp->AbortMove(*NavSys, FPathFollowingResultFlags::ForcedScript | FPathFollowingResultFlags::NewRequest
, FAIRequestID::AnyRequest, bAlreadyAtGoal ? EPathFollowingVelocityMode::Reset : EPathFollowingVelocityMode::Keep);
}
// script source, keep only one move request at time
if (PFollowComp->GetStatus() != EPathFollowingStatus::Idle)
{
PFollowComp->AbortMove(*NavSys, FPathFollowingResultFlags::ForcedScript | FPathFollowingResultFlags::NewRequest);
}
if (bAlreadyAtGoal)
{
PFollowComp->RequestMoveWithImmediateFinish(EPathFollowingResult::Success);
}
else
{
const FVector AgentNavLocation = Controller->GetNavAgentLocation();
const ANavigationData* NavData = NavSys->GetNavDataForProps(Controller->GetNavAgentPropertiesRef(), AgentNavLocation);
if (NavData)
{
FPathFindingQuery Query(Controller, *NavData, AgentNavLocation, GoalLocation);
FPathFindingResult Result = NavSys->FindPathSync(Query);
if (Result.IsSuccessful())
{
PFollowComp->RequestMove(FAIMoveRequest(GoalLocation), Result.Path);
}
else if (PFollowComp->GetStatus() != EPathFollowingStatus::Idle)
{
PFollowComp->RequestMoveWithImmediateFinish(EPathFollowingResult::Invalid);
}
}
}
}
void ADefaultPlayerController::OnMoveCompleted(FAIRequestID RequestID, const FPathFollowingResult& MovementResult)
{
if (!MovementResult.IsSuccess()) return;
if (!GPlayInEditorID)
{
UE_LOG(LogTemp, Warning, TEXT("Server MoveCompleted"));
}
else
{
UE_LOG(LogTemp, Warning, TEXT("Client%d MoveCompleted"), GPlayInEditorID);
}
GetPlayerState<ADefaultPlayerState>()->SetState(ECharacterState::Idle);
}
FTimerHandle TimerHandle;
void ADefaultPlayerController::BeginAttack()
{
GetWorldTimerManager().SetTimer(TimerHandle, this, &ADefaultPlayerController::RepeatedAttack, 0.1f, true);
}
void ADefaultPlayerController::EndAttack()
{
GetWorldTimerManager().ClearTimer(TimerHandle);
}
void ADefaultPlayerController::RepeatedAttack()
{
if (!GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Attackable] == 0)
return;
Attack();
}
void ADefaultPlayerController::Attack()
{
float MinDistance = GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats:: AttackRange];
FVector Destination = HitTarget->GetActorLocation(); // HitObject<63><74> <20><>ġ<EFBFBD><C4A1> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
if (FVector::Dist(Destination, GetPawn()->GetActorLocation()) <= MinDistance)
{
if ((GetPlayerState<ADefaultPlayerState>()->CooldownDuration[(uint8)CooldownType::Attack] != 0))
return;
FVector Location = GetPawn()->GetActorLocation();
Location.X = 0;
Server_StopMove();
Multicast_StopMove();
Multicast_SetRotation(Destination);
Server_SetRotation(Destination);
UE_LOG(LogTemp, Warning, TEXT("Attack"));
GetPlayerState<ADefaultPlayerState>()->SetState(ECharacterState::Attack);
GetPlayerState<ADefaultPlayerState>()->SetAttackType(CooldownType::Attack);
}
else
{
GetPlayerState<ADefaultPlayerState>()->SetState(ECharacterState::Moving);
SimpleMoveToLocation(this, Destination);
this->MoveToLocation(Destination);
}
SetTarget();
}
void ADefaultPlayerController::MoveToLocation_Implementation(FVector Location)
{
SimpleMoveToLocation(this, Location);
}

