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music and character

This commit is contained in:
ZetaKebab 2018-09-02 11:13:13 +02:00
parent ced215fb80
commit 5ee23687d8
21 changed files with 5 additions and 377 deletions

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@ -4,14 +4,14 @@
+EditProfiles=(Name="Trigger",CustomResponses=((Channel=Projectile, Response=ECR_Ignore)))
[/Script/EngineSettings.GameMapsSettings]
EditorStartupMap=/Game/FirstPersonCPP/Maps/FirstPersonExampleMap
EditorStartupMap=/Game/train.train
LocalMapOptions=
TransitionMap=
bUseSplitscreen=True
TwoPlayerSplitscreenLayout=Horizontal
ThreePlayerSplitscreenLayout=FavorTop
GameInstanceClass=/Script/Engine.GameInstance
GameDefaultMap=/Game/FirstPersonCPP/Maps/FirstPersonExampleMap
GameDefaultMap=/Game/train.train
ServerDefaultMap=/Engine/Maps/Entry
GlobalDefaultGameMode=/Script/SevenStars.SevenStarsGameMode
GlobalDefaultServerGameMode=None

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@ -5,3 +5,5 @@ ProjectName=First Person Template
[/Script/EngineSettings.GeneralProjectSettings]
ProjectID=806DC1DF487FAA81AFF13EA89823009B
bAllowWindowResize=False

