commit ba9171056c897751d0bbfa95c730d35146a7f8ff Author: HappyTanuki Date: Mon Sep 25 23:01:30 2023 +0900 Initial commit diff --git a/.gitattributes b/.gitattributes new file mode 100644 index 0000000..c115fc9 --- /dev/null +++ b/.gitattributes @@ -0,0 +1,2 @@ +*.uasset filter=lfs diff=UE_Diff merge=UE_Merge -text +*.umap filter=lfs diff=UE_Diff merge=UE_Merge -text diff --git a/.gitconfig b/.gitconfig new file mode 100644 index 0000000..649fccb --- /dev/null +++ b/.gitconfig @@ -0,0 +1,10 @@ +[diff "UE_Diff"] + tool = UE_Diff_Tool + binary = true +[difftool "UE_Diff_Tool"] + cmd = "GitUEDiff \"$REMOTE\" \"$LOCAL\"" +[merge "UE_Merge"] + tool = UE_Merge_Tool + binary = true +[mergetool "UE_Merge_Tool"] + cmd = "GitUEDiff \"$REMOTE\" \"$LOCAL\" \"$BASE\" \"$MERGED\"" \ No newline at end of file diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..d14f164 --- /dev/null +++ b/.gitignore @@ -0,0 +1,97 @@ +# Created by https://www.toptal.com/developers/gitignore/api/unrealengine +# Edit at https://www.toptal.com/developers/gitignore?templates=unrealengine + +### UnrealEngine ### +# Visual Studio 2015 user specific files +.vs/ + +# Compiled Object files +*.slo +*.lo +*.o +*.obj + +# Precompiled Headers +*.gch +*.pch + +# Compiled Dynamic libraries +*.so +*.dylib +*.dll + +# Fortran module files +*.mod + +# Compiled Static libraries +*.lai +*.la +*.a +*.lib + +# Executables +*.exe +*.out +*.app +*.ipa + +# These project files can be generated by the engine +*.xcodeproj +*.xcworkspace +*.sln +*.suo +*.opensdf +*.sdf +*.VC.db +*.VC.opendb + +# Precompiled Assets +SourceArt/**/*.png +SourceArt/**/*.tga + +# Binary Files +Binaries/* +Plugins/*/Binaries/* + +# Builds +Build/* + +# Whitelist PakBlacklist-.txt files +!Build/*/ +Build/*/** +!Build/*/PakBlacklist*.txt + +# Don't ignore icon files in Build +!Build/**/*.ico + +# Built data for maps +*_BuiltData.uasset + +# Configuration files generated by the Editor +Saved/* + +# Compiled source files for the engine to use +Intermediate/* +Plugins/*/Intermediate/* + +# Cache files for the editor to use +DerivedDataCache/* + +### UnrealEngine Patch ### +# Don't ignore icon and splash images for mobile app +!Build/IOS/Resources/ +Build/IOS/Resources/* +!Build/IOS/Resources/Graphics/ +Build/IOS/Resources/Graphics/* +!Build/IOS/Resources/Graphics/*.png +!Build/Android/res/ +Build/Android/res/* +!Build/Android/res/*/ +Build/Android/res/*/* +!Build/Android/res/*/*.png +# Ignore plugins binaries on deep subfolders +Plugins/**/Binaries/* +Plugins/**/Intermediate/* + +# End of https://www.toptal.com/developers/gitignore/api/unrealengine +Packaged/ \ No newline at end of file diff --git a/.lfsconfig b/.lfsconfig new file mode 100644 index 0000000..02798fe --- /dev/null +++ b/.lfsconfig @@ -0,0 +1,2 @@ +[lfs] + url = http://git.happytanuki.kr/A-Rival/Promether.git/info/lfs diff --git a/.vsconfig b/.vsconfig new file mode 100644 index 0000000..7f1e056 --- /dev/null +++ b/.vsconfig @@ -0,0 +1,13 @@ +{ + "version": "1.0", + "components": [ + "Microsoft.Net.Component.4.6.2.TargetingPack", + "Microsoft.VisualStudio.Component.VC.14.34.17.4.x86.x64", + "Microsoft.VisualStudio.Component.VC.Tools.x86.x64", + "Microsoft.VisualStudio.Component.Windows10SDK", + "Microsoft.VisualStudio.Workload.CoreEditor", + "Microsoft.VisualStudio.Workload.ManagedDesktop", + "Microsoft.VisualStudio.Workload.NativeDesktop", + "Microsoft.VisualStudio.Workload.NativeGame" + ] +} diff --git a/Config/DefaultEditor.ini b/Config/DefaultEditor.ini new file mode 100644 index 0000000..f38756e --- /dev/null +++ b/Config/DefaultEditor.ini @@ -0,0 +1,2 @@ +[/Script/AdvancedPreviewScene.SharedProfiles] + diff --git a/Config/DefaultEditorPerProjectUserSettings.ini b/Config/DefaultEditorPerProjectUserSettings.ini new file mode 100644 index 0000000..54117e8 --- /dev/null +++ b/Config/DefaultEditorPerProjectUserSettings.ini @@ -0,0 +1,10 @@ +[/Script/LiveCoding.LiveCodingSettings] +bEnabled=False +Startup=AutomaticButHidden +bEnableReinstancing=True +bAutomaticallyCompileNewClasses=True +bPreloadEngineModules=False +bPreloadEnginePluginModules=False +bPreloadProjectModules=True +bPreloadProjectPluginModules=True + diff --git a/Config/DefaultEngine.ini b/Config/DefaultEngine.ini new file mode 100644 index 0000000..3c8954e --- /dev/null +++ b/Config/DefaultEngine.ini @@ -0,0 +1,78 @@ +[/Script/EngineSettings.GameMapsSettings] +GameDefaultMap=/Game/Maps/DevMap.DevMap +EditorStartupMap=/Game/Maps/DevMap.DevMap +GameInstanceClass=/Script/Promether.DefaultGameInstance + +[/Script/WindowsTargetPlatform.WindowsTargetSettings] +DefaultGraphicsRHI=DefaultGraphicsRHI_DX12 +-D3D12TargetedShaderFormats=PCD3D_SM5 ++D3D12TargetedShaderFormats=PCD3D_SM6 +-D3D11TargetedShaderFormats=PCD3D_SM5 ++D3D11TargetedShaderFormats=PCD3D_SM5 +Compiler=Default +AudioSampleRate=48000 +AudioCallbackBufferFrameSize=1024 +AudioNumBuffersToEnqueue=1 +AudioMaxChannels=0 +AudioNumSourceWorkers=4 +SpatializationPlugin= +SourceDataOverridePlugin= +ReverbPlugin= +OcclusionPlugin= +CompressionOverrides=(bOverrideCompressionTimes=False,DurationThreshold=5.000000,MaxNumRandomBranches=0,SoundCueQualityIndex=0) +CacheSizeKB=65536 +MaxChunkSizeOverrideKB=0 +bResampleForDevice=False +MaxSampleRate=48000.000000 +HighSampleRate=32000.000000 +MedSampleRate=24000.000000 +LowSampleRate=12000.000000 +MinSampleRate=8000.000000 +CompressionQualityModifier=1.000000 +AutoStreamingThreshold=0.000000 +SoundCueCookQualityIndex=-1 + +[/Script/HardwareTargeting.HardwareTargetingSettings] +TargetedHardwareClass=Desktop +AppliedTargetedHardwareClass=Desktop +DefaultGraphicsPerformance=Maximum +AppliedDefaultGraphicsPerformance=Maximum + +[/Script/Engine.RendererSettings] +r.GenerateMeshDistanceFields=True +r.DynamicGlobalIlluminationMethod=1 +r.ReflectionMethod=1 +r.Shadow.Virtual.Enable=1 +r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True +r.CustomDepth=3 + +[/Script/WorldPartitionEditor.WorldPartitionEditorSettings] +CommandletClass=Class'/Script/UnrealEd.WorldPartitionConvertCommandlet' + +[/Script/Engine.UserInterfaceSettings] +bAuthorizeAutomaticWidgetVariableCreation=False + +[/Script/Engine.Engine] ++ActiveGameNameRedirects=(OldGameName="TP_Blank",NewGameName="/Script/Promether") ++ActiveGameNameRedirects=(OldGameName="/Script/TP_Blank",NewGameName="/Script/Promether") ++ActiveClassRedirects=(OldClassName="TP_BlankGameModeBase",NewClassName="PrometherGameModeBase") + +[/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings] +bEnablePlugin=True +bAllowNetworkConnection=True +SecurityToken=C0D856794C2C0B6D949D10AD02CB8CD6 +bIncludeInShipping=False +bAllowExternalStartInShipping=False +bCompileAFSProject=False +bUseCompression=False +bLogFiles=False +bReportStats=False +ConnectionType=USBOnly +bUseManualIPAddress=False +ManualIPAddress= + +[/Script/NavigationSystem.NavigationSystemV1] +bAllowClientSideNavigation=True + +[/Script/NavigationSystem.RecastNavMesh] + diff --git a/Config/DefaultGame.ini b/Config/DefaultGame.ini new file mode 100644 index 0000000..58f734c --- /dev/null +++ b/Config/DefaultGame.ini @@ -0,0 +1,7 @@ + +[/Script/EngineSettings.GeneralProjectSettings] +ProjectID=34DF7AAB4D4B8D6A39DEBFAED8629849 + +[StartupActions] +bAddPacks=True +InsertPack=(PackSource="StarterContent.upack",PackName="StarterContent") diff --git a/Config/DefaultInput.ini b/Config/DefaultInput.ini new file mode 100644 index 0000000..4cc3605 --- /dev/null +++ b/Config/DefaultInput.ini @@ -0,0 +1,85 @@ +[/Script/Engine.InputSettings] +-AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) +-AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) +-AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) +-AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) +-AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f)) +-AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f)) +-AxisConfig=(AxisKeyName="Mouse2D",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f)) ++AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Mouse2D",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MouseWheelAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_LeftTriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_RightTriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_Special_Left_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_Special_Left_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Vive_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Vive_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Vive_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Vive_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Vive_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Vive_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Left_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Right_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Grip_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Grip_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +bAltEnterTogglesFullscreen=True +bF11TogglesFullscreen=True +bUseMouseForTouch=False +bEnableMouseSmoothing=True +bEnableFOVScaling=True +bCaptureMouseOnLaunch=True +bEnableLegacyInputScales=True +bEnableMotionControls=True +bFilterInputByPlatformUser=False +bShouldFlushPressedKeysOnViewportFocusLost=True +bAlwaysShowTouchInterface=False +bShowConsoleOnFourFingerTap=True +bEnableGestureRecognizer=False +bUseAutocorrect=False +DefaultViewportMouseCaptureMode=CapturePermanently_IncludingInitialMouseDown +DefaultViewportMouseLockMode=LockOnCapture +FOVScale=0.011110 +DoubleClickTime=0.200000 +DefaultPlayerInputClass=/Script/EnhancedInput.EnhancedPlayerInput +DefaultInputComponentClass=/Script/EnhancedInput.EnhancedInputComponent +DefaultTouchInterface=/Engine/MobileResources/HUD/DefaultVirtualJoysticks.DefaultVirtualJoysticks +-ConsoleKeys=Tilde ++ConsoleKeys=Tilde ++ConsoleKeys=Caret + diff --git a/Content/Blueprint/BP_DefaultState.uasset b/Content/Blueprint/BP_DefaultState.uasset new file mode 100644 index 0000000..50ad2b5 --- /dev/null +++ b/Content/Blueprint/BP_DefaultState.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:a2f089aa9e01c23782be05a3c4c8afad48a9087f1546f8008c7917f5f518199f +size 29031 diff --git a/Content/Character/Allium/Animation/ABP_Allium.uasset b/Content/Character/Allium/Animation/ABP_Allium.uasset new file mode 100644 index 0000000..473064b --- /dev/null +++ b/Content/Character/Allium/Animation/ABP_Allium.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:563c4fd86466b9763b2c4e748e1abbd2c77f6319120a7d21bbddd415da1d717f +size 92656 diff --git a/Content/Character/Allium/Animation/Attack1_Anim.uasset b/Content/Character/Allium/Animation/Attack1_Anim.uasset new file mode 100644 index 0000000..e30ad00 --- /dev/null +++ b/Content/Character/Allium/Animation/Attack1_Anim.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:028d2313ac5ac5e7844f1abe647212b81a964853c5d55a663af31d4f3ecd22b6 +size 135413 diff --git a/Content/Character/Allium/Animation/Attack2_Anim.uasset b/Content/Character/Allium/Animation/Attack2_Anim.uasset new file mode 100644 index 0000000..69cc572 --- /dev/null +++ b/Content/Character/Allium/Animation/Attack2_Anim.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:eeef93d1ef6f8f8b9082c2ba09d47fe519457ed63ac12ce709b89a4689587996 +size 147107 diff --git a/Content/Character/Allium/Animation/Attack3_Anim.uasset b/Content/Character/Allium/Animation/Attack3_Anim.uasset new file mode 100644 index 0000000..17c5e2e --- /dev/null +++ b/Content/Character/Allium/Animation/Attack3_Anim.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:63832c07bf92d5bb41ad7898d6fd03ac0a929a6554af5b9bc3cbd51df50da9b8 +size 153058 diff --git a/Content/Character/Allium/Animation/AttackCombo.uasset b/Content/Character/Allium/Animation/AttackCombo.uasset new file mode 100644 index 0000000..7940ec9 --- /dev/null +++ b/Content/Character/Allium/Animation/AttackCombo.