|
|
|
|
| #include "LyraGameplayAbility_RangedWeapon.h"
|
| #include "Weapons/LyraRangedWeaponInstance.h"
|
| #include "Physics/LyraCollisionChannels.h"
|
| #include "LyraLogChannels.h"
|
| #include "AIController.h"
|
| #include "NativeGameplayTags.h"
|
| #include "Weapons/LyraWeaponStateComponent.h"
|
| #include "AbilitySystemComponent.h"
|
| #include "AbilitySystem/LyraGameplayAbilityTargetData_SingleTargetHit.h"
|
| #include "DrawDebugHelpers.h"
|
|
|
| #include UE_INLINE_GENERATED_CPP_BY_NAME(LyraGameplayAbility_RangedWeapon)
|
|
|
| namespace LyraConsoleVariables
|
| {
|
| static float DrawBulletTracesDuration = 0.0f;
|
| static FAutoConsoleVariableRef CVarDrawBulletTraceDuraton(
|
| TEXT("lyra.Weapon.DrawBulletTraceDuration"),
|
| DrawBulletTracesDuration,
|
| TEXT("Should we do debug drawing for bullet traces (if above zero, sets how long (in seconds))"),
|
| ECVF_Default);
|
|
|
| static float DrawBulletHitDuration = 0.0f;
|
| static FAutoConsoleVariableRef CVarDrawBulletHits(
|
| TEXT("lyra.Weapon.DrawBulletHitDuration"),
|
| DrawBulletHitDuration,
|
| TEXT("Should we do debug drawing for bullet impacts (if above zero, sets how long (in seconds))"),
|
| ECVF_Default);
|
|
|
| static float DrawBulletHitRadius = 3.0f;
|
| static FAutoConsoleVariableRef CVarDrawBulletHitRadius(
|
| TEXT("lyra.Weapon.DrawBulletHitRadius"),
|
| DrawBulletHitRadius,
|
| TEXT("When bullet hit debug drawing is enabled (see DrawBulletHitDuration), how big should the hit radius be? (in uu)"),
|
| ECVF_Default);
|
| }
|
|
|
|
|
| UE_DEFINE_GAMEPLAY_TAG_STATIC(TAG_WeaponFireBlocked, "Ability.Weapon.NoFiring");
|
|
|
|
|
|
|
| FVector VRandConeNormalDistribution(const FVector& Dir, const float ConeHalfAngleRad, const float Exponent)
|
| {
|
| if (ConeHalfAngleRad > 0.f)
|
| {
|
| const float ConeHalfAngleDegrees = FMath::RadiansToDegrees(ConeHalfAngleRad);
|
|
|
|
|
|
|
| const float FromCenter = FMath::Pow(FMath::FRand(), Exponent);
|
| const float AngleFromCenter = FromCenter * ConeHalfAngleDegrees;
|
| const float AngleAround = FMath::FRand() * 360.0f;
|
|
|
| FRotator Rot = Dir.Rotation();
|
| FQuat DirQuat(Rot);
|
| FQuat FromCenterQuat(FRotator(0.0f, AngleFromCenter, 0.0f));
|
| FQuat AroundQuat(FRotator(0.0f, 0.0, AngleAround));
|
| FQuat FinalDirectionQuat = DirQuat * AroundQuat * FromCenterQuat;
|
| FinalDirectionQuat.Normalize();
|
|
|
| return FinalDirectionQuat.RotateVector(FVector::ForwardVector);
|
| }
|
| else
|
| {
|
| return Dir.GetSafeNormal();
|
| }
|
| }
|
|
|
|
|
| ULyraGameplayAbility_RangedWeapon::ULyraGameplayAbility_RangedWeapon(const FObjectInitializer& ObjectInitializer)
|
| : Super(ObjectInitializer)
|
| {
|
| SourceBlockedTags.AddTag(TAG_WeaponFireBlocked);
|
| }
|
|
|
| ULyraRangedWeaponInstance* ULyraGameplayAbility_RangedWeapon::GetWeaponInstance() const
|
| {
|
