Interactable modificator cleanup, modificator move
This commit is contained in:
parent
15244e3936
commit
8856ce7dd8
@ -49,6 +49,7 @@ r.ReflectionMethod=1
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r.Shadow.Virtual.Enable=1
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r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True
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r.DefaultFeature.MotionBlur=False
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r.CustomDepth=3
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[/Script/WorldPartitionEditor.WorldPartitionEditorSettings]
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CommandletClass=Class'/Script/UnrealEd.WorldPartitionConvertCommandlet'
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Content/Input/Interactables/IMC_InteractableActivate.uasset
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Content/Input/Interactables/IMC_InteractableActivate.uasset
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Content/Input/Interactables/IMC_InteractableMove.uasset
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Content/Input/Interactables/IMC_InteractableMove.uasset
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@ -1,6 +1,6 @@
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{
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"FileVersion": 3,
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"EngineAssociation": "5.4",
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"EngineAssociation": "{42CC8720-4DDD-EF11-BECE-CEBF292119D8}",
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"Category": "",
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"Description": "",
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"Modules": [
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@ -19,6 +19,7 @@ public class Lost_Edge : ModuleRules {
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// UE_LOG(LogTemp, Log, TEXT("capture: %s"), (capture ? TEXT("true") : TEXT("false")));
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// GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Yellow, TEXT("1"));
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// GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Yellow, FString::Printf(TEXT("Rescaled: %f"), scale));
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// DrawDebugLine(GetWorld(), startLocation, endLocation, FColor::Red, false, PrimaryComponentTick.TickInterval, 0, 0.1f);
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}
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}
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@ -10,6 +10,7 @@
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#include "InputMappingContext.h"
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#include "Kismet/GameplayStatics.h"
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#include "CustomGameInstanceBase.h"
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#include "CustomGameUserSettings.h"
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#include "MainGameModeBase.h"
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@ -34,18 +35,20 @@ void ACameraModeBase::BeginPlay()
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camera->PostProcessSettings.MotionBlurAmount = gameSettings->bUseMotionBlur ? 1.0f : 0.0f;
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}
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if(inputMapping)
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{
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if(auto PC = Cast<APlayerController>(GetController()))
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{
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if(auto inputSubsystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(PC->GetLocalPlayer()))
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{
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if(auto GI = Cast<UCustomGameInstanceBase>(GetWorld()->GetGameInstance()))
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{
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inputSubsystem->ClearAllMappings();
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inputSubsystem->AddMappingContext(inputMapping.LoadSynchronous(), 0);
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for(auto& inputContext : GI->inputContexts)
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{
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inputSubsystem->AddMappingContext(inputContext.LoadSynchronous(), 0);
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}
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}
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}
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}
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}
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void ACameraModeBase::Tick(float DeltaTime)
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@ -29,14 +29,8 @@ protected:
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UFUNCTION(BlueprintCallable, Category = Pawn)
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void SwitchRun(bool run);
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UPROPERTY(EditDefaultsOnly)
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TSoftObjectPtr<class UInputMappingContext> inputMapping;
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UPROPERTY(EditDefaultsOnly)
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float moveSpeed = 200;
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UPROPERTY(EditDefaultsOnly)
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float runSpeedMultiplier = 4;
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private:
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};
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@ -4,19 +4,31 @@
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#include "CustomGameInstanceBase.h"
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#include "EnhancedInputLibrary.h"
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#include "EnhancedInputSubsystems.h"
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#include "InputMappingContext.h"
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#include "Kismet/GameplayStatics.h"
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#include "CustomGameUserSettings.h"
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#include "Interactable/Activators/InCameraInteractableActivator.h"
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#include "Interactable/Activators/RaycastInteractableActivator.h"
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#include "Interactable/Modificators/ActivateInteractableModificator.h"
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#include "Interactable/Modificators/SawInteractableModificator.h"
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void UCustomGameInstanceBase::Init()
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{
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UGameInstance::Init();
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// IN FUTURE ASSIGN FROM CONTENT LOADER MEMBER
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interactionsActivators.Add(URaycastInteractableActivator::StaticClass());
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interactionsActivators.Add(UInCameraInteractableActivator::StaticClass());
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UGameInstance::Init();
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for(auto& modificator : interactionsModificators)
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{
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if(modificator.GetDefaultObject()->GetMappingContext())
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{
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inputContexts.Add(modificator.GetDefaultObject()->GetMappingContext());
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}
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}
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ApplyMouseSettings();
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}
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@ -25,27 +37,49 @@ void UCustomGameInstanceBase::ApplyMouseSettings()
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{
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if(auto gameSettings = UCustomGameUserSettings::GetCustomGameUserSettings())
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{
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for(auto context_it = defaultInputContexts.begin(); context_it != defaultInputContexts.end(); ++context_it)
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for(auto& context : inputContexts)
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{
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auto& mappings = (*context_it).LoadSynchronous()->GetMappings();
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for(auto mapping_it = mappings.begin(); mapping_it != mappings.end(); ++mapping_it)
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if(!context.LoadSynchronous())
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continue;
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for(auto& mapping : context.LoadSynchronous()->GetMappings())
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{
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if((*mapping_it).Key == EKeys::Mouse2D)
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if(mapping.Key == EKeys::Mouse2D)
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{
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for(auto modifiers_it = (*mapping_it).Modifiers.begin(); modifiers_it != (*mapping_it).Modifiers.end(); ++modifiers_it)
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for(auto& modifier : mapping.Modifiers)
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{
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if(auto negate_modifier = Cast<UInputModifierNegate>(*modifiers_it))
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if(auto negate_modifier = Cast<UInputModifierNegate>(modifier))
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{
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negate_modifier->bY = !gameSettings->bMouseInverted;
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}
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if(auto scalar_modifier = Cast<UInputModifierScalar>(*modifiers_it))
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if(auto scalar_modifier = Cast<UInputModifierScalar>(modifier))
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{
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scalar_modifier->Scalar = FVector{ gameSettings->GetMouseSensetivity() * 0.5 };
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}
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}
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}
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}
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UEnhancedInputLibrary::RequestRebuildControlMappingsUsingContext((*context_it).LoadSynchronous());