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/PlayerController.h"
#include "InputMappingContext.h"
#include "Net/UnrealNetwork.h"
#include "AIController.h"
#include "DefaultPlayerController.generated.h"
UCLASS()
class PROMETHER_API ADefaultPlayerController : public APlayerController
{
GENERATED_BODY()
protected:
virtual void BeginPlay() override;
virtual void OnPossess(APawn* aPawn) override;
virtual void OnUnPossess() override;
UFUNCTION(Server, Reliable)
void Server_SpawnPlayerCamera();
void SetACharacterOutlineColor(ACharacter* Target, bool Visible);
public:
ADefaultPlayerController();
virtual void Tick(float DeltaTime) override;
virtual void SetupInputComponent() override;
void Skill1();
void Skill2();
void Skill3();
void Skill4Triggered();
void Skill4Completed();
void RuneSpell1();
void RuneSpell2();
void Ward();
void Bomb();
void ObjectSelect();
void Move();
UFUNCTION(Server, Reliable)
void MoveToLocation(FVector Location);
UFUNCTION(Server, Reliable)
void Server_StopMove();
UFUNCTION(NetMulticast, Reliable)
void Multicast_StopMove();
UFUNCTION(NetMulticast, Reliable)
void Multicast_SetRotation(FVector MouseHitLocation);
UFUNCTION(Server, Reliable)
void Server_SetRotation(FVector MouseHitLocation);
FVector GetMouseHitLocation();
UFUNCTION(BlueprintCallable, Category = "AI|Navigation")
void SimpleMoveToLocation(AController* Controller, const FVector& Goal);
void OnMoveCompleted(FAIRequestID RequestID, const FPathFollowingResult &MovementResult);
void BeginAttack();
void EndAttack();
void RepeatedAttack();
UFUNCTION(BlueprintImplementableEvent)
void SetTarget();
void Attack();
UPROPERTY(BlueprintReadWrite)
float MouseClickInterval;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "My Actor")
AActor* HitTarget;
private:
UPROPERTY(EditAnywhere, Category = "Input")
TSoftObjectPtr<UInputMappingContext> PlayerInputMapping;
UPROPERTY(EditAnywhere, Category = "Input")
TSoftObjectPtr<UInputAction> Skill1Action;
UPROPERTY(EditAnywhere, Category = "Input")
TSoftObjectPtr<UInputAction> Skill2Action;
UPROPERTY(EditAnywhere, Category = "Input")
TSoftObjectPtr<UInputAction> Skill3Action;
UPROPERTY(EditAnywhere, Category = "Input")
TSoftObjectPtr<UInputAction> Skill4Action;
UPROPERTY(EditAnywhere, Category = "Input")
TSoftObjectPtr<UInputAction> RuneSpell1Action;
UPROPERTY(EditAnywhere, Category = "Input")
TSoftObjectPtr<UInputAction> RuneSpell2Action;
UPROPERTY(EditAnywhere, Category = "Input")
TSoftObjectPtr<UInputAction> WardAction;
UPROPERTY(EditAnywhere, Category = "Input")
TSoftObjectPtr<UInputAction> BombAction;
UPROPERTY(EditAnywhere, Category = "Input")
TSoftObjectPtr<UInputAction> ObjectSelectAction;
UPROPERTY(EditAnywhere, Category = "Input")
TSoftObjectPtr<UInputAction> MoveAction;
};

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#include "DefaultPlayerState.h"
#include "Net/UnrealNetwork.h"
ADefaultPlayerState::ADefaultPlayerState()
{
CharacterBPRef = nullptr;;
Team = TeamType::Null;
State = ECharacterState::Idle;
}
void ADefaultPlayerState::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(ADefaultPlayerState, CharacterBPRef);
DOREPLIFETIME(ADefaultPlayerState, Team);
DOREPLIFETIME(ADefaultPlayerState, CooldownDuration);
DOREPLIFETIME(ADefaultPlayerState, Stats);
DOREPLIFETIME(ADefaultPlayerState, MaxStats);
DOREPLIFETIME(ADefaultPlayerState, State);
DOREPLIFETIME(ADefaultPlayerState, AttackType);
//DOREPLIFETIME(ADefaultPlayerState, StatusEffectObject);
DOREPLIFETIME(ADefaultPlayerState, PlayerCamera);
}
void ADefaultPlayerState::InitPlayerStats_Implementation(const TArray<float>& StatsValue, const TArray<float>& CooldownDurationValue)
{
MaxStats.Append(StatsValue);
Stats.Append(StatsValue);
CooldownDuration.Append(CooldownDurationValue);
MaxCooldownDuration.Append(CooldownDurationValue);
for (float Value : StatsValue)
{
UE_LOG(LogTemp, Warning, TEXT("Values: %f"), Value);
}
}
void ADefaultPlayerState::NetMulticast_SetAttackType_Implementation(CooldownType Value)
{
AttackType = Value;
}
void ADefaultPlayerState::NetMulticast_SetState_Implementation(ECharacterState Value)
{
State = Value;
}
void ADefaultPlayerState::SetState_Implementation(ECharacterState Value)
{
NetMulticast_SetState(Value);
}
void ADefaultPlayerState::SetAttackType_Implementation(CooldownType Value)
{
NetMulticast_SetAttackType(Value);
}
int32 ADefaultPlayerState::GetCharacterLevel() const
{
return int32();
}