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:05f871db620ab63ea1883b0d1dc51bd7bac6aa016cac2982586f2a0a0e34a6e2 +size 10394 diff --git a/Content/Character/Allium/Animation/Idle_Anim.uasset b/Content/Character/Allium/Animation/Idle_Anim.uasset new file mode 100644 index 0000000..56fa2c6 --- /dev/null +++ b/Content/Character/Allium/Animation/Idle_Anim.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:e41787476302f09c4473b8af02b114b9542ffa2d5dae88044bad526460cc62eb +size 131222 diff --git a/Content/Character/Allium/Animation/Run_Anim.uasset b/Content/Character/Allium/Animation/Run_Anim.uasset new file mode 100644 index 0000000..831d5ab --- /dev/null +++ b/Content/Character/Allium/Animation/Run_Anim.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:71e1180606ee94b95a4e319252f80540c44f5e3196bbb536f84c37c3c444e3a3 +size 119267 diff --git a/Content/Character/Allium/Animation/Skill1_Anim.uasset b/Content/Character/Allium/Animation/Skill1_Anim.uasset new file mode 100644 index 0000000..bdeeca9 --- /dev/null +++ b/Content/Character/Allium/Animation/Skill1_Anim.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid 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diff --git a/GitUEDiff.ps1 b/GitUEDiff.ps1 new file mode 100644 index 0000000..2c354c0 --- /dev/null +++ b/GitUEDiff.ps1 @@ -0,0 +1,5 @@ +$UE_PATH = "C:\Program Files\Epic Games\UE_5.2\Engine\Binaries\Win64\UnrealEditor.exe" +[string]$WORKING_DIRECTORY = iex pwd +$PROJECT_PATH = $WORKING_DIRECTORY + "\Promether.uproject" + +& $UE_PATH $PROJECT_PATH -diff $args \ No newline at end of file diff --git a/GitUEDiff.sh b/GitUEDiff.sh new file mode 100644 index 0000000..eddf1a7 --- /dev/null +++ b/GitUEDiff.sh @@ -0,0 +1,19 @@ +#!/bin/sh + +UE_PATH=/opt/UnrealEngine/Engine/Binaries/Linux/UnrealEditer +PROJECT_PATH=$(pwd)/Promether.uproject + +LOCAL=$1 +REMOTE=$2 + +if [[$LOCAL != /*]] +then + LOCAL=$(git rev-parse --show-toplevel)/$LOCAL +fi + +if [[$REMOTE != /*]] +then + REMOTE=$(git rev-parse --show-toplevel)/$REMOTE +fi + +sh $UE_PATH $PROJECT_PATH -diff $LOCAL $REMOTE diff --git a/Platforms/HoloLens/Config/HoloLensEngine.ini b/Platforms/HoloLens/Config/HoloLensEngine.ini new file mode 100644 index 0000000..7a24085 --- /dev/null +++ b/Platforms/HoloLens/Config/HoloLensEngine.ini @@ -0,0 +1,32 @@ + + +[/Script/HoloLensPlatformEditor.HoloLensTargetSettings] +bBuildForEmulation=False +bBuildForDevice=True +bUseNameForLogo=True +bBuildForRetailWindowsStore=False +bAutoIncrementVersion=False +bShouldCreateAppInstaller=False +AppInstallerInstallationURL= +HoursBetweenUpdateChecks=0 +bEnablePIXProfiling=False +TileBackgroundColor=(B=64,G=0,R=0,A=255) +SplashScreenBackgroundColor=(B=64,G=0,R=0,A=255) ++PerCultureResources=(CultureId="",Strings=(PackageDisplayName="",PublisherDisplayName="",PackageDescription="",ApplicationDisplayName="",ApplicationDescription=""),Images=()) +TargetDeviceFamily=Windows.Holographic +MinimumPlatformVersion=10.0.18362.0 +MaximumPlatformVersionTested=10.0.19041.0 +MaxTrianglesPerCubicMeter=500.000000 +SpatialMeshingVolumeSize=20.000000 +CompilerVersion=Default +Windows10SDKVersion=10.0.18362.0 ++CapabilityList=internetClientServer ++CapabilityList=privateNetworkClientServer ++Uap2CapabilityList=spatialPerception +bSetDefaultCapabilities=False +SpatializationPlugin= +SourceDataOverridePlugin= +ReverbPlugin= +OcclusionPlugin= +SoundCueCookQualityIndex=-1 + diff --git a/Promether.uproject b/Promether.uproject new file mode 100644 index 0000000..c55c710 --- /dev/null +++ b/Promether.uproject @@ -0,0 +1,27 @@ +{ + "FileVersion": 3, + "EngineAssociation": "5.2", + "Category": "", + "Description": "", + "Modules": [ + { + "Name": "Promether", + "Type": "Runtime", + "LoadingPhase": "Default", + "AdditionalDependencies": [ + "Engine", + "CoreUObject", + "AIModule" + ] + } + ], + "Plugins": [ + { + "Name": "ModelingToolsEditorMode", + "Enabled": true, + "TargetAllowList": [ + "Editor" + ] + } + ] +} \ No newline at end of file diff --git a/Source/Promether.Target.cs b/Source/Promether.Target.cs new file mode 100644 index 0000000..457b9e8 --- /dev/null +++ b/Source/Promether.Target.cs @@ -0,0 +1,15 @@ +// 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"); + } +} diff --git a/Source/Promether/AnimNotify/AN_Attack.cpp b/Source/Promether/AnimNotify/AN_Attack.cpp new file mode 100644 index 0000000..90827fb --- /dev/null +++ b/Source/Promether/AnimNotify/AN_Attack.cpp @@ -0,0 +1,18 @@ +// 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) +{ + if (ADefaultPlayerCharacter* MyCharacter = MeshComp->GetOwner()) + { + if (AController* MyController = MyCharacter->GetController()) + { + MyCharacter->Attack(); + } + } +} \ No newline at end of file diff --git a/Source/Promether/AnimNotify/AN_Attack.h b/Source/Promether/AnimNotify/AN_Attack.h new file mode 100644 index 0000000..546c6ad --- /dev/null +++ b/Source/Promether/AnimNotify/AN_Attack.h @@ -0,0 +1,19 @@ +// 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; +}; diff --git a/Source/Promether/AnimNotify/AN_Skill1.cpp b/Source/Promether/AnimNotify/AN_Skill1.cpp new file mode 100644 index 0000000..3e76f1b --- /dev/null +++ b/Source/Promether/AnimNotify/AN_Skill1.cpp @@ -0,0 +1,17 @@ +// 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) +{ + if (ADefaultPlayerCharacter* MyCharacter = MeshComp->GetOwner()) + { + if (AController* MyController = MyCharacter->GetController()) + { + MyCharacter->Skill1(); + } + } +} diff --git a/Source/Promether/AnimNotify/AN_Skill1.h b/Source/Promether/AnimNotify/AN_Skill1.h new file mode 100644 index 0000000..dbcc497 --- /dev/null +++ b/Source/Promether/AnimNotify/AN_Skill1.h @@ -0,0 +1,19 @@ +// 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; +}; diff --git a/Source/Promether/AnimNotify/AN_Skill2.cpp b/Source/Promether/AnimNotify/AN_Skill2.cpp new file mode 100644 index 0000000..a500b3c --- /dev/null +++ b/Source/Promether/AnimNotify/AN_Skill2.cpp @@ -0,0 +1,17 @@ +// 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) +{ + if (ADefaultPlayerCharacter* MyCharacter = MeshComp->GetOwner()) + { + if (AController* MyController = MyCharacter->GetController()) + { + MyCharacter->Skill2(); + } + } +} diff --git a/Source/Promether/AnimNotify/AN_Skill2.h b/Source/Promether/AnimNotify/AN_Skill2.h new file mode 100644 index 0000000..9b0916f --- /dev/null +++ b/Source/Promether/AnimNotify/AN_Skill2.h @@ -0,0 +1,19 @@ +// 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; +}; diff --git a/Source/Promether/AnimNotify/AN_Skill3.cpp b/Source/Promether/AnimNotify/AN_Skill3.cpp new file mode 100644 index 0000000..ed1c8a8 --- /dev/null +++ b/Source/Promether/AnimNotify/AN_Skill3.cpp @@ -0,0 +1,17 @@ +// 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) +{ + if (ADefaultPlayerCharacter* MyCharacter = MeshComp->GetOwner()) + { + if (AController* MyController = MyCharacter->GetController()) + { + MyCharacter->Skill3(); + } + } +} diff --git a/Source/Promether/AnimNotify/AN_Skill3.h b/Source/Promether/AnimNotify/AN_Skill3.h new file mode 100644 index 0000000..8b71014 --- /dev/null +++ b/Source/Promether/AnimNotify/AN_Skill3.h @@ -0,0 +1,19 @@ +// 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; +}; diff --git a/Source/Promether/AnimNotify/AN_Skill4.cpp b/Source/Promether/AnimNotify/AN_Skill4.cpp new file mode 100644 index 0000000..afaeb0f --- /dev/null +++ b/Source/Promether/AnimNotify/AN_Skill4.cpp @@ -0,0 +1,17 @@ +// 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) +{ + if (ADefaultPlayerCharacter* MyCharacter = MeshComp->GetOwner()) + { + if (AController* MyController = MyCharacter->GetController()) + { + MyCharacter->Skill4(); + } + } +} diff --git a/Source/Promether/AnimNotify/AN_Skill4.h b/Source/Promether/AnimNotify/AN_Skill4.h new file mode 100644 index 0000000..9d2b6e8 --- /dev/null +++ b/Source/Promether/AnimNotify/AN_Skill4.h @@ -0,0 +1,19 @@ +// 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; +}; diff --git a/Source/Promether/DamageType/BaseAttack.cpp b/Source/Promether/DamageType/BaseAttack.cpp new file mode 100644 index 0000000..6c848cd --- /dev/null +++ b/Source/Promether/DamageType/BaseAttack.cpp @@ -0,0 +1,5 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "BaseAttack.h" + diff --git a/Source/Promether/DamageType/BaseAttack.h b/Source/Promether/DamageType/BaseAttack.h new file mode 100644 index 0000000..18dcd48 --- /dev/null +++ b/Source/Promether/DamageType/BaseAttack.h @@ -0,0 +1,17 @@ +// 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() + +}; diff --git a/Source/Promether/DefaultGameInstance.cpp b/Source/Promether/DefaultGameInstance.cpp new file mode 100644 index 0000000..c49b9e5 --- /dev/null +++ b/Source/Promether/DefaultGameInstance.cpp @@ -0,0 +1,34 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "DefaultGameInstance.h" + +UDefaultGameInstance::UDefaultGameInstance() +{ + //ConstructorHelpers::FObjectFinder LUKRIEL(TEXT("")); + ConstructorHelpers::FObjectFinder ALLIUM(TEXT("Class'/Game/Character/Allium/BP_Allium.BP_Allium_C'")); + ConstructorHelpers::FObjectFinder RIANA(TEXT("Class'/Game/Character/Riana/BP_Riana.BP_Riana_C'")); + ConstructorHelpers::FObjectFinder 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")); +} diff --git a/Source/Promether/DefaultGameInstance.h b/Source/Promether/DefaultGameInstance.h new file mode 100644 index 0000000..7707e83 --- /dev/null +++ b/Source/Promether/DefaultGameInstance.h @@ -0,0 +1,25 @@ +// 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]; +}; diff --git a/Source/Promether/DefaultGameStateBase.cpp b/Source/Promether/DefaultGameStateBase.cpp new file mode 100644 index 0000000..b416bc2 --- /dev/null +++ b/Source/Promether/DefaultGameStateBase.cpp @@ -0,0 +1,5 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "DefaultGameStateBase.h" + diff --git a/Source/Promether/DefaultGameStateBase.h b/Source/Promether/DefaultGameStateBase.h new file mode 100644 index 0000000..a87caa7 --- /dev/null +++ b/Source/Promether/DefaultGameStateBase.h @@ -0,0 +1,17 @@ +// 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() + +}; diff --git a/Source/Promether/DefaultStats.h b/Source/Promether/DefaultStats.h new file mode 100644 index 0000000..9c74487 --- /dev/null +++ b/Source/Promether/DefaultStats.h @@ -0,0 +1,79 @@ +#pragma once + +#include "CoreMinimal.h" +#include "DefaultStats.generated.h" + +USTRUCT(Atomic, BlueprintType) +struct FDefaultStats +{ + GENERATED_BODY() + + UPROPERTY(EditAnywhere, BlueprintReadWrite) + int32 XP; + UPROPERTY(EditAnywhere, BlueprintReadWrite) + float Health; + UPROPERTY(EditAnywhere, BlueprintReadWrite) + float HPRegeneration; + UPROPERTY(EditAnywhere, BlueprintReadWrite) + float HealAndShieldpower; + UPROPERTY(EditAnywhere, BlueprintReadWrite) + float Armor; + UPROPERTY(EditAnywhere, BlueprintReadWrite) + float MagicResistance; + UPROPERTY(EditAnywhere, BlueprintReadWrite) + float Tenacity; + UPROPERTY(EditAnywhere, BlueprintReadWrite) + float SlowRisist; + UPROPERTY(EditAnywhere, BlueprintReadWrite) + float AttackSpeed; + UPROPERTY(EditAnywhere, BlueprintReadWrite) + float AttackDamage; + UPROPERTY(EditAnywhere, BlueprintReadWrite) + float AbilityPower; + UPROPERTY(EditAnywhere, BlueprintReadWrite) + float CriticalStrikeChance; + UPROPERTY(EditAnywhere, BlueprintReadWrite) + float CriticalStrikeDamage; + UPROPERTY(EditAnywhere, BlueprintReadWrite) + float ArmorPenetration; + UPROPERTY(EditAnywhere, BlueprintReadWrite) + float MagicPenetration; + UPROPERTY(EditAnywhere, BlueprintReadWrite) + float LifeSteal; + UPROPERTY(EditAnywhere, BlueprintReadWrite) + float