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@ -1,7 +1,6 @@
// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
#include "SevenStarsCharacter.h"
#include "SevenStarsProjectile.h"
#include "Animation/AnimInstance.h"
#include "Camera/CameraComponent.h"
#include "Components/CapsuleComponent.h"
@ -9,18 +8,14 @@
#include "GameFramework/InputSettings.h"
#include "HeadMountedDisplayFunctionLibrary.h"
#include "Kismet/GameplayStatics.h"
#include "MotionControllerComponent.h"
#include "XRMotionControllerBase.h" // for FXRMotionControllerBase::RightHandSourceId
DEFINE_LOG_CATEGORY_STATIC(LogFPChar, Warning, All);
//////////////////////////////////////////////////////////////////////////
// ASevenStarsCharacter
ASevenStarsCharacter::ASevenStarsCharacter()
{
// Set size for collision capsule
GetCapsuleComponent()->InitCapsuleSize(55.f, 96.0f);
GetCapsuleComponent()->InitCapsuleSize(20.f, 96.0f);
// set our turn rates for input
BaseTurnRate = 45.f;
@ -31,100 +26,17 @@ ASevenStarsCharacter::ASevenStarsCharacter()
FirstPersonCameraComponent->SetupAttachment(GetCapsuleComponent());
FirstPersonCameraComponent->RelativeLocation = FVector(-39.56f, 1.75f, 64.f); // Position the camera
FirstPersonCameraComponent->bUsePawnControlRotation = true;
// Create a mesh component that will be used when being viewed from a '1st person' view (when controlling this pawn)
Mesh1P = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("CharacterMesh1P"));
Mesh1P->SetOnlyOwnerSee(true);
Mesh1P->SetupAttachment(FirstPersonCameraComponent);
Mesh1P->bCastDynamicShadow = false;
Mesh1P->CastShadow = false;
Mesh1P->RelativeRotation = FRotator(1.9f, -19.19f, 5.2f);
Mesh1P->RelativeLocation = FVector(-0.5f, -4.4f, -155.7f);
// Create a gun mesh component
FP_Gun = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("FP_Gun"));
FP_Gun->SetOnlyOwnerSee(true); // only the owning player will see this mesh
FP_Gun->bCastDynamicShadow = false;
FP_Gun->CastShadow = false;
// FP_Gun->SetupAttachment(Mesh1P, TEXT("GripPoint"));
FP_Gun->SetupAttachment(RootComponent);
FP_MuzzleLocation = CreateDefaultSubobject<USceneComponent>(TEXT("MuzzleLocation"));
FP_MuzzleLocation->SetupAttachment(FP_Gun);
FP_MuzzleLocation->SetRelativeLocation(FVector(0.2f, 48.4f, -10.6f));
// Default offset from the character location for projectiles to spawn
GunOffset = FVector(100.0f, 0.0f, 10.0f);
// Note: The ProjectileClass and the skeletal mesh/anim blueprints for Mesh1P, FP_Gun, and VR_Gun
// are set in the derived blueprint asset named MyCharacter to avoid direct content references in C++.
// Create VR Controllers.
R_MotionController = CreateDefaultSubobject<UMotionControllerComponent>(TEXT("R_MotionController"));
R_MotionController->MotionSource = FXRMotionControllerBase::RightHandSourceId;
R_MotionController->SetupAttachment(RootComponent);
L_MotionController = CreateDefaultSubobject<UMotionControllerComponent>(TEXT("L_MotionController"));
L_MotionController->SetupAttachment(RootComponent);
// Create a gun and attach it to the right-hand VR controller.
// Create a gun mesh component
VR_Gun = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("VR_Gun"));
VR_Gun->SetOnlyOwnerSee(true); // only the owning player will see this mesh
VR_Gun->bCastDynamicShadow = false;
VR_Gun->CastShadow = false;
VR_Gun->SetupAttachment(R_MotionController);
VR_Gun->SetRelativeRotation(FRotator(0.0f, -90.0f, 0.0f));
VR_MuzzleLocation = CreateDefaultSubobject<USceneComponent>(TEXT("VR_MuzzleLocation"));
VR_MuzzleLocation->SetupAttachment(VR_Gun);
VR_MuzzleLocation->SetRelativeLocation(FVector(0.000004, 53.999992, 10.000000));
VR_MuzzleLocation->SetRelativeRotation(FRotator(0.0f, 90.0f, 0.0f)); // Counteract the rotation of the VR gun model.
// Uncomment the following line to turn motion controllers on by default:
//bUsingMotionControllers = true;
}
void ASevenStarsCharacter::BeginPlay()
{
// Call the base class
Super::BeginPlay();
//Attach gun mesh component to Skeleton, doing it here because the skeleton is not yet created in the constructor
FP_Gun->AttachToComponent(Mesh1P, FAttachmentTransformRules(EAttachmentRule::SnapToTarget, true), TEXT("GripPoint"));
// Show or hide the two versions of the gun based on whether or not we're using motion controllers.
if (bUsingMotionControllers)
{
VR_Gun->SetHiddenInGame(false, true);
Mesh1P->SetHiddenInGame(true, true);
}
else
{
VR_Gun->SetHiddenInGame(true, true);
Mesh1P->SetHiddenInGame(false, true);
}
}
//////////////////////////////////////////////////////////////////////////
// Input
void ASevenStarsCharacter::SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent)
{
// set up gameplay key bindings
check(PlayerInputComponent);
// Bind jump events
PlayerInputComponent->BindAction("Jump", IE_Pressed, this, &ACharacter::Jump);
PlayerInputComponent->BindAction("Jump", IE_Released, this, &ACharacter::StopJumping);