| return Cast<ULyraRangedWeaponInstance>(GetAssociatedEquipment());
|
| }
|
|
|
| bool ULyraGameplayAbility_RangedWeapon::CanActivateAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayTagContainer* SourceTags, const FGameplayTagContainer* TargetTags, FGameplayTagContainer* OptionalRelevantTags) const
|
| {
|
| bool bResult = Super::CanActivateAbility(Handle, ActorInfo, SourceTags, TargetTags, OptionalRelevantTags);
|
|
|
| if (bResult)
|
| {
|
| if (GetWeaponInstance() == nullptr)
|
| {
|
| UE_LOG(LogLyraAbilitySystem, Error, TEXT("Weapon ability %s cannot be activated because there is no associated ranged weapon (equipment instance=%s but needs to be derived from %s)"),
|
| *GetPathName(),
|
| *GetPathNameSafe(GetAssociatedEquipment()),
|
| *ULyraRangedWeaponInstance::StaticClass()->GetName());
|
| bResult = false;
|
| }
|
| }
|
|
|
| return bResult;
|
| }
|
|
|
| int32 ULyraGameplayAbility_RangedWeapon::FindFirstPawnHitResult(const TArray<FHitResult>& HitResults)
|
| {
|
| for (int32 Idx = 0; Idx < HitResults.Num(); ++Idx)
|
| {
|
| const FHitResult& CurHitResult = HitResults[Idx];
|
| if (CurHitResult.HitObjectHandle.DoesRepresentClass(APawn::StaticClass()))
|
| {
|
|
|
| return Idx;
|
| }
|
| else
|
| {
|
| AActor* HitActor = CurHitResult.HitObjectHandle.FetchActor();
|
| if ((HitActor != nullptr) && (HitActor->GetAttachParentActor() != nullptr) && (Cast<APawn>(HitActor->GetAttachParentActor()) != nullptr))
|
| {
|
|
|
| return Idx;
|
| }
|
| }
|
| }
|
|
|
| return INDEX_NONE;
|
| }
|
|
|
| void ULyraGameplayAbility_RangedWeapon::AddAdditionalTraceIgnoreActors(FCollisionQueryParams& TraceParams) const
|
| {
|
| if (AActor* Avatar = GetAvatarActorFromActorInfo())
|
| {
|
|
|
| TArray<AActor*> AttachedActors;
|
| Avatar->GetAttachedActors( AttachedActors);
|
| TraceParams.AddIgnoredActors(AttachedActors);
|
| }
|
| }
|
|
|
| ECollisionChannel ULyraGameplayAbility_RangedWeapon::DetermineTraceChannel(FCollisionQueryParams& TraceParams, bool bIsSimulated) const
|
| {
|
| return Lyra_TraceChannel_Weapon;
|
| }
|
|
|
| FHitResult ULyraGameplayAbility_RangedWeapon::WeaponTrace(const FVector& StartTrace, const FVector& EndTrace, float SweepRadius, bool bIsSimulated, OUT TArray<FHitResult>& OutHitResults) const
|
| {
|
| TArray<FHitResult> HitResults;
|
|
|
| FCollisionQueryParams TraceParams(SCENE_QUERY_STAT(WeaponTrace), true, GetAvatarActorFromActorInfo());
|
| TraceParams.bReturnPhysicalMaterial = true;
|
| AddAdditionalTraceIgnoreActors(TraceParams);
|
|
|
|
|
| const ECollisionChannel TraceChannel = DetermineTraceChannel(TraceParams, bIsSimulated);
|
|
|
| if (SweepRadius > 0.0f)
|
| {
|
| GetWorld()->SweepMultiByChannel(HitResults, StartTrace, EndTrace, FQuat::Identity, TraceChannel, FCollisionShape::MakeSphere(SweepRadius), TraceParams);
|
| }
|
| else
|
| {
|