PhysicalVamp; + UPROPERTY(EditAnywhere, BlueprintReadWrite) + float Omnivamp; + UPROPERTY(EditAnywhere, BlueprintReadWrite) + float AbilityHaste; + UPROPERTY(EditAnywhere, BlueprintReadWrite) + float Mana; + UPROPERTY(EditAnywhere, BlueprintReadWrite) + float ManaRegeneration; + UPROPERTY(EditAnywhere, BlueprintReadWrite) + float Energy; + UPROPERTY(EditAnywhere, BlueprintReadWrite) + float EnergyRegeneration; + UPROPERTY(EditAnywhere, BlueprintReadWrite) + float AttackRange; + UPROPERTY(EditAnywhere, BlueprintReadWrite) + float MovementSpeed; + UPROPERTY(EditAnywhere, BlueprintReadWrite) + float GoldGeneration; + UPROPERTY(EditAnywhere, BlueprintReadWrite) + float AttackDamageGrowth; + UPROPERTY(EditAnywhere, BlueprintReadWrite) + float AttackSpeedGrowth; + UPROPERTY(EditAnywhere, BlueprintReadWrite) + float ArmorGrowth; + UPROPERTY(EditAnywhere, BlueprintReadWrite) + float MagicResistanceGrowth; + UPROPERTY(EditAnywhere, BlueprintReadWrite) + float HealthGrowth; + UPROPERTY(EditAnywhere, BlueprintReadWrite) + float HealthRegenerationGrowth; + UPROPERTY(EditAnywhere, BlueprintReadWrite) + float ManaGrowth; + UPROPERTY(EditAnywhere, BlueprintReadWrite) + float ManaRegenerationGrowth; +}; diff --git a/Source/Promether/GameModeBase/Deathmatch.cpp b/Source/Promether/GameModeBase/Deathmatch.cpp new file mode 100644 index 0000000..db8175f --- /dev/null +++ b/Source/Promether/GameModeBase/Deathmatch.cpp @@ -0,0 +1,151 @@ +// 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 It(World); It; ++It) + { + if (AController* Con = It->GetInstigatorController()) + { + if (APlayerState* Sta = Con->GetPlayerState()) + { + if (ADefaultPlayerState* MyState = Cast(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()) + { + PawnClass = NewPlayerState->GetCharacterBPRef(); + } + + APawn* PawnToFit = PawnClass ? PawnClass->GetDefaultObject() : nullptr; + TArray UnOccupiedStartPoints; + TArray OccupiedStartPoints; + UWorld* World = GetWorld(); + for (TActorIterator It(World); It; ++It) + { + APlayerStart* PlayerStart = *It; + + if (PlayerStart->IsA()) + { + // 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()) + { + PawnClass = NewPlayerState->GetCharacterBPRef(); + } + + APawn* ResultPawn = GetWorld()->SpawnActor(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::Lb; + } + if (Team == TeamType::Null) + { + Team = TeamType::Black; + } + + if (ADefaultPlayerState* NewPlayerState = NewPlayerController->GetPlayerState()) + { + NewPlayerState->SetCharacterBPRef(GetGameInstance()->GetCharacterBPRef(Type)); + //NewPlayerState->InitPlayerStats(); + NewPlayerState->SetTeam(Team); + } + + return ErrorMessage; +} \ No newline at end of file diff --git a/Source/Promether/GameModeBase/Deathmatch.h b/Source/Promether/GameModeBase/Deathmatch.h new file mode 100644 index 0000000..32b42fb --- /dev/null +++ b/Source/Promether/GameModeBase/Deathmatch.h @@ -0,0 +1,24 @@ +// 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; +}; diff --git a/Source/Promether/MyActor.cpp b/Source/Promether/MyActor.cpp new file mode 100644 index 0000000..03ff5b6 --- /dev/null +++ b/Source/Promether/MyActor.cpp @@ -0,0 +1,34 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "MyActor.h" +#include "Net/UnrealNetwork.h" + +// Sets default values +AMyActor::AMyActor() +{ + // Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it. + PrimaryActorTick.bCanEverTick = true; + +} + +// Called when the game starts or when spawned +void AMyActor::BeginPlay() +{ + Super::BeginPlay(); + +} + +// Called every frame +void AMyActor::Tick(float DeltaTime) +{ + Super::Tick(DeltaTime); + +} + +void AMyActor::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const +{ + Super::GetLifetimeReplicatedProps(OutLifetimeProps); + + DOREPLIFETIME(AMyActor, example); +} diff --git a/Source/Promether/MyActor.h b/Source/Promether/MyActor.h new file mode 100644 index 0000000..d89eb56 --- /dev/null +++ b/Source/Promether/MyActor.h @@ -0,0 +1,30 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "GameFramework/Actor.h" +#include "PrometherEnum.h" +#include "MyActor.generated.h" + +UCLASS() +class PROMETHER_API AMyActor : public AActor +{ + GENERATED_BODY() + +public: + // Sets default values for this actor's properties + AMyActor(); + +protected: + // Called when the game starts or when spawned + virtual void BeginPlay() override; + +public: + // Called every frame + virtual void Tick(float DeltaTime) override; + void GetLifetimeReplicatedProps(TArray< FLifetimeProperty >& OutLifetimeProps) const override; + + UPROPERTY(Replicated, EditAnywhere, BlueprintReadWrite) + FDefaultStats example; +}; diff --git a/Source/Promether/PlayerGeneric/DefaultAnimBPBase.cpp b/Source/Promether/PlayerGeneric/DefaultAnimBPBase.cpp new file mode 100644 index 0000000..c6317d0 --- /dev/null +++ b/Source/Promether/PlayerGeneric/DefaultAnimBPBase.cpp @@ -0,0 +1,35 @@ +// 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()) + { + 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); + } + */ + } + } +} diff --git a/Source/Promether/PlayerGeneric/DefaultAnimBPBase.h b/Source/Promether/PlayerGeneric/DefaultAnimBPBase.h new file mode 100644 index 0000000..7f2896b --- /dev/null +++ b/Source/Promether/PlayerGeneric/DefaultAnimBPBase.h @@ -0,0 +1,25 @@ +// 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; +}; diff --git a/Source/Promether/PlayerGeneric/DefaultMovementRule.cpp b/Source/Promether/PlayerGeneric/DefaultMovementRule.cpp new file mode 100644 index 0000000..0032592 --- /dev/null +++ b/Source/Promether/PlayerGeneric/DefaultMovementRule.cpp @@ -0,0 +1,13 @@ +// 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); +} diff --git a/Source/Promether/PlayerGeneric/DefaultMovementRule.h b/Source/Promether/PlayerGeneric/DefaultMovementRule.h new file mode 100644 index 0000000..171167a --- /dev/null +++ b/Source/Promether/PlayerGeneric/DefaultMovementRule.h @@ -0,0 +1,19 @@ +// 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(); +}; diff --git a/Source/Promether/PlayerGeneric/DefaultPlayerCamera.cpp b/Source/Promether/PlayerGeneric/DefaultPlayerCamera.cpp new file mode 100644 index 0000000..4216568 --- /dev/null +++ b/Source/Promether/PlayerGeneric/DefaultPlayerCamera.cpp @@ -0,0 +1,32 @@ +// 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(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(TEXT("Camera")); + Camera->SetupAttachment(CameraSpringArm, USpringArmComponent::SocketName); +} + +// Called every frame +void ADefaultPlayerCamera::Tick(float DeltaTime) +{ + Super::Tick(DeltaTime); + +} + diff --git a/Source/Promether/PlayerGeneric/DefaultPlayerCamera.h b/Source/Promether/PlayerGeneric/DefaultPlayerCamera.h new file mode 100644 index 0000000..6bc8dda --- /dev/null +++ b/Source/Promether/PlayerGeneric/DefaultPlayerCamera.h @@ -0,0 +1,29 @@ +// 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; + +}; diff --git a/Source/Promether/PlayerGeneric/DefaultPlayerCharacter.cpp b/Source/Promether/PlayerGeneric/DefaultPlayerCharacter.cpp new file mode 100644 index 0000000..c5daaf7 --- /dev/null +++ b/Source/Promether/PlayerGeneric/DefaultPlayerCharacter.cpp @@ -0,0 +1,173 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "DefaultPlayerCharacter.h" +#include "DefaultPlayerState.h" +#include "Engine/DamageEvents.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(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 = 2000.f; + CameraSpringArm->bEnableCameraLag = true; + CameraSpringArm->bDoCollisionTest = false; + CameraSpringArm->CameraLagSpeed = 3.0f; + CameraSpringArm->SetupAttachment(RootComponent); + + Camera = CreateDefaultSubobject(TEXT("Camera")); + Camera->SetupAttachment(CameraSpringArm, USpringArmComponent::SocketName); + + 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; +} + +void ADefaultPlayerCharacter::Tick(float DeltaTime) +{ + /* + if (GetPlayerState()) + { + if (!GPlayInEditorID) + { + UE_LOG(LogTemp, Warning, TEXT("Server %s State : %d"), *GetName(), GetPlayerState()->GetState()); + } + else + { + UE_LOG(LogTemp, Warning, TEXT("Client %d %s State : %d"), GPlayInEditorID, *GetName(), GetPlayerState()->GetState()); + } + } + */ +} + +void ADefaultPlayerCharacter::Attack_Implementation() +{ +} + +float ADefaultPlayerCharacter::TakeDamage(float DamageAmount, struct FDamageEvent const& DamageEvent, class AController* EventInstigator, AActor* DamageCauser) +{ + float ReturnValue = Super::TakeDamage(DamageAmount, DamageEvent, EventInstigator, DamageCauser); + + if (HasAuthority()) + { + UE_LOG(LogTemp, Warning, TEXT("TakeDamage Called On Server")); + } + else + { + UE_LOG(LogTemp, Warning, TEXT("TakeDamage Called On Client")); + } + + if (HasAuthority()) + { + if (ADefaultPlayerState* MyState = this->GetInstigatorController()->GetPlayerState()) + { + if (ADefaultPlayerState* EventInstigatorState = EventInstigator->GetPlayerState()) + { + float ADDamageMultiplier = 0; + float APDamageMultiplier = 0; + + if (MyState->Stats.Armor >= 0) + ADDamageMultiplier = 100 / (100 + MyState->Stats.Armor); + else + ADDamageMultiplier = 2 - 100 / (100 - MyState->Stats.Armor); + + if (MyState->Stats.MagicResistance >= 0) + APDamageMultiplier = 100 / (100 + MyState->Stats.MagicResistance); + else + APDamageMultiplier = 2 - 100 / (100 - MyState->Stats.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); + + if (Cast(DamageEvent.DamageTypeClass->GetDefaultObject())) + { + UE_LOG(LogTemp, Warning, TEXT("DamageType : BaseAttack")); + + float UpdatedHealth = MyState->Stats.Health - EventInstigatorState->Stats.AttackDamage * ADDamageMultiplier; + if (UpdatedHealth < 0) + { + MyState->Stats.Health = 0; + } + else + { + MyState->Stats.Health = UpdatedHealth; + } + + UE_LOG(LogTemp, Warning, TEXT("Current Health : %f"), MyState->Stats.Health); + } + + } + } + + return ReturnValue; + } + else + { + return -1.0f; + } +} + +void ADefaultPlayerCharacter::Skill1_Implementation() +{ +} + +void ADefaultPlayerCharacter::Skill2_Implementation() +{ +} + +void ADefaultPlayerCharacter::Skill3_Implementation() +{ +} + +void ADefaultPlayerCharacter::Skill4_Implementation() +{ +} + +void ADefaultPlayerCharacter::Skill5_Implementation() +{ +} + +void ADefaultPlayerCharacter::Skill6_Implementation() +{ +} + +void ADefaultPlayerCharacter::Skill7_Implementation() +{ +} diff --git a/Source/Promether/PlayerGeneric/DefaultPlayerCharacter.h b/Source/Promether/PlayerGeneric/DefaultPlayerCharacter.h new file mode 100644 index 0000000..e18fd50 --- /dev/null +++ b/Source/Promether/PlayerGeneric/DefaultPlayerCharacter.h @@ -0,0 +1,164 @@ +// 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(BlueprintNativeEvent) + void Attack() ; + virtual float TakeDamage( float Damage, + struct FDamageEvent const& DamageEvent, + AController* EventInstigator, + AActor* DamageCauser ) override; + + UFUNCTION(BlueprintNativeEvent) + void Skill1(); + UFUNCTION(BlueprintNativeEvent) + void Skill2(); + UFUNCTION(BlueprintNativeEvent) + void Skill3(); + UFUNCTION(BlueprintNativeEvent) + void Skill4(); + + UFUNCTION(BlueprintNativeEvent) + void Skill5(); + UFUNCTION(BlueprintNativeEvent) + void Skill6(); + UFUNCTION(BlueprintNativeEvent) + void 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; } + +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 new file mode 100644 index 0000000..dd7f184 --- /dev/null +++ b/Source/Promether/PlayerGeneric/DefaultPlayerController.cpp @@ -0,0 +1,460 @@ +// 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(); + + 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")); + } + } + } + + this->bShowMouseCursor = true; +} + +void ADefaultPlayerController::OnPossess(APawn* aPawn) +{ + Super::OnPossess(aPawn); + + Server_SpawnPlayerCamera(); + + AActor *PlayerCamera = GetPlayerState()->GetPlayerCamera(); + if (PlayerCamera) + { + SetViewTarget(PlayerCamera); + + UE_LOG(LogTemp, Warning, TEXT("SetViewTarget Success : %s"), *GetPlayerState()->GetPlayerCamera()->GetName()); + } + else + { + UE_LOG(LogTemp, Error, TEXT("GetPlayerCamera Failed.")); + } +} + +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")); + + if (APawn* MyPawn = GetPawn()) + { + 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.")); + } + } +} + +void ADefaultPlayerController::SetACharacterOutlineColor(ACharacter* Target, bool Visible) +{ + if (!HasAuthority()) + { + 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")); + } + } +} + +ADefaultPlayerController::ADefaultPlayerController() +{ + MouseClickInterval = 0.2; + + PrimaryActorTick.bCanEverTick = true; + AutoManageActiveCameraTarget(false); + + DefaultMouseCursor = EMouseCursor::Crosshairs; + + static ConstructorHelpers::FObjectFinder + 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 + 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(); + + 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(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); + } +} + +void ADefaultPlayerController::Skill1() +{ + UE_LOG(LogTemp, Warning, TEXT("Skill1")); + GetPlayerState()->SetState(ECharacterState::Attack); + GetPlayerState()->SetAttackType(CooldownType::Skill1); +} + +void ADefaultPlayerController::Skill2() +{ + UE_LOG(LogTemp, Warning, TEXT("Skill2")); + GetPlayerState()->SetState(ECharacterState::Attack); + GetPlayerState()->SetAttackType(CooldownType::Skill2); +} + +void ADefaultPlayerController::Skill3() +{ + UE_LOG(LogTemp, Warning, TEXT("Skill3")); + GetPlayerState()->SetState(ECharacterState::Attack); + GetPlayerState()->SetAttackType(CooldownType::Skill3); +} + +void ADefaultPlayerController::Skill4() +{ + UE_LOG(LogTemp, Warning, TEXT("Skill4")); + GetPlayerState()->SetState(ECharacterState::Attack); + GetPlayerState()->SetAttackType(CooldownType::Skill4); +} + +void ADefaultPlayerController::RuneSpell1() +{ + UE_LOG(LogTemp, Warning, TEXT("RuneSpell1")); + GetPlayerState()->SetState(ECharacterState::Attack); + GetPlayerState()->SetAttackType(CooldownType::RuneSpell1); +} + +void ADefaultPlayerController::RuneSpell2() +{ + UE_LOG(LogTemp, Warning, TEXT("RuneSpell2")); + GetPlayerState()->SetState(ECharacterState::Attack); + GetPlayerState()->SetAttackType(CooldownType::RuneSpell2); +} + +void ADefaultPlayerController::Ward() +{ + UE_LOG(LogTemp, Warning, TEXT("Ward")); + GetPlayerState()->SetState(ECharacterState::Attack); + GetPlayerState()->SetAttackType(CooldownType::Ward); +} + +void ADefaultPlayerController::Bomb() +{ + UE_LOG(LogTemp, Warning, TEXT("Bomb")); + GetPlayerState()->SetState(ECharacterState::Attack); + GetPlayerState()->SetAttackType(CooldownType::Bomb); +} + +void ADefaultPlayerController::ObjectSelect() +{ + FHitResult HitResult; + TArray> ObjectTypes; + ObjectTypes.Add(UEngineTypes::ConvertToObjectType(ECollisionChannel::ECC_WorldStatic)); + ObjectTypes.Add(UEngineTypes::ConvertToObjectType(ECollisionChannel::ECC_Pawn)); + + GetHitResultUnderCursorForObjects(ObjectTypes, true, HitResult); + + if (ACharacter* HitObject = Cast(HitResult.GetActor())) + { + UE_LOG(LogTemp, Warning, TEXT("%s"), *HitObject->GetName()); + SetACharacterOutlineColor(HitObject, true); + } +} + +void ADefaultPlayerController::MoveTriggered() +{ + Move(); +} + +void ADefaultPlayerController::MoveStarted() +{ + Move(); +} + +void ADefaultPlayerController::Move() +{ + 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()->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) + { + FHitResult CollisionCheck; + + FCollisionQueryParams CollisionParams; + CollisionParams.AddIgnoredActor(GetPawn()); + + FVector Start = HitResult.Location; + FVector End = Destination; + + if (CurrentWorld->LineTraceSingleByChannel(CollisionCheck, Start, End, ECC_Visibility, CollisionParams)) + { + DrawDebugLine(CurrentWorld, Start, End, FColor::Red, false, 1.5, 0, 2); + Destination = HitResult.Location; + } + } + + GetPlayerState()->SetState(ECharacterState::Moving); + SimpleMoveToLocation(this, Destination); + this->MoveToLocation(Destination); +} + +void ADefaultPlayerController::SimpleMoveToLocation(AController* Controller, const FVector& GoalLocation) +{ + UNavigationSystemV1* NavSys = Controller ? FNavigationSystem::GetCurrent(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(Controller); + UPathFollowingComponent* PFollowComp = nullptr; + + if (AsAIController) + { + PFollowComp = AsAIController->GetPathFollowingComponent(); + } + else + { + PFollowComp = Controller->FindComponentByClass(); + if (PFollowComp == nullptr) + { + PFollowComp = NewObject(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()) + { + if (!GPlayInEditorID) + { + UE_LOG(LogTemp, Warning, TEXT("Server MoveCompleted")); + } + else + { + UE_LOG(LogTemp, Warning, TEXT("Client%d MoveCompleted"), GPlayInEditorID); + } + GetPlayerState()->SetState(ECharacterState::Idle); + } +} + +void ADefaultPlayerController::Attack() +{ + UE_LOG(LogTemp, Warning, TEXT("Attack")); + GetPlayerState()->SetState(ECharacterState::Attack); + GetPlayerState()->SetAttackType(CooldownType::Attack); +} + +void ADefaultPlayerController::MoveToLocation_Implementation(FVector Location) +{ + SimpleMoveToLocation(this, Location); +} diff --git a/Source/Promether/PlayerGeneric/DefaultPlayerController.h b/Source/Promether/PlayerGeneric/DefaultPlayerController.h new file mode 100644 index 0000000..4b312bf --- /dev/null +++ b/Source/Promether/PlayerGeneric/DefaultPlayerController.h @@ -0,0 +1,84 @@ +// 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 Skill4(); + void RuneSpell1(); + void RuneSpell2(); + void Ward(); + void Bomb(); + void ObjectSelect(); + void MoveTriggered(); + void MoveStarted(); + void Move(); + + UFUNCTION(Server, Reliable) + void