// Bind fire event
PlayerInputComponent->BindAction("Fire", IE_Pressed, this, &ASevenStarsCharacter::OnFire);
// Enable touchscreen input
EnableTouchscreenMovement(PlayerInputComponent);
PlayerInputComponent->BindAction("ResetVR", IE_Pressed, this, &ASevenStarsCharacter::OnResetVR);
// Bind movement events
PlayerInputComponent->BindAxis("MoveForward", this, &ASevenStarsCharacter::MoveForward);
PlayerInputComponent->BindAxis("MoveRight", this, &ASevenStarsCharacter::MoveRight);
@ -138,122 +50,6 @@ void ASevenStarsCharacter::SetupPlayerInputComponent(class UInputComponent* Play
PlayerInputComponent->BindAxis("LookUpRate", this, &ASevenStarsCharacter::LookUpAtRate);
}
void ASevenStarsCharacter::OnFire()
{
// try and fire a projectile
if (ProjectileClass != NULL)
{
UWorld* const World = GetWorld();
if (World != NULL)
{
if (bUsingMotionControllers)
{
const FRotator SpawnRotation = VR_MuzzleLocation->GetComponentRotation();
const FVector SpawnLocation = VR_MuzzleLocation->GetComponentLocation();
World->SpawnActor<ASevenStarsProjectile>(ProjectileClass, SpawnLocation, SpawnRotation);
}
else
{
const FRotator SpawnRotation = GetControlRotation();
// MuzzleOffset is in camera space, so transform it to world space before offsetting from the character location to find the final muzzle position
const FVector SpawnLocation = ((FP_MuzzleLocation != nullptr) ? FP_MuzzleLocation->GetComponentLocation() : GetActorLocation()) + SpawnRotation.RotateVector(GunOffset);
//Set Spawn Collision Handling Override
FActorSpawnParameters ActorSpawnParams;
ActorSpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButDontSpawnIfColliding;
// spawn the projectile at the muzzle
World->SpawnActor<ASevenStarsProjectile>(ProjectileClass, SpawnLocation, SpawnRotation, ActorSpawnParams);
}
}
}
// try and play the sound if specified
if (FireSound != NULL)
{
UGameplayStatics::PlaySoundAtLocation(this, FireSound, GetActorLocation());
}
// try and play a firing animation if specified
if (FireAnimation != NULL)
{
// Get the animation object for the arms mesh
UAnimInstance* AnimInstance = Mesh1P->GetAnimInstance();
if (AnimInstance != NULL)
{
AnimInstance->Montage_Play(FireAnimation, 1.f);
}
}
}
void ASevenStarsCharacter::OnResetVR()
{
UHeadMountedDisplayFunctionLibrary::ResetOrientationAndPosition();
}
void ASevenStarsCharacter::BeginTouch(const ETouchIndex::Type FingerIndex, const FVector Location)
{
if (TouchItem.bIsPressed == true)
{
return;
}
if ((FingerIndex == TouchItem.FingerIndex) && (TouchItem.bMoved == false))
{
OnFire();
}
TouchItem.bIsPressed = true;
TouchItem.FingerIndex = FingerIndex;
TouchItem.Location = Location;
TouchItem.bMoved = false;
}
void ASevenStarsCharacter::EndTouch(const ETouchIndex::Type FingerIndex, const FVector Location)
{
if (TouchItem.bIsPressed == false)
{
return;
}
TouchItem.bIsPressed = false;
}
//Commenting this section out to be consistent with FPS BP template.
//This allows the user to turn without using the right virtual joystick
//void ASevenStarsCharacter::TouchUpdate(const ETouchIndex::Type FingerIndex, const FVector Location)
//{
// if ((TouchItem.bIsPressed == true) && (TouchItem.FingerIndex == FingerIndex))
// {
// if (TouchItem.bIsPressed)
// {
// if (GetWorld() != nullptr)
// {
// UGameViewportClient* ViewportClient = GetWorld()->GetGameViewport();
// if (ViewportClient != nullptr)
// {
// FVector MoveDelta = Location - TouchItem.Location;
// FVector2D ScreenSize;
// ViewportClient->GetViewportSize(ScreenSize);
// FVector2D ScaledDelta = FVector2D(MoveDelta.X, MoveDelta.Y) / ScreenSize;
// if (FMath::Abs(ScaledDelta.X) >= 4.0 / ScreenSize.X)
// {
// TouchItem.bMoved = true;
// float Value = ScaledDelta.X * BaseTurnRate;
// AddControllerYawInput(Value);
// }
// if (FMath::Abs(ScaledDelta.Y) >= 4.0 / ScreenSize.Y)
// {
// TouchItem.bMoved = true;
// float Value = ScaledDelta.Y * BaseTurnRate;
// AddControllerPitchInput(Value);
// }
// TouchItem.Location = Location;
// }
// TouchItem.Location = Location;
// }
// }
// }
//}
void ASevenStarsCharacter::MoveForward(float Value)
{
if (Value != 0.0f)
@ -283,18 +79,3 @@ void ASevenStarsCharacter::LookUpAtRate(float Rate)
// calculate delta for this frame from the rate information
AddControllerPitchInput(Rate * BaseLookUpRate * GetWorld()->GetDeltaSeconds());
}
bool ASevenStarsCharacter::EnableTouchscreenMovement(class UInputComponent* PlayerInputComponent)
{
if (FPlatformMisc::SupportsTouchInput() || GetDefault<UInputSettings>()->bUseMouseForTouch)
{
PlayerInputComponent->BindTouch(EInputEvent::IE_Pressed, this, &ASevenStarsCharacter::BeginTouch);
PlayerInputComponent->BindTouch(EInputEvent::IE_Released, this, &ASevenStarsCharacter::EndTouch);
//Commenting this out to be more consistent with FPS BP template.
//PlayerInputComponent->BindTouch(EInputEvent::IE_Repeat, this, &ASevenStarsCharacter::TouchUpdate);
return true;
}
return false;
}

