File size: 5,430 Bytes
7fd553e | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 | // Copyright Epic Games, Inc. All Rights Reserved.
#include "LyraWeaponStateComponent.h"
#include "Abilities/GameplayAbilityTargetTypes.h"
#include "Equipment/LyraEquipmentManagerComponent.h"
#include "GameFramework/Pawn.h"
#include "GameplayEffectTypes.h"
#include "Kismet/GameplayStatics.h"
#include "NativeGameplayTags.h"
#include "Physics/PhysicalMaterialWithTags.h"
#include "Teams/LyraTeamSubsystem.h"
#include "Weapons/LyraRangedWeaponInstance.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraWeaponStateComponent)
UE_DEFINE_GAMEPLAY_TAG_STATIC(TAG_Gameplay_Zone, "Gameplay.Zone");
ULyraWeaponStateComponent::ULyraWeaponStateComponent(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
SetIsReplicatedByDefault(true);
PrimaryComponentTick.bStartWithTickEnabled = true;
PrimaryComponentTick.bCanEverTick = true;
}
void ULyraWeaponStateComponent::TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
if (APawn* Pawn = GetPawn<APawn>())
{
if (ULyraEquipmentManagerComponent* EquipmentManager = Pawn->FindComponentByClass<ULyraEquipmentManagerComponent>())
{
if (ULyraRangedWeaponInstance* CurrentWeapon = Cast<ULyraRangedWeaponInstance>(EquipmentManager->GetFirstInstanceOfType(ULyraRangedWeaponInstance::StaticClass())))
{
CurrentWeapon->Tick(DeltaTime);
}
}
}
}
bool ULyraWeaponStateComponent::ShouldShowHitAsSuccess(const FHitResult& Hit) const
{
AActor* HitActor = Hit.GetActor();
//@TODO: Don't treat a hit that dealt no damage (due to invulnerability or similar) as a success
UWorld* World = GetWorld();
if (ULyraTeamSubsystem* TeamSubsystem = UWorld::GetSubsystem<ULyraTeamSubsystem>(GetWorld()))
{
return TeamSubsystem->CanCauseDamage(GetController<APlayerController>(), Hit.GetActor());
}
return false;
}
bool ULyraWeaponStateComponent::ShouldUpdateDamageInstigatedTime(const FGameplayEffectContextHandle& EffectContext) const
{
//@TODO: Implement me, for the purposes of this component we really only care about damage caused by a weapon
// or projectile fired from a weapon, and should filter to that
// (or perhaps see if the causer is also the source of our active reticle config)
return EffectContext.GetEffectCauser() != nullptr;
}
void ULyraWeaponStateComponent::ClientConfirmTargetData_Implementation(uint16 UniqueId, bool bSuccess, const TArray<uint8>& HitReplaces)
{
for (int i = 0; i < UnconfirmedServerSideHitMarkers.Num(); i++)
{
FLyraServerSideHitMarkerBatch& Batch = UnconfirmedServerSideHitMarkers[i];
if (Batch.UniqueId == UniqueId)
{
if (bSuccess && (HitReplaces.Num() != Batch.Markers.Num()))
{
UWorld* World = GetWorld();
bool bFoundShowAsSuccessHit = false;
int32 HitLocationIndex = 0;
for (const FLyraScreenSpaceHitLocation& Entry : Batch.Markers)
{
if (!HitReplaces.Contains(HitLocationIndex) && Entry.bShowAsSuccess)
{
// Only need to do this once
if (!bFoundShowAsSuccessHit)
{
ActuallyUpdateDamageInstigatedTime();
}
bFoundShowAsSuccessHit = true;
LastWeaponDamageScreenLocations.Add(Entry);
}
++HitLocationIndex;
}
}
UnconfirmedServerSideHitMarkers.RemoveAt(i);
break;
}
}
}
void ULyraWeaponStateComponent::AddUnconfirmedServerSideHitMarkers(const FGameplayAbilityTargetDataHandle& InTargetData, const TArray<FHitResult>& FoundHits)
{
FLyraServerSideHitMarkerBatch& NewUnconfirmedHitMarker = UnconfirmedServerSideHitMarkers.Emplace_GetRef(InTargetData.UniqueId);
if (APlayerController* OwnerPC = GetController<APlayerController>())
{
for (const FHitResult& Hit : FoundHits)
{
FVector2D HitScreenLocation;
if (UGameplayStatics::ProjectWorldToScreen(OwnerPC, Hit.Location, /*out*/ HitScreenLocation, /*bPlayerViewportRelative=*/ false))
{
FLyraScreenSpaceHitLocation& Entry = NewUnconfirmedHitMarker.Markers.AddDefaulted_GetRef();
Entry.Location = HitScreenLocation;
Entry.bShowAsSuccess = ShouldShowHitAsSuccess(Hit);
// Determine the hit zone
FGameplayTag HitZone;
if (const UPhysicalMaterialWithTags* PhysMatWithTags = Cast<const UPhysicalMaterialWithTags>(Hit.PhysMaterial.Get()))
{
for (const FGameplayTag MaterialTag : PhysMatWithTags->Tags)
{
if (MaterialTag.MatchesTag(TAG_Gameplay_Zone))
{
Entry.HitZone = MaterialTag;
break;
}
}
}
}
}
}
}
void ULyraWeaponStateComponent::UpdateDamageInstigatedTime(const FGameplayEffectContextHandle& EffectContext)
{
if (ShouldUpdateDamageInstigatedTime(EffectContext))
{
ActuallyUpdateDamageInstigatedTime();
}
}
void ULyraWeaponStateComponent::ActuallyUpdateDamageInstigatedTime()
{
// If our LastWeaponDamageInstigatedTime was not very recent, clear our LastWeaponDamageScreenLocations array
UWorld* World = GetWorld();
if (World->GetTimeSeconds() - LastWeaponDamageInstigatedTime > 0.1)
{
LastWeaponDamageScreenLocations.Reset();
}
LastWeaponDamageInstigatedTime = World->GetTimeSeconds();
}
double ULyraWeaponStateComponent::GetTimeSinceLastHitNotification() const
{
UWorld* World = GetWorld();
return World->TimeSince(LastWeaponDamageInstigatedTime);
}
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