MoveToLocation(FVector Location); + + UFUNCTION(BlueprintCallable, Category = "AI|Navigation") + void SimpleMoveToLocation(AController* Controller, const FVector& Goal); + + void OnMoveCompleted(FAIRequestID RequestID, const FPathFollowingResult &MovementResult); + + void Attack(); + + UPROPERTY(BlueprintReadWrite) + float MouseClickInterval; + +private: + UPROPERTY(EditAnywhere, Category = "Input") + TSoftObjectPtr PlayerInputMapping; + + UPROPERTY(EditAnywhere, Category = "Input") + TSoftObjectPtr Skill1Action; + UPROPERTY(EditAnywhere, Category = "Input") + TSoftObjectPtr Skill2Action; + UPROPERTY(EditAnywhere, Category = "Input") + TSoftObjectPtr Skill3Action; + UPROPERTY(EditAnywhere, Category = "Input") + TSoftObjectPtr Skill4Action; + UPROPERTY(EditAnywhere, Category = "Input") + TSoftObjectPtr RuneSpell1Action; + UPROPERTY(EditAnywhere, Category = "Input") + TSoftObjectPtr RuneSpell2Action; + UPROPERTY(EditAnywhere, Category = "Input") + TSoftObjectPtr WardAction; + UPROPERTY(EditAnywhere, Category = "Input") + TSoftObjectPtr BombAction; + UPROPERTY(EditAnywhere, Category = "Input") + TSoftObjectPtr ObjectSelectAction; + UPROPERTY(EditAnywhere, Category = "Input") + TSoftObjectPtr MoveAction; +}; diff --git a/Source/Promether/PlayerGeneric/DefaultPlayerState.cpp b/Source/Promether/PlayerGeneric/DefaultPlayerState.cpp new file mode 100644 index 0000000..f8468af --- /dev/null +++ b/Source/Promether/PlayerGeneric/DefaultPlayerState.cpp @@ -0,0 +1,99 @@ +#include "DefaultPlayerState.h" +#include "Net/UnrealNetwork.h" + +ADefaultPlayerState::ADefaultPlayerState() +{ + CharacterBPRef = nullptr;; + Team = TeamType::Null; + State = ECharacterState::Idle; +} + +void ADefaultPlayerState::GetLifetimeReplicatedProps(TArray& 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() +{ + ADefaultPlayerCharacter* Initializer = Cast(CharacterBPRef); + + 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(); +} + +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(); +} + +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 new file mode 100644 index 0000000..7b64d67 --- /dev/null +++ b/Source/Promether/PlayerGeneric/DefaultPlayerState.h @@ -0,0 +1,88 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "GameFramework/PlayerState.h" +#include +#include + +#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; + + void InitPlayerStats(); + + 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; } + + 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; + + //Should be ONLY executed on server!! + void SetMultipleCooldownDuration(const float* Value) ; + + UPROPERTY(Replicated, EditAnywhere, BlueprintReadWrite) + FDefaultStats Stats; + UPROPERTY(Replicated, EditAnywhere, BlueprintReadWrite) + FDefaultStats MaxStats; + +private: + UPROPERTY(Replicated, Transient) + UClass* CharacterBPRef; + UPROPERTY(Replicated, Transient) + TeamType Team; + + UPROPERTY(Replicated, Transient) + float CooldownDuration[(uint8)CooldownType::SIZE] = { 0.0f, }; + + UPROPERTY(Replicated, Transient) + ECharacterState State; + UPROPERTY(Replicated, Transient) + CooldownType AttackType; + + //UPROPERTY(Replicated, Transient) + //TMap StatusEffectObject; + + UPROPERTY(Replicated, Transient) + AActor* PlayerCamera; +}; diff --git a/Source/Promether/Promether.Build.cs b/Source/Promether/Promether.Build.cs new file mode 100644 index 0000000..f9d764f --- /dev/null +++ b/Source/Promether/Promether.Build.cs @@ -0,0 +1,23 @@ +// 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 + } +} diff --git a/Source/Promether/Promether.cpp b/Source/Promether/Promether.cpp new file mode 100644 index 0000000..77b2c14 --- /dev/null +++ b/Source/Promether/Promether.cpp @@ -0,0 +1,6 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "Promether.h" +#include "Modules/ModuleManager.h" + +IMPLEMENT_PRIMARY_GAME_MODULE( FDefaultGameModuleImpl, Promether, "Promether" ); diff --git a/Source/Promether/Promether.h b/Source/Promether/Promether.h new file mode 100644 index 0000000..677c8e2 --- /dev/null +++ b/Source/Promether/Promether.h @@ -0,0 +1,6 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" + diff --git a/Source/Promether/PrometherEnum.h b/Source/Promether/PrometherEnum.h new file mode 100644 index 0000000..1fcc679 --- /dev/null +++ b/Source/Promether/PrometherEnum.h @@ -0,0 +1,91 @@ +#pragma once +#include "CoreMinimal.h" + +#include "DamageType/BaseAttack.h" +#include "DefaultStats.h" + +UENUM(BlueprintType) +enum class CharacterType : uint8 +{ + Lukriel, + Allium, + Riana, + Lb, + SIZE +}; + +/*UENUM +if (const UEnum* CharStateEnum = FindObject(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, + Skill4, + 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; +}; + diff --git a/Source/Promether/StatusEffect/StatusEffect.cpp b/Source/Promether/StatusEffect/StatusEffect.cpp new file mode 100644 index 0000000..0d5e504 --- /dev/null +++ b/Source/Promether/StatusEffect/StatusEffect.cpp @@ -0,0 +1,5 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "StatusEffect.h" + diff --git a/Source/Promether/StatusEffect/StatusEffect.h b/Source/Promether/StatusEffect/StatusEffect.h new file mode 100644 index 0000000..29e7bd8 --- /dev/null +++ b/Source/Promether/StatusEffect/StatusEffect.h @@ -0,0 +1,19 @@ +// 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: + +}; diff --git a/Source/PrometherEditor.Target.cs b/Source/PrometherEditor.Target.cs new file mode 100644 index 0000000..f0d9aec --- /dev/null +++ b/Source/PrometherEditor.Target.cs @@ -0,0 +1,15 @@ +// 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"); + } +} diff --git a/Source/PrometherServer.Target.cs b/Source/PrometherServer.Target.cs new file mode 100644 index 0000000..6ef8529 --- /dev/null +++ b/Source/PrometherServer.Target.cs @@ -0,0 +1,15 @@ +// 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"); + } +} \ No newline at end of file