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@ -17,34 +17,10 @@ class ASevenStarsCharacter : public ACharacter
UPROPERTY(VisibleDefaultsOnly, Category=Mesh)
class USkeletalMeshComponent* Mesh1P;
/** Gun mesh: 1st person view (seen only by self) */
UPROPERTY(VisibleDefaultsOnly, Category = Mesh)
class USkeletalMeshComponent* FP_Gun;
/** Location on gun mesh where projectiles should spawn. */
UPROPERTY(VisibleDefaultsOnly, Category = Mesh)
class USceneComponent* FP_MuzzleLocation;
/** Gun mesh: VR view (attached to the VR controller directly, no arm, just the actual gun) */
UPROPERTY(VisibleDefaultsOnly, Category = Mesh)
class USkeletalMeshComponent* VR_Gun;
/** Location on VR gun mesh where projectiles should spawn. */
UPROPERTY(VisibleDefaultsOnly, Category = Mesh)
class USceneComponent* VR_MuzzleLocation;
/** First person camera */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
class UCameraComponent* FirstPersonCameraComponent;
/** Motion controller (right hand) */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (AllowPrivateAccess = "true"))
class UMotionControllerComponent* R_MotionController;
/** Motion controller (left hand) */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (AllowPrivateAccess = "true"))
class UMotionControllerComponent* L_MotionController;
public:
ASevenStarsCharacter();
@ -64,10 +40,6 @@ public:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Gameplay)
FVector GunOffset;
/** Projectile class to spawn */
UPROPERTY(EditDefaultsOnly, Category=Projectile)
TSubclassOf<class ASevenStarsProjectile> ProjectileClass;
/** Sound to play each time we fire */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Gameplay)
class USoundBase* FireSound;
@ -82,12 +54,6 @@ public:
protected:
/** Fires a projectile. */
void OnFire();
/** Resets HMD orientation and position in VR. */
void OnResetVR();
/** Handles moving forward/backward */
void MoveForward(float Val);
@ -106,32 +72,11 @@ protected:
*/
void LookUpAtRate(float Rate);
struct TouchData
{
TouchData() { bIsPressed = false;Location=FVector::ZeroVector;}
bool bIsPressed;
ETouchIndex::Type FingerIndex;
FVector Location;
bool bMoved;
};
void BeginTouch(const ETouchIndex::Type FingerIndex, const FVector Location);
void EndTouch(const ETouchIndex::Type FingerIndex, const FVector Location);
void TouchUpdate(const ETouchIndex::Type FingerIndex, const FVector Location);
TouchData TouchItem;
protected:
// APawn interface
virtual void SetupPlayerInputComponent(UInputComponent* InputComponent) override;
// End of APawn interface
/*
* Configures input for touchscreen devices if there is a valid touch interface for doing so
*
* @param InputComponent The input component pointer to bind controls to
* @returns true if touch controls were enabled.
*/
bool EnableTouchscreenMovement(UInputComponent* InputComponent);
public:
/** Returns Mesh1P subobject **/
FORCEINLINE class USkeletalMeshComponent* GetMesh1P() const { return Mesh1P; }