| GetWorld()->LineTraceMultiByChannel(HitResults, StartTrace, EndTrace, TraceChannel, TraceParams);
|
| }
|
|
|
| FHitResult Hit(ForceInit);
|
| if (HitResults.Num() > 0)
|
| {
|
|
|
|
|
|
|
| for (FHitResult& CurHitResult : HitResults)
|
| {
|
| auto Pred = [&CurHitResult](const FHitResult& Other)
|
| {
|
| return Other.HitObjectHandle == CurHitResult.HitObjectHandle;
|
| };
|
|
|
| if (!OutHitResults.ContainsByPredicate(Pred))
|
| {
|
| OutHitResults.Add(CurHitResult);
|
| }
|
| }
|
|
|
| Hit = OutHitResults.Last();
|
| }
|
| else
|
| {
|
| Hit.TraceStart = StartTrace;
|
| Hit.TraceEnd = EndTrace;
|
| }
|
|
|
| return Hit;
|
| }
|
|
|
| FVector ULyraGameplayAbility_RangedWeapon::GetWeaponTargetingSourceLocation() const
|
| {
|
|
|
| APawn* const AvatarPawn = Cast<APawn>(GetAvatarActorFromActorInfo());
|
| check(AvatarPawn);
|
|
|
| const FVector SourceLoc = AvatarPawn->GetActorLocation();
|
| const FQuat SourceRot = AvatarPawn->GetActorQuat();
|
|
|
| FVector TargetingSourceLocation = SourceLoc;
|
|
|
|
|
|
|
| return TargetingSourceLocation;
|
| }
|
|
|
| FTransform ULyraGameplayAbility_RangedWeapon::GetTargetingTransform(APawn* SourcePawn, ELyraAbilityTargetingSource Source) const
|
| {
|
| check(SourcePawn);
|
| AController* SourcePawnController = SourcePawn->GetController();
|
| ULyraWeaponStateComponent* WeaponStateComponent = (SourcePawnController != nullptr) ? SourcePawnController->FindComponentByClass<ULyraWeaponStateComponent>() : nullptr;
|
|
|
|
|
| check(Source != ELyraAbilityTargetingSource::Custom);
|
|
|
| const FVector ActorLoc = SourcePawn->GetActorLocation();
|
| FQuat AimQuat = SourcePawn->GetActorQuat();
|
| AController* Controller = SourcePawn->GetController();
|
| FVector SourceLoc;
|
|
|
| double FocalDistance = 1024.0f;
|
| FVector FocalLoc;
|
|
|
| FVector CamLoc;
|
| FRotator CamRot;
|
| bool bFoundFocus = false;
|
|
|
|
|
| if ((Controller != nullptr) && ((Source == ELyraAbilityTargetingSource::CameraTowardsFocus) || (Source == ELyraAbilityTargetingSource::PawnTowardsFocus) || (Source == ELyraAbilityTargetingSource::WeaponTowardsFocus)))
|
| {
|
|
|
| bFoundFocus = true;
|
|
|
| APlayerController* PC = Cast<APlayerController>(Controller);
|
| if (PC != nullptr)
|
| {
|
| PC->GetPlayerViewPoint( CamLoc, CamRot);
|
| }
|
| else
|
| {
|
| SourceLoc = GetWeaponTargetingSourceLocation();
|
| CamLoc = SourceLoc;
|
| CamRot = Controller->GetControlRotation();
|
| }
|
|
|
|
|
| FVector AimDir = CamRot.Vector().GetSafeNormal();
|
| FocalLoc = CamLoc + (AimDir * FocalDistance);
|
|
|
|
|
| if (PC)
|
| {
|
| const FVector WeaponLoc = GetWeaponTargetingSourceLocation();
|
| CamLoc = FocalLoc + (((WeaponLoc - FocalLoc) | AimDir) * AimDir);
|
| FocalLoc = CamLoc + (AimDir * FocalDistance);
|
| }
|
|
|
| else if (AAIController* AIController = Cast<AAIController>(Controller))
|
| {
|