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UEnhancedInputLibrary::RequestRebuildControlMappingsUsingContext(context.LoadSynchronous());
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}
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}
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}
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void UCustomGameInstanceBase::AppendInteractableModificatorClass(TSubclassOf<class UInteractableModificator> modificator)
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{
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bool alreadyPresent = false;
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interactionsModificators.Add(modificator, &alreadyPresent);
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if(!alreadyPresent)
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{
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if(auto IC = modificator.GetDefaultObject()->GetMappingContext())
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{
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inputContexts.Add(IC);
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if(auto PC = UGameplayStatics::GetPlayerController(GetWorld(), 0))
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{
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if(auto inputSubsystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(PC->GetLocalPlayer()))
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{
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inputSubsystem->AddMappingContext(IC, 0);
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}
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}
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}
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}
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}
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@ -18,10 +18,13 @@ public:
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UFUNCTION(BlueprintCallable, Category = Settings)
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void ApplyMouseSettings();
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UPROPERTY(EditDefaultsOnly)
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TArray<TSubclassOf<class UInteractableActivator>> interactionsActivators;
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void AppendInteractableModificatorClass(TSubclassOf<class UInteractableModificator> modificator);
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protected:
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UPROPERTY(EditDefaultsOnly)
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TArray<TSoftObjectPtr<class UInputMappingContext>> defaultInputContexts;
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TSet<TSubclassOf<class UInteractableActivator>> interactionsActivators;
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TSet<TSubclassOf<class UInteractableModificator>> interactionsModificators;
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UPROPERTY(EditDefaultsOnly)
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TSet<TSoftObjectPtr<class UInputMappingContext>> inputContexts;
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};
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@ -33,7 +33,7 @@ protected:
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EActivatorType activatorType;
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UPROPERTY(EditDefaultsOnly)
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float scanDistance = 200;
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float scanDistance = 250;
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class UWorld* world;
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class APlayerBase* player;
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@ -47,6 +47,7 @@ UInteractableScreenCapturer::UInteractableScreenCapturer(const FObjectInitialize
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PostProcessBlendWeight = 1;
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auto ppMaterial = LoadObject<UMaterial>(this, TEXT("/Game/Misc/Interactables/M_InteractableScreencapturerPP"));
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PostProcessSettings.AddBlendable(ppMaterial, 1.0f);
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PostProcessSettings.Sharpen = 0;
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bUseCustomProjectionMatrix = false;
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bAlwaysPersistRenderingState = true;
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@ -81,7 +82,7 @@ void UInteractableScreenCapturer::TickComponent(float DeltaTime, enum ELevelTick
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USceneCaptureComponent2D::TickComponent(DeltaTime, TickType, ThisTickFunction);
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CaptureScene();
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GetCameraView(DeltaTime, _view);
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//Process();
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Process();
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}
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break;
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default:
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@ -261,14 +262,14 @@ void UInteractableScreenCapturer::Process()
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}
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}
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#ifdef INTERACTABLE_ACTIVATOR_DEBUG
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DrawDebugLine(world, startLocation, endLocation, FColor::Green, false, tickInterval, 0, 0.5f);
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DrawDebugLine(world, startLocation, endLocation, FColor::Green, false, tickInterval, 0, 0.1f);
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#endif // INTERACTABLE_ACTIVATOR_DEBUG
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}
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#ifdef INTERACTABLE_ACTIVATOR_DEBUG
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else
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{
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DrawDebugLine(world, startLocation, endLocation, FColor::Red, false, tickInterval, 10, 0.5f);
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DrawDebugLine(world, startLocation, endLocation, FColor::Red, false, tickInterval, 10, 0.1f);
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}
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#endif // INTERACTABLE_ACTIVATOR_DEBUG
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@ -280,4 +281,4 @@ void UInteractableScreenCapturer::Process()
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}
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);
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}
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}
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}
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@ -25,8 +25,6 @@ void URaycastInteractableActivator::Scan_Implementation()
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collisionChannel
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);
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static AInteractable* _last = nullptr;
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static bool _activated = false;
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if(result.bBlockingHit)
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{
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if(_last != result.GetActor())
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@ -48,7 +46,7 @@ void URaycastInteractableActivator::Scan_Implementation()
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}
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#ifdef INTERACTABLE_ACTIVATOR_DEBUG
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DrawDebugLine(GetWorld(), startLocation, endLocation, FColor::Green, false, 0.5f, 0, 0.5f);
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DrawDebugLine(GetWorld(), startLocation, endLocation, FColor::Green, false, PrimaryComponentTick.TickInterval, 0, 0.1f);
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#endif // INTERACTABLE_ACTIVATOR_DEBUG
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}
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else
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@ -64,7 +62,7 @@ void URaycastInteractableActivator::Scan_Implementation()
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}
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#ifdef INTERACTABLE_ACTIVATOR_DEBUG
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DrawDebugLine(GetWorld(), startLocation, endLocation, FColor::Red, false, 0.5f, 10, 0.5f);
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DrawDebugLine(GetWorld(), startLocation, endLocation, FColor::Red, false, PrimaryComponentTick.TickInterval, 10, 0.1f);
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#endif // INTERACTABLE_ACTIVATOR_DEBUG
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}
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}
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}
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@ -18,4 +18,8 @@ public:
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protected:
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void Scan();
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virtual void Scan_Implementation() override;
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private:
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class AInteractable* _last = nullptr;
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bool _activated = false;
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};
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@ -6,11 +6,19 @@
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#include "Kismet/GameplayStatics.h"
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#include "../MainGameModeBase.h"
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#include "../PlayerBase.h"
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#include "../Widgets/WidgetsManager.h"
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#include "Modificators/InteractableModificator.h"
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int32 AInteractable::GetActivatedFlags()
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{
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return activated;
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}
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void AInteractable::BeginPlay()
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{
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AActor::BeginPlay();
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// FOR ADRESS TO COLOR
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//if(auto m = material.LoadSynchronous())
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//{
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@ -20,29 +28,77 @@ void AInteractable::BeginPlay()
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// }
