Minigame without AI
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parent
cbb8a5bc14
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579100f45c
@ -139,6 +139,7 @@ ManualIPAddress=
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+Profiles=(Name="Vehicle",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Vehicle",CustomResponses=,HelpMessage="Vehicle object that blocks Vehicle, WorldStatic, and WorldDynamic. All other channels will be set to default.")
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+Profiles=(Name="UI",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility"),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ")
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+Profiles=(Name="Interactable",CollisionEnabled=QueryAndPhysics,bCanModify=True,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Interactable")),HelpMessage="WorldDynamic objects derived from AInteractable.")
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+Profiles=(Name="AgeOfWarUnit",CollisionEnabled=QueryOnly,bCanModify=True,ObjectTypeName="Vehicle",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore)),HelpMessage="Minigame object")
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+DefaultChannelResponses=(Channel=ECC_GameTraceChannel1,DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False,Name="Interactable")
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-ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall")
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-ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn")
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UnrealProject/Lost_Edge/Content/Blueprints/Items/BP_CompanionCube.uasset
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UnrealProject/Lost_Edge/Content/Blueprints/Items/BP_CompanionCube.uasset
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UnrealProject/Lost_Edge/Content/Blueprints/Minigames/AgeOfWar/BP_Minigame_AgeOfWar.uasset
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UnrealProject/Lost_Edge/Content/Blueprints/Minigames/AgeOfWar/BP_Minigame_AgeOfWar.uasset
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UnrealProject/Lost_Edge/Content/Blueprints/Minigames/AgeOfWar/UI_Minigame_AgeOfWar.uasset
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UnrealProject/Lost_Edge/Content/Blueprints/Minigames/AgeOfWar/UI_Minigame_AgeOfWar.uasset
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UnrealProject/Lost_Edge/Content/Blueprints/Minigames/AgeOfWar/Units/BP_Minigame_AgeOfWarUnit_Base.uasset
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UnrealProject/Lost_Edge/Content/Blueprints/Minigames/AgeOfWar/Units/BP_Minigame_AgeOfWarUnit_Base.uasset
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UnrealProject/Lost_Edge/Content/Levels/Test/L_Test.umap
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UnrealProject/Lost_Edge/Content/Levels/Test/L_Test.umap
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@ -55,25 +55,25 @@ void AInteractable::BeginPlay()
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}
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}
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GetComponents(meshes);
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for(auto mesh : meshes)
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GetComponents(collisions, true);
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for(auto collision : collisions)
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{
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if(activatorTypes)
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{
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mesh->SetCollisionProfileName(TEXT("Interactable"));
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collision->SetCollisionProfileName(TEXT("Interactable"));
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}
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if(activatorTypes & static_cast<uint8>(EActivatorType::Saw))
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{
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mesh->CustomDepthStencilValue = 128;
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mesh->CustomDepthStencilWriteMask = ERendererStencilMask::ERSM_Default;
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mesh->SetRenderCustomDepth(true);
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collision->CustomDepthStencilValue = 128;
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collision->CustomDepthStencilWriteMask = ERendererStencilMask::ERSM_Default;
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collision->SetRenderCustomDepth(true);
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}
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if(activatorTypes & static_cast<uint8>(EActivatorType::Use))
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{
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mesh->CustomDepthStencilWriteMask = ERendererStencilMask::ERSM_Default;
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mesh->SetRenderCustomDepth(true);
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collision->CustomDepthStencilWriteMask = ERendererStencilMask::ERSM_Default;
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collision->SetRenderCustomDepth(true);
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}
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}
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@ -120,8 +120,8 @@ void AInteractable::_Activate(EActivatorType type)
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if(activated & static_cast<uint8>(EActivatorType::Use))
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{
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for(auto mesh : meshes)
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mesh->SetCustomDepthStencilValue(132);
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for(auto collision : collisions)
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collision->SetCustomDepthStencilValue(132);
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}
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Activate(type);
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@ -155,8 +155,8 @@ void AInteractable::_Deactivate(EActivatorType type)
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if(!(activated & static_cast<uint8>(EActivatorType::Use)))
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{
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for(auto mesh : meshes)
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mesh->SetCustomDepthStencilValue(0);
