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- LyraStarterGame/Plugins/GameFeatures/ShooterCore/Content/Accolades/AccoladeDataRegistry.uasset +0 -0
- LyraStarterGame/Plugins/GameFeatures/ShooterCore/Content/Accolades/B_AccoladeRelay.uasset +0 -0
- LyraStarterGame/Plugins/GameFeatures/ShooterCore/Content/Accolades/B_ElimChainProcessor.uasset +0 -0
- LyraStarterGame/Plugins/GameFeatures/ShooterCore/Content/Accolades/B_ElimStreakProcessor.uasset +0 -0
- LyraStarterGame/Plugins/GameFeatures/ShooterCore/Content/Accolades/B_EliminationFeedRelay.uasset +0 -0
- LyraStarterGame/Plugins/GameFeatures/ShooterCore/Content/Accolades/DT_BasicShooterAccolades.uasset +0 -0
- LyraStarterGame/Plugins/GameFeatures/ShooterCore/Content/Accolades/EAS_BasicShooterAcolades.uasset +0 -0
- LyraStarterGame/Plugins/GameFeatures/ShooterCore/Content/Blueprint/B_AbilitySpawner.uasset +0 -0
- LyraStarterGame/Plugins/GameFeatures/ShooterCore/Content/Blueprint/B_AimAssistTargetTest.uasset +0 -0
- LyraStarterGame/Plugins/GameFeatures/ShooterCore/Content/ShooterCore.uasset +0 -0
- LyraStarterGame/Plugins/GameFeatures/ShooterCore/Source/ShooterCoreRuntime/Private/Accolades/LyraAccoladeDefinition.cpp +6 -0
- LyraStarterGame/Plugins/GameFeatures/ShooterCore/Source/ShooterCoreRuntime/Private/Accolades/LyraAccoladeHostWidget.cpp +166 -0
- LyraStarterGame/Plugins/GameFeatures/ShooterCore/Source/ShooterCoreRuntime/Private/Input/AimAssistInputModifier.cpp +886 -0
- LyraStarterGame/Plugins/GameFeatures/ShooterCore/Source/ShooterCoreRuntime/Private/Input/AimAssistTargetComponent.cpp +20 -0
- LyraStarterGame/Plugins/GameFeatures/ShooterCore/Source/ShooterCoreRuntime/Private/Input/AimAssistTargetManagerComponent.cpp +489 -0
- LyraStarterGame/Plugins/GameFeatures/ShooterCore/Source/ShooterCoreRuntime/Private/LyraWorldCollectable.cpp +23 -0
- LyraStarterGame/Plugins/GameFeatures/ShooterCore/Source/ShooterCoreRuntime/Private/MessageProcessors/AssistProcessor.cpp +74 -0
- LyraStarterGame/Plugins/GameFeatures/ShooterCore/Source/ShooterCoreRuntime/Private/MessageProcessors/ElimChainProcessor.cpp +59 -0
- LyraStarterGame/Plugins/GameFeatures/ShooterCore/Source/ShooterCoreRuntime/Private/MessageProcessors/ElimStreakProcessor.cpp +53 -0
- LyraStarterGame/Plugins/GameFeatures/ShooterCore/Source/ShooterCoreRuntime/Private/ShooterCoreRuntimeModule.cpp +19 -0
- LyraStarterGame/Plugins/GameFeatures/ShooterCore/Source/ShooterCoreRuntime/Private/ShooterCoreRuntimeSettings.cpp +11 -0
- LyraStarterGame/Plugins/GameFeatures/ShooterCore/Source/ShooterCoreRuntime/Private/TDM_PlayerSpawningManagmentComponent.cpp +94 -0
- LyraStarterGame/Plugins/GameFeatures/ShooterCore/Source/ShooterCoreRuntime/Private/TDM_PlayerSpawningManagmentComponent.h +31 -0
- LyraStarterGame/Plugins/GameFeatures/ShooterCore/Source/ShooterCoreRuntime/Public/Accolades/LyraAccoladeDefinition.h +75 -0
- LyraStarterGame/Plugins/GameFeatures/ShooterCore/Source/ShooterCoreRuntime/Public/Accolades/LyraAccoladeHostWidget.h +89 -0
- LyraStarterGame/Plugins/GameFeatures/ShooterCore/Source/ShooterCoreRuntime/Public/Input/AimAssistInputModifier.h +407 -0
- LyraStarterGame/Plugins/GameFeatures/ShooterCore/Source/ShooterCoreRuntime/Public/Input/AimAssistTargetComponent.h +35 -0
- LyraStarterGame/Plugins/GameFeatures/ShooterCore/Source/ShooterCoreRuntime/Public/Input/AimAssistTargetManagerComponent.h +58 -0
- LyraStarterGame/Plugins/GameFeatures/ShooterCore/Source/ShooterCoreRuntime/Public/Input/IAimAssistTargetInterface.h +57 -0
- LyraStarterGame/Plugins/GameFeatures/ShooterCore/Source/ShooterCoreRuntime/Public/LyraWorldCollectable.h +36 -0