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//}
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TArray<UInteractableModificator*> instancedModificators;
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GetComponents(instancedModificators);
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uint8 activatorTypes = 0;
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for(auto& modificator : instancedModificators)
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{
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uint8 modificatorActivatorTypes = static_cast<uint8>(modificator->GetActivatorTypes());
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activatorTypes |= modificatorActivatorTypes;
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switch(modificatorActivatorTypes & static_cast<uint8>(EActivatorType::Use))
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{
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case static_cast<uint8>(EActivatorType::Use):
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modificators.Add({ EActivatorType::Use, modificator });
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break;
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default:
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break;
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}
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switch(modificatorActivatorTypes & static_cast<uint8>(EActivatorType::Saw))
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{
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case static_cast<uint8>(EActivatorType::Saw):
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modificators.Add({ EActivatorType::Saw, modificator });
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break;
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default:
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break;
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}
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}
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TArray<UMeshComponent*> meshes;
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GetComponents(meshes);
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for(auto mesh : meshes)
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{
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mesh->CustomDepthStencilValue = 0;
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if(activatorTypes)
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{
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mesh->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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}
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for(auto& modificatorClass : modificatorsClasses)
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{
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_modificators.Add(NewObject<UInteractableModificator>(this, modificatorClass));
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}
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if(auto PC = UGameplayStatics::GetPlayerController(GetWorld(), 0))
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player = Cast<APlayerBase>(PC->GetPawn());
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}
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void AInteractable::_Activate(EActivatorType type)
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{
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#ifdef INTERACTABLE_DEBUG
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GEngine->AddOnScreenDebugMessage(30 + (int)type, 5.0f, FColor::Cyan, TEXT("Player activate: ") + this->GetName()
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+ TEXT(" by: ") + StaticEnum<EActivatorType>()->GetNameByValue(static_cast<int64>(type)).ToString());
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#endif // INTERACTABLE_DEBUG
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if(!player)
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return;
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if(modificators.Num() == 0)
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return;
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activated |= static_cast<uint8>(type);
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if(auto WM = AMainGameModeBase::GetWidgetManager())
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{
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for(const auto modificator : _modificators)
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for(const auto& modificator : modificators)
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{
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WM->ShowInteractionHints(modificator);
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if(static_cast<uint8>(modificator.Value->GetActivatorTypes()) & static_cast<uint8>(type))
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{
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WM->ShowInteractionHints(modificator.Value);
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modificator.Value->Bind_Implementation(player->inputComponent);
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}
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}
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}
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@ -51,10 +107,28 @@ void AInteractable::_Activate(EActivatorType type)
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void AInteractable::_Deactivate(EActivatorType type)
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{
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#ifdef INTERACTABLE_DEBUG
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GEngine->AddOnScreenDebugMessage(30 + (int)type, 5.0f, FColor::Magenta, TEXT("Player deactivate: ") + this->GetName()
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+ TEXT(" by: ") + StaticEnum<EActivatorType>()->GetNameByValue(static_cast<int64>(type)).ToString());
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#endif // INTERACTABLE_DEBUG
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if(!player)
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return;
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if(modificators.Num() == 0)
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return;
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activated &= ~static_cast<uint8>(type);
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if(auto WM = AMainGameModeBase::GetWidgetManager())
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{
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WM->HideInteractionHints(type);
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for(const auto& modificator : modificators)
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{
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if(static_cast<uint8>(modificator.Value->GetActivatorTypes()) & static_cast<uint8>(type))
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{
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modificator.Value->Unbind_Implementation();
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}
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}
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}
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Deactivate_Implementation(type);
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@ -10,18 +10,19 @@
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#define INTERACTABLE_DEBUG
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//#define INTERACTABLE_ACTIVATOR_DEBUG
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UENUM(BlueprintType, meta = (Bitflags))
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UENUM(BlueprintType, meta = (Bitflags, UseEnumValuesAsMaskValuesInEditor = "true"))
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enum class EActivatorType : uint8
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{
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None = 0,
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None = 0 UMETA(Hidden),
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Use = 1 << 0,
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Saw = 1 << 1,
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Custom1 = 1 << 2 UMETA(DisplayName = "Custom 1"),
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Custom2 = 1 << 3 UMETA(DisplayName = "Custom 2"),
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Custom3 = 1 << 4 UMETA(DisplayName = "Custom 3"),
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Custom4 = 1 << 5 UMETA(DisplayName = "Custom 4"),
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Custom5 = 1 << 6 UMETA(DisplayName = "Custom 5"),
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Custom6 = 1 << 7 UMETA(DisplayName = "Custom 6")
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Collide = 1 << 2,
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Custom1 = 1 << 3 UMETA(DisplayName = "Custom 1"),
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Custom2 = 1 << 4 UMETA(DisplayName = "Custom 2"),
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Custom3 = 1 << 5 UMETA(DisplayName = "Custom 3"),
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Custom4 = 1 << 6 UMETA(DisplayName = "Custom 4"),
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Custom5 = 1 << 7 UMETA(DisplayName = "Custom 5")
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};
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ENUM_CLASS_FLAGS(EActivatorType)
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@ -31,6 +32,8 @@ class AInteractable : public AActor
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GENERATED_BODY()
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public:
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int32 GetActivatedFlags();
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void _Activate(EActivatorType type);
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UFUNCTION(BlueprintNativeEvent, BlueprintCallable)
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void Activate(EActivatorType type);
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@ -44,15 +47,12 @@ public:
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protected:
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virtual void BeginPlay() override;
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UPROPERTY(BlueprintReadWrite, meta = (Bitmask, BitmaskEnum = "EActivatorType"))
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uint8 activated = 0;
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (Bitmask, BitmaskEnum = "EActivatorType"))
|
||||
int32 activated = 0;
|
||||
|
||||
UPROPERTY(EditDefaultsOnly)
|
||||
TArray<TSubclassOf<class UInteractableModificator>> modificatorsClasses;
|
||||
TMap<EActivatorType, class UInteractableModificator*> modificators = {};
|
||||
|
||||
class APlayerBase* player;
|
||||
|
||||
private:
|
||||
//UPROPERTY(EditDefaultsOnly)
|
||||
//TSoftObjectPtr<UMaterialInstance> material;
|
||||
TArray<class UInteractableModificator*> _modificators;
|
||||
};
|
||||
|
||||
|
@ -0,0 +1,46 @@
|
||||
// Oleg Petruny proprietary.