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@ -9,27 +9,10 @@
ASevenStarsHUD::ASevenStarsHUD()
{
// Set the crosshair texture
static ConstructorHelpers::FObjectFinder<UTexture2D> CrosshairTexObj(TEXT("/Game/FirstPerson/Textures/FirstPersonCrosshair"));
CrosshairTex = CrosshairTexObj.Object;
}
void ASevenStarsHUD::DrawHUD()
{
Super::DrawHUD();
// Draw very simple crosshair
// find center of the Canvas
const FVector2D Center(Canvas->ClipX * 0.5f, Canvas->ClipY * 0.5f);
// offset by half the texture's dimensions so that the center of the texture aligns with the center of the Canvas
const FVector2D CrosshairDrawPosition( (Center.X),
(Center.Y + 20.0f));
// draw the crosshair
FCanvasTileItem TileItem( CrosshairDrawPosition, CrosshairTex->Resource, FLinearColor::White);
TileItem.BlendMode = SE_BLEND_Translucent;
Canvas->DrawItem( TileItem );
}

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@ -14,12 +14,6 @@ class ASevenStarsHUD : public AHUD
public:
ASevenStarsHUD();
/** Primary draw call for the HUD */
virtual void DrawHUD() override;
private:
/** Crosshair asset pointer */
class UTexture2D* CrosshairTex;
};

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@ -1,43 +0,0 @@
// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
#include "SevenStarsProjectile.h"
#include "GameFramework/ProjectileMovementComponent.h"
#include "Components/SphereComponent.h"
ASevenStarsProjectile::ASevenStarsProjectile()
{
// Use a sphere as a simple collision representation
CollisionComp = CreateDefaultSubobject<USphereComponent>(TEXT("SphereComp"));
CollisionComp->InitSphereRadius(5.0f);
CollisionComp->BodyInstance.SetCollisionProfileName("Projectile");
CollisionComp->OnComponentHit.AddDynamic(this, &ASevenStarsProjectile::OnHit); // set up a notification for when this component hits something blocking
// Players can't walk on it
CollisionComp->SetWalkableSlopeOverride(FWalkableSlopeOverride(WalkableSlope_Unwalkable, 0.f));
CollisionComp->CanCharacterStepUpOn = ECB_No;
// Set as root component
RootComponent = CollisionComp;
// Use a ProjectileMovementComponent to govern this projectile's movement
ProjectileMovement = CreateDefaultSubobject<UProjectileMovementComponent>(TEXT("ProjectileComp"));
ProjectileMovement->UpdatedComponent = CollisionComp;
ProjectileMovement->InitialSpeed = 3000.f;
ProjectileMovement->MaxSpeed = 3000.f;
ProjectileMovement->bRotationFollowsVelocity = true;
ProjectileMovement->bShouldBounce = true;
// Die after 3 seconds by default
InitialLifeSpan = 3.0f;
}
void ASevenStarsProjectile::OnHit(UPrimitiveComponent* HitComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit)
{
// Only add impulse and destroy projectile if we hit a physics
if ((OtherActor != NULL) && (OtherActor != this) && (OtherComp != NULL) && OtherComp->IsSimulatingPhysics())
{
OtherComp->AddImpulseAtLocation(GetVelocity() * 100.0f, GetActorLocation());
Destroy();
}
}

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@ -1,34 +0,0 @@
// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "SevenStarsProjectile.generated.h"
UCLASS(config=Game)
class ASevenStarsProjectile : public AActor
{
GENERATED_BODY()
/** Sphere collision component */
UPROPERTY(VisibleDefaultsOnly, Category=Projectile)
class USphereComponent* CollisionComp;
/** Projectile movement component */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Movement, meta = (AllowPrivateAccess = "true"))
class UProjectileMovementComponent* ProjectileMovement;
public:
ASevenStarsProjectile();
/** called when projectile hits something */
UFUNCTION()
void OnHit(UPrimitiveComponent* HitComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit);
/** Returns CollisionComp subobject **/
FORCEINLINE class USphereComponent* GetCollisionComp() const { return CollisionComp; }
/** Returns ProjectileMovement subobject **/
FORCEINLINE class UProjectileMovementComponent* GetProjectileMovement() const { return ProjectileMovement; }
};