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for(auto collision : collisions)
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collision->SetCustomDepthStencilValue(0);
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}
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Deactivate(type);
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@ -58,7 +58,7 @@ protected:
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TMap<EActivatorType, class UInteractableModificator*> modificators;
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class APlayerBase* player = nullptr;
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TArray<UMeshComponent*> meshes;
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TArray<UPrimitiveComponent*> collisions;
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};
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@ -4,6 +4,7 @@
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#include "AgeOfWarManager.h"
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#include "Camera/CameraComponent.h"
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#include "Components/ChildActorComponent.h"
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#include "AgeOfWarUnit.h"
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#include "MainGameModeBase.h"
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@ -13,6 +14,8 @@ TMap<UClass*, FAgeOfWarUnitStats> AAgeOfWarManager::unitStats = {};
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const FAgeOfWarUnitStats& AAgeOfWarManager::UnitGetStats(TSubclassOf<AAgeOfWarUnit> unitClass)
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{
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check(unitStats.Contains(*unitClass));
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return unitStats[unitClass];
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}
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@ -21,10 +24,7 @@ AAgeOfWarManager::AAgeOfWarManager()
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auto root = CreateDefaultSubobject<USceneComponent>(TEXT("Scene"));
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camera = CreateDefaultSubobject<UCameraComponent>(TEXT("Camera"));
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camera->AttachToComponent(root, FAttachmentTransformRules::KeepRelativeTransform);
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basePlayer = static_cast<AAgeOfWarUnit*>(CreateDefaultSubobject(TEXT("BasePlayer"), AAgeOfWarUnit::StaticClass(), baseClass, true, false));
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baseComputer = static_cast<AAgeOfWarUnit*>(CreateDefaultSubobject(TEXT("BaseComputer"), AAgeOfWarUnit::StaticClass(), baseClass, true, false));
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camera->SetupAttachment(root);
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}
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void AAgeOfWarManager::Start(APlayerBase* playerPawn, FMinigameEndCallback delegate)
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@ -38,6 +38,16 @@ void AAgeOfWarManager::Start(APlayerBase* playerPawn, FMinigameEndCallback deleg
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player->SwitchToView(this);
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FillUnitStats();
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TArray<UChildActorComponent*> units;
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GetComponents<UChildActorComponent>(units);
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for(auto& unit : units)
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{
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if(auto proxy = Cast<AAgeOfWarUnit>(unit->GetChildActor()))
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{
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proxy->manager = this;
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proxy->UpdateStats();
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}
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}
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}
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void AAgeOfWarManager::End()
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@ -50,10 +60,21 @@ void AAgeOfWarManager::End()
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AMinigame::End();
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}
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void AAgeOfWarManager::UnitKill(AAgeOfWarUnit* unit)
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{}
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void AAgeOfWarManager::AddUnitStats(TSubclassOf<AAgeOfWarUnit> unitClass, FAgeOfWarUnitStats stats)
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{
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unitStats.Add(unitClass, stats);
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}
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FAgeOfWarUnitStats AAgeOfWarManager::GetUnitStats(TSubclassOf<AAgeOfWarUnit> unitClass)
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{
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return UnitGetStats(unitClass);
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}
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void AAgeOfWarManager::SpawnUnit(TSubclassOf<AAgeOfWarUnit> unitClass, FTransform transform, bool computer)
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{
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FActorSpawnParameters spawnParams{};
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spawnParams.Owner = this;
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auto unit = GetWorld()->SpawnActor<AAgeOfWarUnit>(*unitClass, transform, spawnParams);
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unit->team = computer ? UnitTeam::AI : UnitTeam::Player;
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unit->manager = this;
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}
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@ -19,27 +19,23 @@ public:
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virtual void Start(class APlayerBase* playerPawn, FMinigameEndCallback delegate) override;
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virtual void End() override;
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void UnitKill(class AAgeOfWarUnit* unit);
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UFUNCTION(BlueprintImplementableEvent)
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void OnUnitKill(class AAgeOfWarUnit* unit);
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protected:
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UFUNCTION(BlueprintImplementableEvent)
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void FillUnitStats();
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UFUNCTION(BlueprintCallable)
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static void AddUnitStats(TSubclassOf<AAgeOfWarUnit> unitClass, struct FAgeOfWarUnitStats stats);
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UFUNCTION(BlueprintPure)
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static struct FAgeOfWarUnitStats GetUnitStats(TSubclassOf<AAgeOfWarUnit> unitClass);
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UFUNCTION(BlueprintCallable)
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void SpawnUnit(TSubclassOf<AAgeOfWarUnit> unitClass, FTransform transform, bool computer = false);
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static TMap<UClass*, struct FAgeOfWarUnitStats> unitStats;
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UPROPERTY(EditAnywhere)
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class UCameraComponent* camera;
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UPROPERTY(EditDefaultsOnly)
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class TSubclassOf<AAgeOfWarUnit> baseClass;
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UPROPERTY(EditAnywhere)
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class AAgeOfWarUnit* basePlayer;
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UPROPERTY(EditAnywhere)
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class AAgeOfWarUnit* baseComputer;
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};
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@ -3,39 +3,55 @@
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#include "AgeOfWarUnit.h"
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#include "Components/StaticMeshComponent.h"
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#include "AgeOfWarManager.h"
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#include <Components/BoxComponent.h>
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const FAgeOfWarUnitStats& AAgeOfWarUnit::GetStats()
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{
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if(!stats)
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stats = &AAgeOfWarManager::UnitGetStats(GetClass());
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if(ensureAlways(stats))
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{
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auto errorMsg = FString::Printf(TEXT("AgeOfWarManager instance doesn't contain %s class stats... Destroying actor"), &GetClass()->GetName());
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UE_LOG(LogTemp, Log, TEXT("%s"), *errorMsg);
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GEngine->AddOnScreenDebugMessage(-1, 20.0f, FColor::Red, errorMsg);
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static FAgeOfWarUnitStats s{};
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stats = &s;
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Destroy();
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}
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return *stats;
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}
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void AAgeOfWarUnit::BeginPlay()
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void AAgeOfWarUnit::UpdateStats()
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{
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health = GetStats().health;
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}
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void AAgeOfWarUnit::BeginPlay()
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{
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if(manager)
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{
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UpdateStats();
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}
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Super::BeginPlay();
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}
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void AAgeOfWarUnit::EndPlay(const EEndPlayReason::Type EndPlayReason)
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{}
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{
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Super::EndPlay(EndPlayReason);
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}
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AAgeOfWarUnit::AAgeOfWarUnit()
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{
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//auto root = CreateDefaultSubobject<USceneComponent>(TEXT("Scene"));
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//
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//collision = CreateDefaultSubobject<UBoxComponent>(TEXT("Collision"));
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//collision->SetCollisionProfileName(TEXT("AgeOfWarUnit"));
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PrimaryActorTick.bCanEverTick = true;
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PrimaryActorTick.bStartWithTickEnabled = true;
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}
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void AAgeOfWarUnit::Tick(float deltaTime)
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{
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Super::Tick(deltaTime);
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if(GetStats().moveSpeed <= 0)
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if(!manager || GetStats().moveSpeed <= 0)
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return;
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// move unit forward
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@ -68,17 +84,20 @@ void AAgeOfWarUnit::Tick(float deltaTime)
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lastAttackTimestamp = FPlatformTime::Seconds();
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forwardUnit->Damage(GetStats().attackDamage);
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}
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GEngine->AddOnScreenDebugMessage(4, 5.0f, FColor::Yellow, FString::Printf(TEXT("Time %f"), lastAttackTimestamp + GetStats().attackRate - FPlatformTime::Seconds()));
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}
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void AAgeOfWarUnit::Damage(const int32 damage)
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{