|
||||
|
||||
|
||||
#include "ActivateInteractableModificator.h"
|
||||
|
||||
#include "EnhancedInputComponent.h"
|
||||
#include "InputMappingContext.h"
|
||||
|
||||
#include "../Interactable.h"
|
||||
|
||||
UActivateInteractableModificator::UActivateInteractableModificator(const FObjectInitializer& ObjectInitializer)
|
||||
: UInteractableModificator(ObjectInitializer)
|
||||
{
|
||||
activatorTypes |= static_cast<uint8>(EActivatorType::Use);
|
||||
|
||||
inputMapping = LoadObject<UInputMappingContext>(this, TEXT("/Game/Input/Interactables/IMC_InteractableActivate"));
|
||||
}
|
||||
|
||||
void UActivateInteractableModificator::Bind_Implementation(class UEnhancedInputComponent* input)
|
||||
{
|
||||
if(!input && !inputMapping)
|
||||
return;
|
||||
|
||||
for(auto& mapping : inputMapping->GetMappings())
|
||||
{
|
||||
auto handle = input->BindAction(mapping.Action, ETriggerEvent::Triggered, this, &UActivateInteractableModificator::ActivateInteractable).GetHandle();
|
||||
bindindingHandlers.Add(handle);
|
||||
}
|
||||
}
|
||||
|
||||
void UActivateInteractableModificator::Unbind_Implementation()
|
||||
{
|
||||
if(!lastInput)
|
||||
return;
|
||||
|
||||
for(auto handle : bindindingHandlers)
|
||||
{
|
||||
lastInput->RemoveBindingByHandle(handle);
|
||||
}
|
||||
bindindingHandlers.Empty();
|
||||
}
|
||||
|
||||
void UActivateInteractableModificator::ActivateInteractable()
|
||||
{
|
||||
OnActivated.Broadcast();
|
||||
}
|
@ -0,0 +1,32 @@
|
||||
// Oleg Petruny proprietary.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "InteractableModificator.h"
|
||||
|
||||
#include "ActivateInteractableModificator.generated.h"
|
||||
|
||||
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FActivateInteractableModificatorActivatedDelegate);
|
||||
|
||||
UCLASS(ClassGroup = InteractableModificator, meta = (BlueprintSpawnableComponent), Blueprintable, BlueprintType)
|
||||
class UActivateInteractableModificator : public UInteractableModificator
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
UActivateInteractableModificator(const FObjectInitializer& ObjectInitializer);
|
||||
|
||||
void Bind_Implementation(class UEnhancedInputComponent* input) override;
|
||||
void Unbind_Implementation() override;
|
||||
|
||||
UPROPERTY(BlueprintAssignable)
|
||||
FActivateInteractableModificatorActivatedDelegate OnActivated;
|
||||
|
||||
protected:
|
||||
void ActivateInteractable();
|
||||
|
||||
private:
|
||||
class UEnhancedInputComponent* lastInput;
|
||||
TArray<int32> bindindingHandlers;
|
||||
};
|
@ -0,0 +1,14 @@
|
||||
// Oleg Petruny proprietary.
|
||||
|
||||
|
||||
#include "EditInteractableModificator.h"
|
||||
|
||||
#include "../Interactable.h"
|
||||
|
||||
UEditInteractableModificator::UEditInteractableModificator(const FObjectInitializer& ObjectInitializer)
|
||||
: UInteractableModificator(ObjectInitializer)
|
||||
{
|
||||
activatorTypes |= static_cast<uint8>(EActivatorType::Collide);
|
||||
|
||||
|
||||
}
|
@ -0,0 +1,18 @@
|
||||
// Oleg Petruny proprietary.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "InteractableModificator.h"
|
||||
|
||||
#include "EditInteractableModificator.generated.h"
|
||||
|
||||
UCLASS(ClassGroup = InteractableModificator, meta = (BlueprintSpawnableComponent), Blueprintable, BlueprintType)
|
||||
class UEditInteractableModificator : public UInteractableModificator
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
UEditInteractableModificator(const FObjectInitializer& ObjectInitializer);
|
||||
|
||||
};
|
@ -5,9 +5,24 @@
|
||||
|
||||
#include "InputMappingContext.h"
|
||||
|
||||
#include "CustomGameInstanceBase.h"
|
||||
|
||||
void UInteractableModificator::OnRegister()
|
||||
{
|
||||
UActorComponent::OnRegister();
|
||||
|
||||
if(auto world = GetWorld())
|
||||
{
|
||||
if(auto GI = Cast<UCustomGameInstanceBase>(world->GetGameInstance()))
|
||||
{
|
||||
GI->AppendInteractableModificatorClass(this->GetClass());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
const UInputMappingContext* UInteractableModificator::GetMappingContext() const
|
||||
{
|
||||
return inputMapping.LoadSynchronous();
|
||||
return inputMapping;
|
||||
}
|
||||
|
||||
EActivatorType UInteractableModificator::GetActivatorTypes() const
|
||||
|
@ -15,13 +15,24 @@ class UInteractableModificator : public UActorComponent
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
void OnRegister() override;
|
||||
|
||||
const class UInputMappingContext* GetMappingContext() const;
|
||||
EActivatorType GetActivatorTypes() const;
|
||||
|
||||
UFUNCTION(BlueprintNativeEvent, BlueprintCallable)
|
||||
void Bind(class UEnhancedInputComponent* input);
|
||||
virtual void Bind_Implementation(class UEnhancedInputComponent* input) {}
|
||||
|
||||
UFUNCTION(BlueprintNativeEvent, BlueprintCallable)
|
||||
void Unbind();
|
||||
virtual void Unbind_Implementation() {}
|
||||
|
||||
protected:
|
||||
UPROPERTY(EditDefaultsOnly)
|
||||
TSoftObjectPtr<class UInputMappingContext> inputMapping;
|
||||
class UInputMappingContext* inputMapping;
|
||||
|
||||
UPROPERTY(EditAnywhere, meta = (Bitmask, BitmaskEnum = "EActivatorType"))
|
||||
uint8 activatorTypes = 0;
|
||||
int32 activatorTypes = 0;
|
||||
|
||||
};
|
||||
|
@ -1,5 +0,0 @@
|
||||
// Oleg Petruny proprietary.