| CamLoc = SourcePawn->GetActorLocation() + FVector(0, 0, SourcePawn->BaseEyeHeight);
|
| }
|
|
|
| if (Source == ELyraAbilityTargetingSource::CameraTowardsFocus)
|
| {
|
|
|
| return FTransform(CamRot, CamLoc);
|
| }
|
| }
|
|
|
| if ((Source == ELyraAbilityTargetingSource::WeaponForward) || (Source == ELyraAbilityTargetingSource::WeaponTowardsFocus))
|
| {
|
| SourceLoc = GetWeaponTargetingSourceLocation();
|
| }
|
| else
|
| {
|
|
|
| SourceLoc = ActorLoc;
|
| }
|
|
|
| if (bFoundFocus && ((Source == ELyraAbilityTargetingSource::PawnTowardsFocus) || (Source == ELyraAbilityTargetingSource::WeaponTowardsFocus)))
|
| {
|
|
|
| return FTransform((FocalLoc - SourceLoc).Rotation(), SourceLoc);
|
| }
|
|
|
|
|
| return FTransform(AimQuat, SourceLoc);
|
| }
|
|
|
| FHitResult ULyraGameplayAbility_RangedWeapon::DoSingleBulletTrace(const FVector& StartTrace, const FVector& EndTrace, float SweepRadius, bool bIsSimulated, OUT TArray<FHitResult>& OutHits) const
|
| {
|
| #if ENABLE_DRAW_DEBUG
|
| if (LyraConsoleVariables::DrawBulletTracesDuration > 0.0f)
|
| {
|
| static float DebugThickness = 1.0f;
|
| DrawDebugLine(GetWorld(), StartTrace, EndTrace, FColor::Red, false, LyraConsoleVariables::DrawBulletTracesDuration, 0, DebugThickness);
|
| }
|
| #endif
|
|
|
| FHitResult Impact;
|
|
|
|
|
|
|
| if (FindFirstPawnHitResult(OutHits) == INDEX_NONE)
|
| {
|
| Impact = WeaponTrace(StartTrace, EndTrace, 0.0f, bIsSimulated, OutHits);
|
| }
|
|
|
| if (FindFirstPawnHitResult(OutHits) == INDEX_NONE)
|
| {
|
|
|
| if (SweepRadius > 0.0f)
|
| {
|
| TArray<FHitResult> SweepHits;
|
| Impact = WeaponTrace(StartTrace, EndTrace, SweepRadius, bIsSimulated, SweepHits);
|
|
|
|
|
| const int32 FirstPawnIdx = FindFirstPawnHitResult(SweepHits);
|
| if (SweepHits.IsValidIndex(FirstPawnIdx))
|
| {
|
|
|
|
|
| bool bUseSweepHits = true;
|
| for (int32 Idx = 0; Idx < FirstPawnIdx; ++Idx)
|
| {
|
| const FHitResult& CurHitResult = SweepHits[Idx];
|
|
|
| auto Pred = [&CurHitResult](const FHitResult& Other)
|
| {
|
| return Other.HitObjectHandle == CurHitResult.HitObjectHandle;
|
| };
|
| if (CurHitResult.bBlockingHit && OutHits.ContainsByPredicate(Pred))
|
| {
|
| bUseSweepHits = false;
|
| break;
|
| }
|
| }
|
|
|
| if (bUseSweepHits)
|
| {
|
| OutHits = SweepHits;
|
| }
|
| }
|
| }
|
| }
|
|
|
| return Impact;
|
| }
|
|
|
| void ULyraGameplayAbility_RangedWeapon::PerformLocalTargeting(OUT TArray<FHitResult>& OutHits)
|
| {
|
| APawn* const AvatarPawn = Cast<APawn>(GetAvatarActorFromActorInfo());
|
|
|
| ULyraRangedWeaponInstance* WeaponData = GetWeaponInstance();
|
| if (AvatarPawn && AvatarPawn->IsLocallyControlled() && WeaponData)
|
| {
|
| FRangedWeaponFiringInput InputData;
|
| InputData.WeaponData = WeaponData;
|
| InputData.bCanPlayBulletFX = (AvatarPawn->GetNetMode() != NM_DedicatedServer);
|
|
|
|
|
