174 lines
6.2 KiB
C
174 lines
6.2 KiB
C
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// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "ModularCharacter.h"
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#include "Teams/LyraTeamAgentInterface.h"
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#include "AbilitySystemInterface.h"
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#include "GameplayCueInterface.h"
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#include "GameplayTagAssetInterface.h"
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#include "LyraCharacter.generated.h"
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class ALyraPlayerController;
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class ALyraPlayerState;
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class ULyraAbilitySystemComponent;
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class UAbilitySystemComponent;
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class ULyraPawnExtensionComponent;
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class ULyraHealthComponent;
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class ULyraCameraComponent;
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/**
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* FLyraReplicatedAcceleration: Compressed representation of acceleration
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*/
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USTRUCT()
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struct FLyraReplicatedAcceleration
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{
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GENERATED_BODY()
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UPROPERTY()
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uint8 AccelXYRadians = 0; // Direction of XY accel component, quantized to represent [0, 2*pi]
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UPROPERTY()
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uint8 AccelXYMagnitude = 0; //Accel rate of XY component, quantized to represent [0, MaxAcceleration]
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UPROPERTY()
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int8 AccelZ = 0; // Raw Z accel rate component, quantized to represent [-MaxAcceleration, MaxAcceleration]
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};
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/**
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* ALyraCharacter
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*
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* The base character pawn class used by this project.
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* Responsible for sending events to pawn components.
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* New behavior should be added via pawn components when possible.
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*/
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UCLASS(Config = Game, Meta = (ShortTooltip = "The base character pawn class used by this project."))
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class ALyraCharacter : public AModularCharacter, public IAbilitySystemInterface, public IGameplayCueInterface, public IGameplayTagAssetInterface, public ILyraTeamAgentInterface
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{
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GENERATED_BODY()
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public:
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ALyraCharacter(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get());
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UFUNCTION(BlueprintCallable, Category = "Lyra|Character")
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ALyraPlayerController* GetLyraPlayerController() const;
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UFUNCTION(BlueprintCallable, Category = "Lyra|Character")
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ALyraPlayerState* GetLyraPlayerState() const;
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UFUNCTION(BlueprintCallable, Category = "Lyra|Character")
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ULyraAbilitySystemComponent* GetLyraAbilitySystemComponent() const;
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virtual UAbilitySystemComponent* GetAbilitySystemComponent() const override;
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virtual void GetOwnedGameplayTags(FGameplayTagContainer& TagContainer) const override;
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virtual bool HasMatchingGameplayTag(FGameplayTag TagToCheck) const override;
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virtual bool HasAllMatchingGameplayTags(const FGameplayTagContainer& TagContainer) const override;
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virtual bool HasAnyMatchingGameplayTags(const FGameplayTagContainer& TagContainer) const override;
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void ToggleCrouch();
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//~AActor interface
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virtual void PreInitializeComponents() override;
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virtual void BeginPlay() override;
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virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
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virtual void Reset() override;
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virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
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virtual void PreReplication(IRepChangedPropertyTracker& ChangedPropertyTracker) override;
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//~End of AActor interface
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//~APawn interface
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virtual void NotifyControllerChanged() override;
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//~End of APawn interface
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//~ILyraTeamAgentInterface interface
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virtual void SetGenericTeamId(const FGenericTeamId& NewTeamID) override;
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virtual FGenericTeamId GetGenericTeamId() const override;
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virtual FOnLyraTeamIndexChangedDelegate* GetOnTeamIndexChangedDelegate() override;
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//~End of ILyraTeamAgentInterface interface
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protected:
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virtual void OnAbilitySystemInitialized();
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virtual void OnAbilitySystemUninitialized();
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virtual void PossessedBy(AController* NewController) override;
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virtual void UnPossessed() override;
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virtual void OnRep_Controller() override;
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virtual void OnRep_PlayerState() override;
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virtual void SetupPlayerInputComponent(UInputComponent* PlayerInputComponent) override;
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void InitializeGameplayTags();
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virtual void FellOutOfWorld(const class UDamageType& dmgType) override;
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// Begins the death sequence for the character (disables collision, disables movement, etc...)
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UFUNCTION()
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virtual void OnDeathStarted(AActor* OwningActor);
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// Ends the death sequence for the character (detaches controller, destroys pawn, etc...)
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UFUNCTION()
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virtual void OnDeathFinished(AActor* OwningActor);
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void DisableMovementAndCollision();
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void DestroyDueToDeath();
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void UninitAndDestroy();
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// Called when the death sequence for the character has completed
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UFUNCTION(BlueprintImplementableEvent, meta=(DisplayName="OnDeathFinished"))
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void K2_OnDeathFinished();
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virtual void OnMovementModeChanged(EMovementMode PrevMovementMode, uint8 PreviousCustomMode) override;
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void SetMovementModeTag(EMovementMode MovementMode, uint8 CustomMovementMode, bool bTagEnabled);
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virtual void OnStartCrouch(float HalfHeightAdjust, float ScaledHalfHeightAdjust) override;
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virtual void OnEndCrouch(float HalfHeightAdjust, float ScaledHalfHeightAdjust) override;
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virtual bool CanJumpInternal_Implementation() const;
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private:
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Lyra|Character", Meta = (AllowPrivateAccess = "true"))
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ULyraPawnExtensionComponent* PawnExtComponent;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Lyra|Character", Meta = (AllowPrivateAccess = "true"))
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ULyraHealthComponent* HealthComponent;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Lyra|Character", Meta = (AllowPrivateAccess = "true"))
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ULyraCameraComponent* CameraComponent;
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UPROPERTY(Transient, ReplicatedUsing = OnRep_ReplicatedAcceleration)
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FLyraReplicatedAcceleration ReplicatedAcceleration;
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UPROPERTY(ReplicatedUsing = OnRep_MyTeamID)
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FGenericTeamId MyTeamID;
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UPROPERTY()
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FOnLyraTeamIndexChangedDelegate OnTeamChangedDelegate;
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protected:
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// Called to determine what happens to the team ID when possession ends
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virtual FGenericTeamId DetermineNewTeamAfterPossessionEnds(FGenericTeamId OldTeamID) const
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{
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// This could be changed to return, e.g., OldTeamID if you want to keep it assigned afterwards, or return an ID for some neutral faction, or etc...
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return FGenericTeamId::NoTeam;
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}
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private:
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UFUNCTION()
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void OnControllerChangedTeam(UObject* TeamAgent, int32 OldTeam, int32 NewTeam);
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UFUNCTION()
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void OnRep_ReplicatedAcceleration();
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UFUNCTION()
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void OnRep_MyTeamID(FGenericTeamId OldTeamID);
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};
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