From bfc8efd5fdbd2de9bf3d5d14f027403d51cf9c1a Mon Sep 17 00:00:00 2001 From: Oleg Petruny Date: Mon, 24 Feb 2025 00:45:35 +0100 Subject: [PATCH] Minigames, quest pointer --- .../Lost_Edge/Content/Blueprints/BP_Pointer.uasset | 3 +++ .../Content/Blueprints/Characters/BP_Player.uasset | 4 ++-- .../Decorations/GrassCapture/BP_GrassCapture.uasset | 4 ++-- .../Minigames/AgeOfWar/BP_Minigame_AgeOfWar.uasset | 4 ++-- .../Lost_Edge/Content/Foliages/F_SpruceA.uasset | 4 ++-- .../Lost_Edge/Content/Foliages/F_SpruceB.uasset | 4 ++-- .../Lost_Edge/Content/Levels/Level_1/L_Level1.umap | 4 ++-- .../Level_2/Blueprints/BP_Level2_BookSort.uasset | 3 +++ .../Level_2/Blueprints/BP_Level2_Telescope.uasset | 3 +++ .../Dialogue/DT_Dialogue_Level2_BookSort.uasset | 3 +++ .../Level_2/Dialogue/DT_Dialogue_Level2_End.uasset | 3 +++ .../Dialogue/DT_Dialogue_Level2_Interactables.uasset | 3 +++ .../Dialogue/DT_Dialogue_Level2_Minigames.uasset | 3 +++ .../Dialogue/DT_Dialogue_Level2_Sister_Begin.uasset | 3 +++ .../Dialogue/DT_Dialogue_Level2_UpgradeBegin.uasset | 3 +++ .../Dialogue/DT_Dialogue_Level2_UpgradeEnd.uasset | 3 +++ .../Content/Levels/Level_2/E_Level2_Event.uasset | 3 +++ .../Lost_Edge/Content/Levels/Level_2/L_Level2.umap | 4 ++-- .../Levels/Level_2/Materials/M_ChairSoftSeat.uasset | 3 +++ .../Levels/Level_2/Models/BP_Level2_BookSort.uasset | 3 +++ .../Levels/Level_2/Models/SM_Cable_Hang2.uasset | 3 --- .../Levels/Level_2/Models/SM_Cable_Hang3.uasset | 3 --- .../Levels/Level_2/Models/SM_Level2_Telescope.uasset | 3 +++ .../Levels/Level_2/Models/SM_Level2_WallLeaves1.uasset | 3 --- .../Sequencers/OnBeginPlay/Seq_Level2_clock.uasset | 4 ++-- .../Level_2/Sequencers/Seq_Level2_MortisDoor.uasset | 3 --- .../Levels/Level_2/Sequencers/Seq_Level2_begin.uasset | 4 ++-- .../Levels/Level_2/Sequencers/Seq_Level2_menu.uasset | 3 --- .../Lost_Edge/Content/Levels/Test/L_Test.umap | 4 ++-- .../Lost_Edge/Content/MaterialsLibrary/M_Metal.uasset | 3 +++ .../Content/MaterialsLibrary/M_Pointer.uasset | 4 ++-- .../Lost_Edge/Content/MaterialsLibrary/M_Window.uasset | 4 ++-- .../Lost_Edge/Content/MaterialsLibrary/M_Wood.uasset | 3 +++ .../Models/Decorations/Materials/MI_ClockGlass.uasset | 4 ++-- .../Models/Decorations/Materials/M_BarelWood.uasset | 3 --- .../Models/Decorations/Materials/M_BarrelRings.uasset | 3 --- .../Content/Models/Decorations/SM_Barrel.uasset | 4 ++-- .../LPGenericPropsSet02/{README.txt => README.md} | 0 .../Content/Models/Marketplace/LowPolyFences/README.md | 3 +++ .../Models/Marketplace/LowPolyFences/SM_Fence.uasset | 3 +++ .../Marketplace/LowPolyFences/SM_Fence_Broken1.uasset | 3 +++ .../LowPolyFences/SM_Fence_Broken1_Segment.uasset | 3 +++ .../Marketplace/LowPolyFences/SM_Fence_Broken2.uasset | 3 +++ .../LowPolyFences/SM_Fence_Broken2_Segment.uasset | 3 +++ .../Marketplace/LowPolyFences/SM_Fence_Metal.uasset | 3 +++ .../LowPolyFences/SM_Fence_Metal_Segment.uasset | 3 +++ .../Marketplace/LowPolyFences/SM_Fence_Segment.uasset | 3 +++ .../Models/Marketplace/LowPolyFences/SM_Lamp.uasset | 3 +++ .../Marketplace/LowPolyFences/SM_Lamp_Chain.uasset | 3 +++ .../Marketplace/LowPolyFences/SM_Lamp_Pole.uasset | 3 +++ .../Content/Models/Marketplace/LowPolyOffice/README.md | 3 +++ .../Content/Models/Nature/Trees/SM_OakB.uasset | 4 ++-- .../Content/Models/Nature/Trees/SM_SpruceA.uasset | 4 ++-- .../Content/Models/Nature/Trees/SM_SpruceB.uasset | 4 ++-- .../Source/Lost_Edge/Private/CommonFunctions.cpp | 10 ++++++++++ .../Source/Lost_Edge/Private/CommonFunctions.h | 3 +++ .../Lost_Edge/Private/Interactable/Interactable.cpp | 4 ++++ .../Private/Minigame/AgeOfWar/AgeOfWarUnit.cpp | 4 ++-- .../Lost_Edge/Source/Lost_Edge/Private/PlayerBase.h | 8 ++++++++ 59 files changed, 148 insertions(+), 57 deletions(-) create mode 100644 UnrealProject/Lost_Edge/Content/Blueprints/BP_Pointer.uasset create mode 100644 UnrealProject/Lost_Edge/Content/Levels/Level_2/Blueprints/BP_Level2_BookSort.uasset create mode 100644 UnrealProject/Lost_Edge/Content/Levels/Level_2/Blueprints/BP_Level2_Telescope.uasset create mode 100644 UnrealProject/Lost_Edge/Content/Levels/Level_2/Dialogue/DT_Dialogue_Level2_BookSort.uasset create mode 100644 UnrealProject/Lost_Edge/Content/Levels/Level_2/Dialogue/DT_Dialogue_Level2_End.uasset create mode 100644 UnrealProject/Lost_Edge/Content/Levels/Level_2/Dialogue/DT_Dialogue_Level2_Interactables.uasset create mode 100644 UnrealProject/Lost_Edge/Content/Levels/Level_2/Dialogue/DT_Dialogue_Level2_Minigames.uasset create mode 100644 UnrealProject/Lost_Edge/Content/Levels/Level_2/Dialogue/DT_Dialogue_Level2_Sister_Begin.uasset create mode 100644 UnrealProject/Lost_Edge/Content/Levels/Level_2/Dialogue/DT_Dialogue_Level2_UpgradeBegin.uasset create mode 100644 UnrealProject/Lost_Edge/Content/Levels/Level_2/Dialogue/DT_Dialogue_Level2_UpgradeEnd.uasset create mode 100644 UnrealProject/Lost_Edge/Content/Levels/Level_2/E_Level2_Event.uasset create mode 100644 UnrealProject/Lost_Edge/Content/Levels/Level_2/Materials/M_ChairSoftSeat.uasset create mode 100644 UnrealProject/Lost_Edge/Content/Levels/Level_2/Models/BP_Level2_BookSort.uasset delete mode 100644 UnrealProject/Lost_Edge/Content/Levels/Level_2/Models/SM_Cable_Hang2.uasset delete mode 100644 UnrealProject/Lost_Edge/Content/Levels/Level_2/Models/SM_Cable_Hang3.uasset create mode 100644 UnrealProject/Lost_Edge/Content/Levels/Level_2/Models/SM_Level2_Telescope.uasset delete mode 100644 UnrealProject/Lost_Edge/Content/Levels/Level_2/Models/SM_Level2_WallLeaves1.uasset delete mode 100644 UnrealProject/Lost_Edge/Content/Levels/Level_2/Sequencers/Seq_Level2_MortisDoor.uasset delete mode 100644 UnrealProject/Lost_Edge/Content/Levels/Level_2/Sequencers/Seq_Level2_menu.uasset create mode 100644 UnrealProject/Lost_Edge/Content/MaterialsLibrary/M_Metal.uasset