| const FTransform TargetTransform = GetTargetingTransform(AvatarPawn, ELyraAbilityTargetingSource::CameraTowardsFocus);
|
| InputData.AimDir = TargetTransform.GetUnitAxis(EAxis::X);
|
| InputData.StartTrace = TargetTransform.GetTranslation();
|
|
|
| InputData.EndAim = InputData.StartTrace + InputData.AimDir * WeaponData->GetMaxDamageRange();
|
|
|
| #if ENABLE_DRAW_DEBUG
|
| if (LyraConsoleVariables::DrawBulletTracesDuration > 0.0f)
|
| {
|
| static float DebugThickness = 2.0f;
|
| DrawDebugLine(GetWorld(), InputData.StartTrace, InputData.StartTrace + (InputData.AimDir * 100.0f), FColor::Yellow, false, LyraConsoleVariables::DrawBulletTracesDuration, 0, DebugThickness);
|
| }
|
| #endif
|
|
|
| TraceBulletsInCartridge(InputData, OutHits);
|
| }
|
| }
|
|
|
| void ULyraGameplayAbility_RangedWeapon::TraceBulletsInCartridge(const FRangedWeaponFiringInput& InputData, OUT TArray<FHitResult>& OutHits)
|
| {
|
| ULyraRangedWeaponInstance* WeaponData = InputData.WeaponData;
|
| check(WeaponData);
|
|
|
| const int32 BulletsPerCartridge = WeaponData->GetBulletsPerCartridge();
|
|
|
| for (int32 BulletIndex = 0; BulletIndex < BulletsPerCartridge; ++BulletIndex)
|
| {
|
| const float BaseSpreadAngle = WeaponData->GetCalculatedSpreadAngle();
|
| const float SpreadAngleMultiplier = WeaponData->GetCalculatedSpreadAngleMultiplier();
|
| const float ActualSpreadAngle = BaseSpreadAngle * SpreadAngleMultiplier;
|
|
|
| const float HalfSpreadAngleInRadians = FMath::DegreesToRadians(ActualSpreadAngle * 0.5f);
|
|
|
| const FVector BulletDir = VRandConeNormalDistribution(InputData.AimDir, HalfSpreadAngleInRadians, WeaponData->GetSpreadExponent());
|
|
|
| const FVector EndTrace = InputData.StartTrace + (BulletDir * WeaponData->GetMaxDamageRange());
|
| FVector HitLocation = EndTrace;
|
|
|
| TArray<FHitResult> AllImpacts;
|
|
|
| FHitResult Impact = DoSingleBulletTrace(InputData.StartTrace, EndTrace, WeaponData->GetBulletTraceSweepRadius(), false, AllImpacts);
|
|
|
| const AActor* HitActor = Impact.GetActor();
|
|
|
| if (HitActor)
|
| {
|
| #if ENABLE_DRAW_DEBUG
|
| if (LyraConsoleVariables::DrawBulletHitDuration > 0.0f)
|
| {
|
| DrawDebugPoint(GetWorld(), Impact.ImpactPoint, LyraConsoleVariables::DrawBulletHitRadius, FColor::Red, false, LyraConsoleVariables::DrawBulletHitRadius);
|
| }
|
| #endif
|
|
|
| if (AllImpacts.Num() > 0)
|
| {
|
| OutHits.Append(AllImpacts);
|
| }
|
|
|
| HitLocation = Impact.ImpactPoint;
|
| }
|
|
|
|
|
| if (OutHits.Num() == 0)
|
| {
|
| if (!Impact.bBlockingHit)
|
| {
|
|
|
| Impact.Location = EndTrace;
|
| Impact.ImpactPoint = EndTrace;
|
| }
|
|
|
| OutHits.Add(Impact);
|
| }
|
| }
|
| }
|
|
|
| void ULyraGameplayAbility_RangedWeapon::ActivateAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, const FGameplayEventData* TriggerEventData)
|
| {
|
|
|