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GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Yellow, FString::Printf(TEXT("Damage %d taken by %s"), damage, *GetClass()->GetName()));
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health -= damage;
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if(health > 0)
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return;
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if(IsValid(manager))
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manager->UnitKill(this);
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manager->OnUnitKill(this);
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else
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Destroy();
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}
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@ -37,35 +37,46 @@ struct FAgeOfWarUnitStats
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};
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UENUM(BlueprintType)
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enum class UnitTeam : uint8
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{
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Player,
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AI
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};
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UCLASS(Blueprintable, MinimalAPI, Abstract)
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class AAgeOfWarUnit : public AActor
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{
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GENERATED_BODY()
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public:
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enum class UnitTeam
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{
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Player,
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AI
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};
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AAgeOfWarUnit();
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virtual void Tick(float deltaTime) override;
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UFUNCTION(BlueprintPure)
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const FAgeOfWarUnitStats& GetStats();
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class AAgeOfWarManager* manager = nullptr;
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UFUNCTION(BlueprintCallable)
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void UpdateStats();
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const FAgeOfWarUnitStats* stats = nullptr;
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class AAgeOfWarManager* manager = nullptr;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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UnitTeam team;
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protected:
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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 Tick(float deltaTime) override;
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void Damage(const int32 damage);
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AAgeOfWarUnit* forwardUnit = nullptr;
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private:
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UPROPERTY(EditAnywhere)
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class UBoxComponent* collision;
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int32 health;
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FTimerHandle attackTimer;
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double lastAttackTimestamp = 0;
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@ -24,13 +24,13 @@ ACrossyRoadManager::ACrossyRoadManager()
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auto root = CreateDefaultSubobject<USceneComponent>(TEXT("Scene"));
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playerPos = CreateDefaultSubobject<USceneComponent>(TEXT("PlayerPos"));
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playerPos->AttachToComponent(root, FAttachmentTransformRules::KeepRelativeTransform);
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playerPos->SetupAttachment(root);
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camera = CreateDefaultSubobject<UCameraComponent>(TEXT("Camera"));
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camera->AttachToComponent(root, FAttachmentTransformRules::KeepRelativeTransform);
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camera->SetupAttachment(root);
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mannequin = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("Mannequin"));
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mannequin->AttachToComponent(root, FAttachmentTransformRules::KeepRelativeTransform);
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mannequin->SetupAttachment(root);
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}
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void ACrossyRoadManager::Start(APlayerBase* playerPawn, FMinigameEndCallback delegate)
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@ -24,13 +24,13 @@ ASubwaySurfManager::ASubwaySurfManager()
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auto root = CreateDefaultSubobject<USceneComponent>(TEXT("Scene"));
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playerPos = CreateDefaultSubobject<USceneComponent>(TEXT("PlayerPos"));
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playerPos->AttachToComponent(root, FAttachmentTransformRules::KeepRelativeTransform);
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playerPos->SetupAttachment(root);
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camera = CreateDefaultSubobject<UCameraComponent>(TEXT("Camera"));
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camera->AttachToComponent(root, FAttachmentTransformRules::KeepRelativeTransform);
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camera->SetupAttachment(root);
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mannequin = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("Mannequin"));
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mannequin->AttachToComponent(root, FAttachmentTransformRules::KeepRelativeTransform);
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mannequin->SetupAttachment(root);
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}
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void ASubwaySurfManager::Start(APlayerBase* playerPawn, FMinigameEndCallback delegate)
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Block a user