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/PlayerState.h"
#include <iostream>
#include <map>
#include "../PrometherEnum.h"
#include "DefaultPlayerCharacter.h"
#include "../StatusEffect/StatusEffect.h"
#include "DefaultPlayerState.generated.h"
UCLASS()
class PROMETHER_API ADefaultPlayerState : public APlayerState
{
GENERATED_BODY()
public:
ADefaultPlayerState();
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty >& OutLifetimeProps) const override;
UFUNCTION(Server, Reliable)
void InitPlayerStats(const TArray<float>& StatsValue, const TArray<float>& CooldownDurationValue);
void SetCharacterBPRef(UClass* Value) { CharacterBPRef = Value; }
UClass* GetCharacterBPRef() const { return CharacterBPRef; }
UFUNCTION(BlueprintCallable)
void SetTeam(TeamType Value) { Team = Value; }
UFUNCTION(BlueprintCallable)
TeamType GetTeam() const { return Team; }
void SetPlayerCamera(AActor* Actor) { PlayerCamera = Actor; }
AActor* GetPlayerCamera() const { return PlayerCamera; }
//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)
void SetState(ECharacterState Value);
UFUNCTION(BlueprintCallable, NetMulticast, Reliable)
void NetMulticast_SetState(ECharacterState Value);
UFUNCTION(BlueprintCallable)
ECharacterState GetState() const { return State; }
//Execute on server
UFUNCTION(BlueprintCallable, Server, Reliable)
void SetAttackType(CooldownType Value);
UFUNCTION(BlueprintCallable, NetMulticast, Reliable)
void NetMulticast_SetAttackType(CooldownType Value);
UFUNCTION(BlueprintCallable)
CooldownType GetAttackType() const { return AttackType; }
UFUNCTION(BlueprintCallable)
int32 GetCharacterLevel() const;
UPROPERTY(Replicated, Transient, EditAnywhere, BlueprintReadWrite)
TArray<float> Stats;
UPROPERTY(Replicated, Transient, EditAnywhere, BlueprintReadWrite)
TArray<float> MaxStats;
UPROPERTY(Replicated, Transient, BlueprintReadWrite)
TArray<float> CooldownDuration;
UPROPERTY(Replicated, Transient, BlueprintReadWrite)
TArray<float> MaxCooldownDuration;
private:
UPROPERTY(Replicated, Transient)
UClass* CharacterBPRef;
UPROPERTY(Replicated, Transient)
TeamType Team;
UPROPERTY(Replicated, Transient)
ECharacterState State;
UPROPERTY(Replicated, Transient)
CooldownType AttackType;
//UPROPERTY(Replicated, Transient)
//TMap<FUniqueObjectID, UStatusEffect> StatusEffectObject;
UPROPERTY(Replicated, Transient)
AActor* PlayerCamera;
};

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// Fill out your copyright notice in the Description page of Project Settings.
#include "DamageType/ApDamage.h"

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// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class Promether : ModuleRules
{
public Promether(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "EnhancedInput", "AIModule", "NavigationSystem", "OnlineSubsystem" });
PrivateDependencyModuleNames.AddRange(new string[] { });
// Uncomment if you are using Slate UI
// PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" });
// Uncomment if you are using online features
// PrivateDependencyModuleNames.Add("OnlineSubsystem");
// To include OnlineSubsystemSteam, add it to the plugins section in your uproject file with the Enabled attribute set to true
}
}

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// Copyright Epic Games, Inc. All Rights Reserved.
#include "Promether.h"
#include "Modules/ModuleManager.h"
IMPLEMENT_PRIMARY_GAME_MODULE( FDefaultGameModuleImpl, Promether, "Promether" );

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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"