create mode 100644 UnrealProject/Lost_Edge/Content/MaterialsLibrary/M_Wood.uasset delete mode 100644 UnrealProject/Lost_Edge/Content/Models/Decorations/Materials/M_BarelWood.uasset delete mode 100644 UnrealProject/Lost_Edge/Content/Models/Decorations/Materials/M_BarrelRings.uasset rename UnrealProject/Lost_Edge/Content/Models/Marketplace/LPGenericPropsSet02/{README.txt => README.md} (100%) create mode 100644 UnrealProject/Lost_Edge/Content/Models/Marketplace/LowPolyFences/README.md create mode 100644 UnrealProject/Lost_Edge/Content/Models/Marketplace/LowPolyFences/SM_Fence.uasset create mode 100644 UnrealProject/Lost_Edge/Content/Models/Marketplace/LowPolyFences/SM_Fence_Broken1.uasset create mode 100644 UnrealProject/Lost_Edge/Content/Models/Marketplace/LowPolyFences/SM_Fence_Broken1_Segment.uasset create mode 100644 UnrealProject/Lost_Edge/Content/Models/Marketplace/LowPolyFences/SM_Fence_Broken2.uasset create mode 100644 UnrealProject/Lost_Edge/Content/Models/Marketplace/LowPolyFences/SM_Fence_Broken2_Segment.uasset create mode 100644 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a/UnrealProject/Lost_Edge/Source/Lost_Edge/Private/CommonFunctions.cpp b/UnrealProject/Lost_Edge/Source/Lost_Edge/Private/CommonFunctions.cpp index 58bc6c2..b4a9ca4 100644 --- a/UnrealProject/Lost_Edge/Source/Lost_Edge/Private/CommonFunctions.cpp +++ b/UnrealProject/Lost_Edge/Source/Lost_Edge/Private/CommonFunctions.cpp @@ -49,6 +49,16 @@ void UCommonFunctions::DestroyActorRecursively(AActor* actor) actor->Destroy(); } +void UCommonFunctions::SetActorHiddenInGameRecursively(AActor* actor, bool newHidden) +{ + TArray childs; + actor->GetAttachedActors(childs, true, true); + + for(auto child : childs) + child->SetActorHiddenInGame(newHidden); + actor->SetActorHiddenInGame(newHidden); +} + TArray UCommonFunctions::GetRandomIntArray(int32 size, int32 min, int32 max) { if(size <= 0) diff --git a/UnrealProject/Lost_Edge/Source/Lost_Edge/Private/CommonFunctions.h b/UnrealProject/Lost_Edge/Source/Lost_Edge/Private/CommonFunctions.h index 54e3474..4dce753 100644 --- a/UnrealProject/Lost_Edge/Source/Lost_Edge/Private/CommonFunctions.h +++ b/UnrealProject/Lost_Edge/Source/Lost_Edge/Private/CommonFunctions.h @@ -51,6 +51,9 @@ public: /** Recursively destroy actor and all its childs (the default Destroy doesn't have consistent behavior) */ UFUNCTION(BlueprintCallable, Category = Actor) static void DestroyActorRecursively(class AActor* actor); + /** Recursively set actor hidden in game and all its childs (the default SetActorHidenInGame() hides only on called actor) */ + UFUNCTION(BlueprintCallable, Category = Actor) + static void SetActorHiddenInGameRecursively(AActor* actor, bool newHidden); diff --git a/UnrealProject/Lost_Edge/Source/Lost_Edge/Private/Interactable/Interactable.cpp