| UAbilitySystemComponent* MyAbilityComponent = CurrentActorInfo->AbilitySystemComponent.Get();
|
| check(MyAbilityComponent);
|
|
|
| OnTargetDataReadyCallbackDelegateHandle = MyAbilityComponent->AbilityTargetDataSetDelegate(CurrentSpecHandle, CurrentActivationInfo.GetActivationPredictionKey()).AddUObject(this, &ThisClass::OnTargetDataReadyCallback);
|
|
|
|
|
| ULyraRangedWeaponInstance* WeaponData = GetWeaponInstance();
|
| check(WeaponData);
|
| WeaponData->UpdateFiringTime();
|
|
|
| Super::ActivateAbility(Handle, ActorInfo, ActivationInfo, TriggerEventData);
|
| }
|
|
|
| void ULyraGameplayAbility_RangedWeapon::EndAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, bool bReplicateEndAbility, bool bWasCancelled)
|
| {
|
| if (IsEndAbilityValid(Handle, ActorInfo))
|
| {
|
| if (ScopeLockCount > 0)
|
| {
|
| WaitingToExecute.Add(FPostLockDelegate::CreateUObject(this, &ThisClass::EndAbility, Handle, ActorInfo, ActivationInfo, bReplicateEndAbility, bWasCancelled));
|
| return;
|
| }
|
|
|
| UAbilitySystemComponent* MyAbilityComponent = CurrentActorInfo->AbilitySystemComponent.Get();
|
| check(MyAbilityComponent);
|
|
|
|
|
| MyAbilityComponent->AbilityTargetDataSetDelegate(CurrentSpecHandle, CurrentActivationInfo.GetActivationPredictionKey()).Remove(OnTargetDataReadyCallbackDelegateHandle);
|
| MyAbilityComponent->ConsumeClientReplicatedTargetData(CurrentSpecHandle, CurrentActivationInfo.GetActivationPredictionKey());
|
|
|
| Super::EndAbility(Handle, ActorInfo, ActivationInfo, bReplicateEndAbility, bWasCancelled);
|
| }
|
| }
|
|
|
| void ULyraGameplayAbility_RangedWeapon::OnTargetDataReadyCallback(const FGameplayAbilityTargetDataHandle& InData, FGameplayTag ApplicationTag)
|
| {
|
| UAbilitySystemComponent* MyAbilityComponent = CurrentActorInfo->AbilitySystemComponent.Get();
|
| check(MyAbilityComponent);
|
|
|
| if (const FGameplayAbilitySpec* AbilitySpec = MyAbilityComponent->FindAbilitySpecFromHandle(CurrentSpecHandle))
|
| {
|
| FScopedPredictionWindow ScopedPrediction(MyAbilityComponent);
|
|
|
|
|
| FGameplayAbilityTargetDataHandle LocalTargetDataHandle(MoveTemp(const_cast<FGameplayAbilityTargetDataHandle&>(InData)));
|
|
|
| const bool bShouldNotifyServer = CurrentActorInfo->IsLocallyControlled() && !CurrentActorInfo->IsNetAuthority();
|
| if (bShouldNotifyServer)
|
| {
|
| MyAbilityComponent->CallServerSetReplicatedTargetData(CurrentSpecHandle, CurrentActivationInfo.GetActivationPredictionKey(), LocalTargetDataHandle, ApplicationTag, MyAbilityComponent->ScopedPredictionKey);
|
| }
|
|
|
| const bool bIsTargetDataValid = true;
|
|
|
| bool bProjectileWeapon = false;
|
|
|
| #if WITH_SERVER_CODE
|
| if (!bProjectileWeapon)
|
| {
|
| if (AController* Controller = GetControllerFromActorInfo())
|
| {
|
| if (Controller->GetLocalRole() == ROLE_Authority)
|
| {
|
|
|