|
||||
|
||||
|
||||
#include "InteractableUsableModificator.h"
|
||||
|
@ -1,18 +0,0 @@
|
||||
// Oleg Petruny proprietary.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "InteractableModificator.h"
|
||||
|
||||
#include "InteractableUsableModificator.generated.h"
|
||||
|
||||
|
||||
UCLASS(Blueprintable, BlueprintType)
|
||||
class UInteractableUsableModificator : public UInteractableModificator
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
|
||||
protected:
|
||||
};
|
@ -0,0 +1,171 @@
|
||||
// Oleg Petruny proprietary.
|
||||
|
||||
|
||||
#include "MoveInteractableModificator.h"
|
||||
|
||||
#include "EnhancedInputComponent.h"
|
||||
#include "InputMappingContext.h"
|
||||
|
||||
#include "Interactable/Interactable.h"
|
||||
#include "PlayerBase.h"
|
||||
|
||||
UMoveInteractableModificator::UMoveInteractableModificator(const FObjectInitializer& ObjectInitializer)
|
||||
: UInteractableModificator(ObjectInitializer)
|
||||
{
|
||||
activatorTypes |= static_cast<uint8>(EActivatorType::Use);
|
||||
|
||||
inputMapping = LoadObject<UInputMappingContext>(this, TEXT("/Game/Input/Interactables/IMC_InteractableMove"));
|
||||
actor = Cast<AInteractable>(GetOwner());
|
||||
|
||||
PrimaryComponentTick.bCanEverTick = true;
|
||||
PrimaryComponentTick.bStartWithTickEnabled = false;
|
||||
}
|
||||
void UMoveInteractableModificator::TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
|
||||
{
|
||||
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
|
||||
|
||||
UpdatePosition(DeltaTime);
|
||||
}
|
||||
|
||||
|
||||
void UMoveInteractableModificator::Bind_Implementation(class UEnhancedInputComponent* input)
|
||||
{
|
||||
if(!input && !inputMapping)
|
||||
return;
|
||||
|
||||
if(state != State::Nothing)
|
||||
return;
|
||||
|
||||
for(auto& mapping : inputMapping->GetMappings())
|
||||
{
|
||||
if(mapping.Key == EKeys::LeftMouseButton
|
||||
|| mapping.Key == EKeys::RightMouseButton)
|
||||
{
|
||||
auto handle = input->BindAction(mapping.Action, ETriggerEvent::Started, this, &UMoveInteractableModificator::IncreaseState).GetHandle();
|
||||
bindindingHandlers.Add(handle);
|
||||
handle = input->BindAction(mapping.Action, ETriggerEvent::Completed, this, &UMoveInteractableModificator::DecreaseState).GetHandle();
|
||||
bindindingHandlers.Add(handle);
|
||||
}
|
||||
else if(mapping.Key == EKeys::MouseWheelAxis)
|
||||
{
|
||||
auto handle = input->BindAction(mapping.Action, ETriggerEvent::Triggered, this, &UMoveInteractableModificator::Zooming).GetHandle();
|
||||
bindindingHandlers.Add(handle);
|
||||
}
|
||||
else if(mapping.Key == EKeys::Mouse2D)
|
||||
{
|
||||
auto handle = input->BindAction(mapping.Action, ETriggerEvent::Triggered, this, &UMoveInteractableModificator::Rotating).GetHandle();
|
||||
bindindingHandlers.Add(handle);
|
||||
}
|
||||
}
|
||||
|
||||
lastInput = input;
|
||||
player = Cast<APlayerBase>(Cast<APlayerController>(lastInput->GetOwner())->GetPawn());
|
||||
SetComponentTickEnabled(true);
|
||||
|
||||
OnMoveActivated.Broadcast();
|
||||
}
|
||||
|
||||
void UMoveInteractableModificator::Unbind_Implementation()
|
||||
{
|
||||
if(!lastInput)
|
||||
return;
|
||||
|
||||
if(state != State::Nothing)
|
||||
return;
|
||||
|
||||
for(auto handle : bindindingHandlers)
|
||||
{
|
||||
lastInput->RemoveBindingByHandle(handle);
|
||||
}
|
||||
bindindingHandlers.Empty();
|
||||
|
||||
state = static_cast<State>(0);
|
||||
ProcessState();
|
||||
SetComponentTickEnabled(false);
|
||||
OnMoveDeactivated.Broadcast();
|
||||
}
|
||||
|
||||
void UMoveInteractableModificator::IncreaseState()
|
||||
{
|
||||
state = static_cast<State>(static_cast<uint8>(state) + 1);
|
||||
if(static_cast<uint8>(state) > static_cast<uint8>(State::Rotating))
|
||||
state = State::Rotating;
|
||||
ProcessState();
|
||||
}
|
||||
void UMoveInteractableModificator::DecreaseState()
|
||||
{
|
||||
state = static_cast<State>(static_cast<uint8>(state) - 1);
|
||||
if(static_cast<uint8>(state) > static_cast<uint8>(State::Rotating))
|
||||
state = State::Nothing;
|
||||
ProcessState();
|
||||
}
|
||||
|
||||
void UMoveInteractableModificator::ProcessState()
|
||||
{
|
||||
switch(state)
|
||||
{
|
||||
case State::Nothing:
|
||||
{
|
||||
player->cameraLocked = false;
|
||||
break;
|
||||
}
|
||||
case State::Holding:
|
||||
{
|
||||
player->cameraLocked = false;