b/UnrealProject/Lost_Edge/Source/Lost_Edge/Private/Interactable/Interactable.cpp index 13d924f..b76fbc3 100644 --- a/UnrealProject/Lost_Edge/Source/Lost_Edge/Private/Interactable/Interactable.cpp +++ b/UnrealProject/Lost_Edge/Source/Lost_Edge/Private/Interactable/Interactable.cpp @@ -220,9 +220,13 @@ void AInteractable::Lock() for(int32 i = 1; i < 255; i <<= 1) Deactivate(static_cast(i)); activationLockers.Add(nullptr); + for(auto collision : collisions) + collision->SetCollisionProfileName(TEXT("NoCollision")); } void AInteractable::Unlock() { activationLockers.Empty(); + for(auto collision : collisions) + collision->SetCollisionProfileName(collisionProfile); } diff --git a/UnrealProject/Lost_Edge/Source/Lost_Edge/Private/Minigame/AgeOfWar/AgeOfWarUnit.cpp b/UnrealProject/Lost_Edge/Source/Lost_Edge/Private/Minigame/AgeOfWar/AgeOfWarUnit.cpp index d09c3bb..1013240 100644 --- a/UnrealProject/Lost_Edge/Source/Lost_Edge/Private/Minigame/AgeOfWar/AgeOfWarUnit.cpp +++ b/UnrealProject/Lost_Edge/Source/Lost_Edge/Private/Minigame/AgeOfWar/AgeOfWarUnit.cpp @@ -85,7 +85,7 @@ void AAgeOfWarUnit::Tick(float deltaTime) // try move FHitResult moveHit; - auto moveStep = GetActorForwardVector() * GetStats().moveSpeed; + auto moveStep = GetActorForwardVector() * GetStats().moveSpeed * GetActorScale3D().X; this->AddActorWorldOffset(moveStep, true, &moveHit, ETeleportType::None); if(moveHit.bBlockingHit) allyblocker->SetCollisionEnabled(ECollisionEnabled::QueryOnly); @@ -95,7 +95,7 @@ void AAgeOfWarUnit::Tick(float deltaTime) // look for units forward FHitResult hit; auto startLocation = traceStart->GetComponentLocation(); - auto endLocation = startLocation + (GetActorRotation().Vector() * attackStartRange * (moveHit.bBlockingHit ? 5 : 1)); + auto endLocation = startLocation + (GetActorRotation().Vector() * attackStartRange * GetActorScale3D().X * (moveHit.bBlockingHit ? 5 : 1)); world->LineTraceSingleByChannel( hit, startLocation, diff --git a/UnrealProject/Lost_Edge/Source/Lost_Edge/Private/PlayerBase.h b/UnrealProject/Lost_Edge/Source/Lost_Edge/Private/PlayerBase.h index 4d2d069..39f30e3 100644 --- a/UnrealProject/Lost_Edge/Source/Lost_Edge/Private/PlayerBase.h +++ b/UnrealProject/Lost_Edge/Source/Lost_Edge/Private/PlayerBase.h @@ -16,11 +16,17 @@ struct FPlayerLock { GENERATED_BODY() + UPROPERTY(BlueprintReadWrite) uint8 walk : 1; + UPROPERTY(BlueprintReadWrite) uint8 jump : 1; + UPROPERTY(BlueprintReadWrite) uint8 run : 1; + UPROPERTY(BlueprintReadWrite) uint8 interaction : 1; + UPROPERTY(BlueprintReadWrite) uint8 camera : 1; + UPROPERTY(BlueprintReadWrite) uint8 inventory : 1; static FPlayerLock All(); @@ -51,7 +57,9 @@ public: UFUNCTION(BlueprintPure) FVector GetCameraDirection(); + UFUNCTION(BlueprintCallable) void LockPlayer(const FPlayerLock lock); + UFUNCTION(BlueprintCallable) void UnlockPlayer(const FPlayerLock lock); /** Force interactable activators reset */