| if (ULyraWeaponStateComponent* WeaponStateComponent = Controller->FindComponentByClass<ULyraWeaponStateComponent>())
|
| {
|
| TArray<uint8> HitReplaces;
|
| for (uint8 i = 0; (i < LocalTargetDataHandle.Num()) && (i < 255); ++i)
|
| {
|
| if (FGameplayAbilityTargetData_SingleTargetHit* SingleTargetHit = static_cast<FGameplayAbilityTargetData_SingleTargetHit*>(LocalTargetDataHandle.Get(i)))
|
| {
|
| if (SingleTargetHit->bHitReplaced)
|
| {
|
| HitReplaces.Add(i);
|
| }
|
| }
|
| }
|
|
|
| WeaponStateComponent->ClientConfirmTargetData(LocalTargetDataHandle.UniqueId, bIsTargetDataValid, HitReplaces);
|
| }
|
|
|
| }
|
| }
|
| }
|
| #endif
|
|
|
|
|
|
|
| if (bIsTargetDataValid && CommitAbility(CurrentSpecHandle, CurrentActorInfo, CurrentActivationInfo))
|
| {
|
|
|
| ULyraRangedWeaponInstance* WeaponData = GetWeaponInstance();
|
| check(WeaponData);
|
| WeaponData->AddSpread();
|
|
|
|
|
| OnRangedWeaponTargetDataReady(LocalTargetDataHandle);
|
| }
|
| else
|
| {
|
| UE_LOG(LogLyraAbilitySystem, Warning, TEXT("Weapon ability %s failed to commit (bIsTargetDataValid=%d)"), *GetPathName(), bIsTargetDataValid ? 1 : 0);
|
| K2_EndAbility();
|
| }
|
| }
|
|
|
|
|
| MyAbilityComponent->ConsumeClientReplicatedTargetData(CurrentSpecHandle, CurrentActivationInfo.GetActivationPredictionKey());
|
| }
|
|
|
| void ULyraGameplayAbility_RangedWeapon::StartRangedWeaponTargeting()
|
| {
|
| check(CurrentActorInfo);
|
|
|
| AActor* AvatarActor = CurrentActorInfo->AvatarActor.Get();
|
| check(AvatarActor);
|
|
|
| UAbilitySystemComponent* MyAbilityComponent = CurrentActorInfo->AbilitySystemComponent.Get();
|
| check(MyAbilityComponent);
|
|
|
| AController* Controller = GetControllerFromActorInfo();
|
| check(Controller);
|
| ULyraWeaponStateComponent* WeaponStateComponent = Controller->FindComponentByClass<ULyraWeaponStateComponent>();
|
|
|
| FScopedPredictionWindow ScopedPrediction(MyAbilityComponent, CurrentActivationInfo.GetActivationPredictionKey());
|
|
|
| TArray<FHitResult> FoundHits;
|
| PerformLocalTargeting( FoundHits);
|
|
|
|
|
| FGameplayAbilityTargetDataHandle TargetData;
|
| TargetData.UniqueId = WeaponStateComponent ? WeaponStateComponent->GetUnconfirmedServerSideHitMarkerCount() : 0;
|
|
|
| if (FoundHits.Num() > 0)
|
| {
|
| const int32 CartridgeID = FMath::Rand();
|
|
|
| for (const FHitResult& FoundHit : FoundHits)
|
| {
|
| FLyraGameplayAbilityTargetData_SingleTargetHit* NewTargetData = new FLyraGameplayAbilityTargetData_SingleTargetHit();
|
| NewTargetData->HitResult = FoundHit;
|
| NewTargetData->CartridgeID = CartridgeID;
|
|
|
| TargetData.Add(NewTargetData);
|
| }
|
| }
|
|
|
|
|
| if (WeaponStateComponent != nullptr)
|
| {
|
| WeaponStateComponent->AddUnconfirmedServerSideHitMarkers(TargetData, FoundHits);
|
| }
|
|
|
|
|
| OnTargetDataReadyCallback(TargetData, FGameplayTag());
|
| }
|
|
|
|
|