|
||||
OnHolding.Broadcast();
|
||||
break;
|
||||
}
|
||||
case State::Rotating:
|
||||
{
|
||||
player->cameraLocked = true;
|
||||
OnRotating.Broadcast();
|
||||
break;
|
||||
}
|
||||
default:
|
||||
break;
|
||||
}
|
||||
if(state == State::Nothing)
|
||||
{
|
||||
if((actor->GetActivatedFlags() & static_cast<uint32>(EActivatorType::Use)) == 0
|
||||
&& bindindingHandlers.Num() > 0)
|
||||
{
|
||||
Unbind_Implementation();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void UMoveInteractableModificator::UpdatePosition(float deltaTime)
|
||||
{
|
||||
if(!player)
|
||||
return;
|
||||
if(state == State::Nothing)
|
||||
{
|
||||
distance = (player->GetCameraLocation() - actor->GetActorLocation()).Length();
|
||||
return;
|
||||
}
|
||||
auto camLoc = player->GetCameraLocation();
|
||||
auto dir = player->GetCameraDirection();
|
||||
auto newLoc = camLoc + dir * distance;
|
||||
auto currentLoc = actor->GetActorLocation();
|
||||
auto interpLoc = FMath::VInterpTo(currentLoc, newLoc, deltaTime, 20.0f);
|
||||
actor->SetActorLocation(interpLoc, true, nullptr, ETeleportType::None);
|
||||
}
|
||||
|
||||
void UMoveInteractableModificator::Zooming(const FInputActionValue& value)
|
||||
{
|
||||
if(state != State::Holding)
|
||||
return;
|
||||
|
||||
distance += value.Get<float>() * zoomSpeed;
|
||||
distance = FMath::Clamp<float>(distance, minDistance, maxDistance);
|
||||
}
|
||||
|
||||
void UMoveInteractableModificator::Rotating(const FInputActionValue& axis)
|
||||
{
|
||||
if(state != State::Rotating)
|
||||
return;
|
||||
|
||||
auto v = axis.Get<FVector>();
|
||||
auto vec = player->GetCameraDirection();
|
||||
actor->AddActorWorldRotation(FRotator{ v.Y * vec.X, v.X, v.Y * vec.Y * -1 }, true, nullptr, ETeleportType::None);
|
||||
}
|
@ -0,0 +1,66 @@
|
||||
// Oleg Petruny proprietary.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "InputActionValue.h"
|
||||
#include "InteractableModificator.h"
|
||||
|
||||
#include "MoveInteractableModificator.generated.h"
|
||||
|
||||
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FActivateMoveInteractableModificatorActivatedDelegate);
|
||||
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FDeactivateMoveInteractableModificatorActivatedDelegate);
|
||||
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FHoldingMoveInteractableModificatorActivatedDelegate);
|
||||
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FRotatingMoveInteractableModificatorActivatedDelegate);
|
||||
|
||||
UCLASS(ClassGroup = InteractableModificator, meta = (BlueprintSpawnableComponent), Blueprintable, BlueprintType)
|
||||
class UMoveInteractableModificator : public UInteractableModificator
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
UMoveInteractableModificator(const FObjectInitializer& ObjectInitializer);
|
||||
virtual void TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
|
||||
|
||||
|
||||
void Bind_Implementation(class UEnhancedInputComponent* input) override;
|
||||
void Unbind_Implementation() override;
|
||||
|
||||
UPROPERTY(BlueprintAssignable)
|
||||
FActivateMoveInteractableModificatorActivatedDelegate OnMoveActivated;
|
||||
UPROPERTY(BlueprintAssignable)
|
||||
FDeactivateMoveInteractableModificatorActivatedDelegate OnMoveDeactivated;
|
||||
UPROPERTY(BlueprintAssignable)
|
||||
FHoldingMoveInteractableModificatorActivatedDelegate OnHolding;
|
||||
UPROPERTY(BlueprintAssignable)
|
||||
FRotatingMoveInteractableModificatorActivatedDelegate OnRotating;
|
||||
|
||||
protected:
|
||||
float distance = 0;
|
||||
float minDistance = 100.0f;
|
||||
float maxDistance = 200.0f;
|
||||
float zoomSpeed = 10.0f;
|
||||
float moveSpeed = 1.0f;
|
||||
float rotateSpeed = 10.0f;
|
||||
|
||||
private:
|
||||
void IncreaseState();
|
||||
void DecreaseState();
|
||||
void ProcessState();
|
||||
void UpdatePosition(float deltaTime);
|
||||
void Zooming(const FInputActionValue& value);
|
||||
void Rotating(const FInputActionValue& axis);
|
||||
|
||||
enum class State : uint8
|
||||
{
|
||||
Nothing = 0,
|
||||
Holding,
|
||||
Rotating
|
||||
};
|
||||
|
||||
class UEnhancedInputComponent* lastInput;
|
||||
TArray<int32> bindindingHandlers;
|
||||
State state = State::Nothing;
|
||||
class AInteractable* actor;
|
||||
class APlayerBase* player;
|
||||
};
|
@ -0,0 +1,17 @@
|
||||
// Oleg Petruny proprietary.