- LyraStarterGame/Plugins/GameFeatures/ShooterCore/Source/ShooterCoreRuntime/Public/MessageProcessors/AssistProcessor.h +43 -0
- LyraStarterGame/Plugins/GameFeatures/ShooterCore/Source/ShooterCoreRuntime/Public/MessageProcessors/ElimChainProcessor.h +48 -0
- LyraStarterGame/Plugins/GameFeatures/ShooterCore/Source/ShooterCoreRuntime/Public/MessageProcessors/ElimStreakProcessor.h +35 -0
- LyraStarterGame/Plugins/GameFeatures/ShooterCore/Source/ShooterCoreRuntime/Public/Messages/ControlPointStatusMessage.h +20 -0
- LyraStarterGame/Plugins/GameFeatures/ShooterCore/Source/ShooterCoreRuntime/Public/ShooterCoreRuntimeModule.h +20 -0
- LyraStarterGame/Plugins/GameFeatures/ShooterCore/Source/ShooterCoreRuntime/Public/ShooterCoreRuntimeSettings.h +31 -0
- LyraStarterGame/Plugins/GameFeatures/ShooterCore/Source/ShooterCoreRuntime/ShooterCoreRuntime.Build.cs +68 -0
- LyraStarterGame/Plugins/GameFeatures/ShooterExplorer/Config/Tags/ShooterExplorerTags.ini +45 -0
- LyraStarterGame/Plugins/GameFeatures/ShooterExplorer/Content/AI/StateTrees/Evaluators/EV_PlayerPosition.uasset +0 -0
- LyraStarterGame/Plugins/GameFeatures/ShooterExplorer/Content/AI/StateTrees/Tasks/STT_Follow.uasset +0 -0
- LyraStarterGame/Plugins/GameFeatures/ShooterExplorer/Content/AI/StateTrees/Tasks/STT_GetPlayerLocation.uasset +0 -0
- LyraStarterGame/Plugins/GameFeatures/ShooterExplorer/Content/AI/StateTrees/Tasks/STT_GoTo.uasset +0 -0
- LyraStarterGame/Plugins/GameFeatures/ShooterExplorer/Content/AI/StateTrees/Tasks/STT_PlayAnimMontage1.uasset +0 -0
- LyraStarterGame/Plugins/GameFeatures/ShooterExplorer/Content/AI/StateTrees/Tasks/STT_SimpleDebugDelays.uasset +0 -0
- LyraStarterGame/Plugins/GameFeatures/ShooterExplorer/Content/Blueprint/B_SimpleFollowPawn.uasset +0 -0
- LyraStarterGame/Plugins/GameFeatures/ShooterExplorer/Content/Blueprint/B_SimpleFollowPawn_Big.uasset +0 -0
- LyraStarterGame/Plugins/GameFeatures/ShooterExplorer/Content/Game/HeroData_Explorer.uasset +0 -0
- LyraStarterGame/Plugins/GameFeatures/ShooterExplorer/Content/Input/Abilities/AbilitySet_InventoryTest.uasset +0 -0
- LyraStarterGame/Plugins/GameFeatures/ShooterExplorer/Content/Input/Abilities/GA_Interact.uasset +0 -0
- LyraStarterGame/Plugins/GameFeatures/ShooterExplorer/Content/Input/Abilities/GA_ToggleInventory.uasset +0 -0
LyraStarterGame/Plugins/GameFeatures/ShooterCore/Content/Accolades/AccoladeDataRegistry.uasset
ADDED
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Binary file (2.79 kB). View file
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LyraStarterGame/Plugins/GameFeatures/ShooterCore/Content/Accolades/B_AccoladeRelay.uasset
ADDED
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Binary file (68.9 kB). View file
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LyraStarterGame/Plugins/GameFeatures/ShooterCore/Content/Accolades/B_ElimChainProcessor.uasset
ADDED
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Binary file (7.05 kB). View file
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LyraStarterGame/Plugins/GameFeatures/ShooterCore/Content/Accolades/B_ElimStreakProcessor.uasset
ADDED
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Binary file (7.18 kB). View file
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LyraStarterGame/Plugins/GameFeatures/ShooterCore/Content/Accolades/B_EliminationFeedRelay.uasset
ADDED
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Binary file (97.2 kB). View file
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LyraStarterGame/Plugins/GameFeatures/ShooterCore/Content/Accolades/DT_BasicShooterAccolades.uasset