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#pragma once
#include "CoreMinimal.h"
#include "DamageType/BaseAttack.h"
UENUM(BlueprintType)
enum class CharacterType : uint8
{
Lukriel,
Allium,
Riana,
Lb,
SIZE
};
/*UENUM <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
if (const UEnum* CharStateEnum = FindObject<UEnum>(ANY_PACKAGE, TEXT("CharacterType"), true))
{
UE_LOG(LogTemp, Warning, TEXT("%s"), *CharStateEnum->GetNameByValue((uint8)Type).ToString());
}
*/
UENUM(BlueprintType)
enum class TeamType : uint8
{
Null,
Neutral,
Black,
White
};
UENUM(BlueprintType)
enum class CooldownType : uint8
{
Skill1,
Skill2,
Skill3,
Skill4Started,
Skill4Triggered,
Skill4Comlpleted,
RuneSpell1,
RuneSpell2,
Ward,
Bomb,
Move,
Attack,
SIZE
};
enum class CCType : uint32
{
None = 0x00000000,
Slow = 0x00000001,
Cripple = 0x00000002,
Silence = 0x00000004,
Blind = 0x00000008,
BlockedSight = 0x00000010,
Grounding = 0x00000020,
Polymorph = 0x00000040,
Disarmed = 0x00000080,
Kinematic = 0x00000100,
Knockdown = 0x00000200,
Root = 0x00000400,
Stun = 0x00000800,
Airbone = 0x00001000,
Knockback = 0x00002000,
Grab = 0x00004000,
Suspension = 0x00008000,
Taunt = 0x00010000,
Charm = 0x00020000,
Flee = 0x00040000,
Suppressed = 0x00080000,
Banishment = 0x00100000,
Sleep = 0x00200000
};
UENUM(BlueprintType)
enum class ECharacterState : uint8
{
Idle,
Moving,
Attack,
Dead,
SIZE
};
struct FUniqueObjectID
{
double ConstructTime;
int32 RandomUniqueNumber;
};
UENUM(BlueprintType)
enum class EStats : uint8
{
currentExp,
MaxExp,
Level,
Health,
HPRegeneration,
HealAndShieldpower,
Armor,
MaxHealth,
MagicResistance,
MaxMana,
Tenacity,
SlowRisist,
AttackSpeed,
AttackSpeedBuff,
AttackDamage,
AttackDamageBuff,
AbilityPower,
AbilityPowerBuff,
CriticalStrikeChance,
CriticalStrikeDamage,
ArmorPenetration,
MagicPenetration,
LifeSteal,
PhysicalVamp,
Omnivamp,
AbilityHaste,
Mana,
ManaRegeneration,
Energy,
EnergyRegeneration,
AttackRange,
MovementSpeed,
MovementSpeedBuff,
GoldGeneration,
AttackDamageGrowth,
AttackSpeedGrowth,
ArmorGrowth,
MagicResistanceGrowth,
HealthGrowth,
HealthRegenerationGrowth,
ManaGrowth,
ManaRegenerationGrowth,
Movable,
Skillusable,
Attackable,
charging,
Skill1Cost,
Skill2Cost,
Skill3Cost,
Skill4Cost,
Skill1Level,
Skill2Level,
Skill3Level,
Skill4Level,
SIZE,
};

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/DamageType.h"
#include "ApDamage.generated.h"
/**
*
*/
UCLASS()
class PROMETHER_API UApDamage : public UDamageType
{
GENERATED_BODY()
};

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// Fill out your copyright notice in the Description page of Project Settings.
#include "StatusEffect.h"

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "UObject/NoExportTypes.h"
#include "StatusEffect.generated.h"
/**
*
*/
UCLASS()
class PROMETHER_API UStatusEffect : public UObject
{
GENERATED_BODY()
public:
};

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// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.Collections.Generic;
public class PrometherEditorTarget : TargetRules
{
public PrometherEditorTarget( TargetInfo Target) : base(Target)
{
Type = TargetType.Editor;
DefaultBuildSettings = BuildSettingsVersion.V2;
IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_1;
ExtraModuleNames.Add("Promether");
}
}

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// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.Collections.Generic;
public class PrometherServerTarget : TargetRules
{
public PrometherServerTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Server;
DefaultBuildSettings = BuildSettingsVersion.V2;
IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_1;
ExtraModuleNames.Add("Promether");
}
}