|
||||
|
||||
|
||||
#include "SawInteractableModificator.h"
|
||||
|
||||
#include "../Interactable.h"
|
||||
|
||||
USawInteractableModificator::USawInteractableModificator(const FObjectInitializer& ObjectInitializer)
|
||||
: UInteractableModificator(ObjectInitializer)
|
||||
{
|
||||
activatorTypes |= static_cast<uint8>(EActivatorType::Saw);
|
||||
}
|
||||
|
||||
void USawInteractableModificator::Bind_Implementation(class UEnhancedInputComponent* input)
|
||||
{
|
||||
OnSaw.Broadcast();
|
||||
}
|
@ -0,0 +1,24 @@
|
||||
// Oleg Petruny proprietary.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "InteractableModificator.h"
|
||||
|
||||
#include "SawInteractableModificator.generated.h"
|
||||
|
||||
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FSawInteractableModificatorActivatedDelegate);
|
||||
|
||||
UCLASS(ClassGroup = InteractableModificator, meta = (BlueprintSpawnableComponent), Blueprintable, BlueprintType)
|
||||
class USawInteractableModificator : public UInteractableModificator
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
USawInteractableModificator(const FObjectInitializer& ObjectInitializer);
|
||||
|
||||
void Bind_Implementation(class UEnhancedInputComponent* input) override;
|
||||
|
||||
UPROPERTY(BlueprintAssignable)
|
||||
FSawInteractableModificatorActivatedDelegate OnSaw;
|
||||
};
|
@ -4,6 +4,7 @@
|
||||
#include "PlayerBase.h"
|
||||
|
||||
#include "Camera/CameraComponent.h"
|
||||
#include "EnhancedInputComponent.h"
|
||||
#include "EnhancedInputSubsystems.h"
|
||||
#include "GameFramework/CharacterMovementComponent.h"
|
||||
#include "InputMappingContext.h"
|
||||
@ -11,9 +12,8 @@
|
||||
#include "Kismet/KismetMathLibrary.h"
|
||||
|
||||
#include "CustomGameInstanceBase.h"
|
||||
#include "Interactable/Activators/InteractableActivator.h"
|
||||
|
||||
#include "CustomGameUserSettings.h"
|
||||
#include "Interactable/Activators/InteractableActivator.h"
|
||||
#include "MainGameModeBase.h"
|
||||
|
||||
APlayerBase::APlayerBase()
|
||||
@ -27,6 +27,12 @@ void APlayerBase::Tick(float DeltaTime)
|
||||
|
||||
// stabilize move speed by fps
|
||||
AddActorLocalOffset(ConsumeMovementInputVector() * DeltaTime);
|
||||
|
||||
if(moved)
|
||||
{
|
||||
moved = false;
|
||||
//OnPlayerMoved.Broadcast();
|
||||
}
|
||||
}
|
||||
|
||||
void APlayerBase::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
|
||||
@ -57,14 +63,20 @@ void APlayerBase::BeginPlay()
|
||||
camera->PostProcessSettings.MotionBlurAmount = gameSettings->bUseMotionBlur ? 1.0f : 0.0f;
|
||||
}
|
||||
|
||||
if(inputMapping)
|
||||
{
|
||||
|
||||
if(auto PC = Cast<APlayerController>(GetController()))
|
||||
{
|
||||
inputComponent = Cast<UEnhancedInputComponent>(PC->InputComponent);;
|
||||
|
||||
if(auto inputSubsystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(PC->GetLocalPlayer()))
|
||||
{
|
||||
if(auto GI = Cast<UCustomGameInstanceBase>(GetWorld()->GetGameInstance()))
|
||||
{
|
||||
inputSubsystem->ClearAllMappings();
|
||||
inputSubsystem->AddMappingContext(inputMapping.LoadSynchronous(), 0);
|
||||
for(auto& inputContext : GI->inputContexts)
|
||||
{
|
||||
inputSubsystem->AddMappingContext(inputContext.LoadSynchronous(), 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -72,6 +84,37 @@ void APlayerBase::BeginPlay()
|
||||
LoadInteractablesActivators();
|
||||
}
|
||||
|
||||
APlayerBase* APlayerBase::LockCamera(UWorld* world, bool locked)
|
||||
{
|
||||
if(auto PC = UGameplayStatics::GetPlayerController(world, 0))
|
||||
{
|
||||
if(auto pawn = Cast<APlayerBase>(PC->GetPawn()))
|
||||
{
|
||||
pawn->cameraLocked = locked;
|
||||
return pawn;
|
||||
}
|
||||
}
|
||||
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
void APlayerBase::AttachToCamera(AActor* actor)
|
||||
{
|
||||
if(!actor)
|
||||
return;
|
||||
|
||||
actor->AttachToComponent(camera, FAttachmentTransformRules::KeepWorldTransform);
|
||||
}
|
||||
|
||||
FVector APlayerBase::GetCameraDirection()
|
||||
{
|
||||
return camera->GetComponentRotation().Vector();
|
||||
}
|
||||
FVector APlayerBase::GetCameraLocation()
|
||||
{
|
||||
return camera->GetComponentLocation();
|
||||
}
|
||||
|
||||
void APlayerBase::SwitchToCameraPawn()
|
||||
{
|
||||
if(auto gamemode_base = UGameplayStatics::GetGameMode(GetWorld()))
|
||||
@ -90,6 +133,8 @@ void APlayerBase::MoveCamera(FVector2D value)
|
||||
|
||||
AddControllerYawInput(value.X);
|
||||
AddControllerPitchInput(value.Y);
|
||||
|
||||
moved = true;
|
||||
}
|
||||
|
||||
void APlayerBase::MoveCharacter(FVector2D value)
|
||||
@ -99,6 +144,8 @@ void APlayerBase::MoveCharacter(FVector2D value)
|
||||
|
||||
AddMovementInput(GetActorRightVector(), value.X);
|
||||
AddMovementInput(GetActorForwardVector(), value.Y);
|
||||
|
||||
moved = true;
|
||||
}
|
||||
|
||||
void APlayerBase::Jump()
|
||||
@ -107,6 +154,8 @@ void APlayerBase::Jump()
|
||||
return;
|
||||
|
||||
ACharacter::Jump();
|
||||
|
||||
moved = true;
|
||||
}
|
||||
|
||||
void APlayerBase::SwitchRun(bool run)
|
||||
@ -154,24 +203,22 @@ void APlayerBase::LoadInteractablesActivators()
|
||||
|
||||
void APlayerBase::InteractableActivated(AInteractable* interactable, EActivatorType type)
|
||||
{
|
||||
if(!interactable)
|
||||
return;
|
||||
|
||||
if(interactionLocked)
|
||||
return;
|
||||
|
||||
interactable->Activate(type);
|
||||
#ifdef INTERACTABLE_DEBUG
|
||||
GEngine->AddOnScreenDebugMessage(30 + (int)type, 5.0f, FColor::Cyan, TEXT("Player activate: ") + interactable->GetName()
|
||||
+ TEXT(" by: ") + StaticEnum<EActivatorType>()->GetNameByValue(static_cast<int64>(type)).ToString());
|
||||
#endif // INTERACTABLE_DEBUG
|
||||
interactable->_Activate(type);
|
||||
}
|
||||
|
||||
void APlayerBase::InteractableDeactivated(AInteractable* interactable, EActivatorType type)
|
||||
{
|
||||
if(!interactable)
|
||||
return;
|
||||
|
||||
if(interactionLocked)
|
||||
return;
|
||||
|
||||
interactable->Deactivate(type);
|
||||
#ifdef INTERACTABLE_DEBUG
|
||||
GEngine->AddOnScreenDebugMessage(30 + (int)type, 5.0f, FColor::Magenta, TEXT("Player deactivate: ") + interactable->GetName()
|
||||
+ TEXT(" by: ") + StaticEnum<EActivatorType>()->GetNameByValue(static_cast<int64>(type)).ToString());
|
||||
#endif // INTERACTABLE_DEBUG
|
||||
interactable->_Deactivate(type);
|
||||
}
|
@ -9,6 +9,8 @@
|
||||
|
||||
#include "PlayerBase.generated.h"
|
||||
|
||||
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FPlayerMovedDelegate);
|
||||
|
||||
UCLASS()
|
||||
class APlayerBase : public ACharacter
|
||||
{
|
||||
@ -20,6 +22,20 @@ public:
|
||||
virtual void Tick(float DeltaTime) override;
|
||||
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
|
||||
|
||||
static APlayerBase* LockCamera(UWorld* world, bool locked);
|
||||
void AttachToCamera(AActor* actor);
|
||||
FVector GetCameraLocation();
|
||||
FVector GetCameraDirection();
|
||||
|
||||
UPROPERTY(BlueprintAssignable)
|
||||
FPlayerMovedDelegate OnPlayerMoved;
|
||||
|
||||
class UEnhancedInputComponent* inputComponent;
|
||||
UPROPERTY(EditAnywhere)
|
||||
bool interactionLocked = false;
|
||||
UPROPERTY(EditAnywhere)
|
||||
bool cameraLocked = false;
|
||||
|
||||
protected:
|
||||
virtual void BeginPlay() override;
|
||||
|
||||
@ -37,9 +53,6 @@ protected:
|
||||
UFUNCTION(BlueprintCallable, Category = Character)
|
||||
void UpdatePitch(float min, float max);
|
||||
|
||||
UPROPERTY(EditDefaultsOnly)
|
||||
TSoftObjectPtr<class UInputMappingContext> inputMapping;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
float moveSpeed = 200;
|
||||
UPROPERTY(EditAnywhere)
|
||||
@ -51,18 +64,16 @@ protected:
|
||||
bool jumpLocked = false;
|
||||
UPROPERTY(EditAnywhere)
|
||||
bool runLocked = false;
|
||||
UPROPERTY(EditAnywhere)
|
||||
bool interactionLocked = false;
|
||||
|
||||
APlayerCameraManager* cameraManager;
|
||||
class UCameraComponent* camera;
|
||||
UPROPERTY(EditAnywhere)
|
||||
bool cameraLocked = false;
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
|
||||
float minPitch = -80;
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
|
||||
float maxPitch = 65;
|
||||
|
||||
bool moved = false;
|
||||
|
||||
private:
|
||||
void LoadInteractablesActivators();
|
||||
void InteractableActivated(AInteractable* interactable, EActivatorType type);
|
||||
|
@ -34,9 +34,12 @@ void UWidgetsManager::Init()
|
||||
instance->AddToViewport();
|
||||
}
|
||||
}
|
||||
if(auto instance = CreateWidget<UInteractableHintWidgetManager>(PC, interactableHintWidgetManagerClass))
|
||||
{
|
||||
interactableHintWidgetManager = instance;
|
||||
instance->AddToViewport();
|
||||
}
|
||||
}
|
||||
|
||||
interactableHintWidgetManager = NewObject<UInteractableHintWidgetManager>(this, interactableHintWidgetManagerClass);
|
||||
}
|
||||
|
||||
void UWidgetsManager::HideOverlayWidgets()
|
||||
@ -84,9 +87,11 @@ void UWidgetsManager::UpdateOverlayWidgetsOwner()
|
||||
|
||||
void UWidgetsManager::ShowInteractionHints(const UInteractableModificator* modificator)
|
||||
{
|
||||
interactableHintWidgetManager->Append(modificator);
|
||||
if(interactableHintWidgetManager.IsValid())
|
||||
interactableHintWidgetManager->Append_Implementation(modificator);
|
||||
}
|
||||
void UWidgetsManager::HideInteractionHints(const EActivatorType type)
|
||||
{
|
||||
interactableHintWidgetManager->Remove(type);
|
||||
if(interactableHintWidgetManager.IsValid())
|
||||
interactableHintWidgetManager->Remove_Implementation(type);
|
||||
}
|
@ -26,14 +26,14 @@ public:
|
||||
|
||||
protected:
|
||||
UPROPERTY(EditDefaultsOnly)
|
||||
TArray<TSubclassOf<class UUserWidget>> permaOverlayWidgets; // never hidden
|
||||
TSet<TSubclassOf<class UUserWidget>> permaOverlayWidgets; // never hidden
|
||||
TArray<TWeakObjectPtr<class UUserWidget>> permaOverlayWidgetsInstances;
|
||||
|
||||
UPROPERTY(EditDefaultsOnly)
|
||||
TArray<TSubclassOf<class UUserWidget>> overlayWidgets; // hidden in pause
|
||||
TSet<TSubclassOf<class UUserWidget>> overlayWidgets; // hidden in pause
|
||||
TArray<TWeakObjectPtr<class UUserWidget>> overlayWidgetsInstances;
|
||||
|
||||
UPROPERTY(EditDefaultsOnly)
|
||||
TSubclassOf<class UInteractableHintWidgetManager> interactableHintWidgetManagerClass;
|
||||
class UInteractableHintWidgetManager* interactableHintWidgetManager;
|
||||
TWeakObjectPtr<class UInteractableHintWidgetManager> interactableHintWidgetManager;
|
||||
};
|
||||
|
Loading…
Reference in New Issue
Block a user