ADDED
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Binary file (8.64 kB). View file
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LyraStarterGame/Plugins/GameFeatures/ShooterCore/Content/Accolades/EAS_BasicShooterAcolades.uasset
ADDED
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Binary file (4.24 kB). View file
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LyraStarterGame/Plugins/GameFeatures/ShooterCore/Content/Blueprint/B_AbilitySpawner.uasset
ADDED
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Binary file (99.1 kB). View file
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LyraStarterGame/Plugins/GameFeatures/ShooterCore/Content/Blueprint/B_AimAssistTargetTest.uasset
ADDED
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Binary file (30.1 kB). View file
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LyraStarterGame/Plugins/GameFeatures/ShooterCore/Content/ShooterCore.uasset
ADDED
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Binary file (13.4 kB). View file
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LyraStarterGame/Plugins/GameFeatures/ShooterCore/Source/ShooterCoreRuntime/Private/Accolades/LyraAccoladeDefinition.cpp
ADDED
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// Copyright Epic Games, Inc. All Rights Reserved.
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#include "Accolades/LyraAccoladeDefinition.h"
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#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraAccoladeDefinition)
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LyraStarterGame/Plugins/GameFeatures/ShooterCore/Source/ShooterCoreRuntime/Private/Accolades/LyraAccoladeHostWidget.cpp
ADDED
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@@ -0,0 +1,166 @@
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// Copyright Epic Games, Inc. All Rights Reserved.
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#include "Accolades/LyraAccoladeHostWidget.h"
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#include "DataRegistrySubsystem.h"
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#include "LyraLogChannels.h"
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#include "Messages/LyraNotificationMessage.h"
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#include "Sound/SoundBase.h"
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#include "TimerManager.h"
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#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraAccoladeHostWidget)
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class UUserWidget;
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UE_DEFINE_GAMEPLAY_TAG_STATIC(TAG_Lyra_ShooterGame_Accolade, "Lyra.ShooterGame.Accolade");
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static FName NAME_AccoladeRegistryID("Accolades");
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| 19 |
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void ULyraAccoladeHostWidget::NativeConstruct()
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{
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Super::NativeConstruct();
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| 23 |
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UGameplayMessageSubsystem& MessageSubsystem = UGameplayMessageSubsystem::Get(this);
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| 24 |
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ListenerHandle = MessageSubsystem.RegisterListener(TAG_Lyra_AddNotification_Message, this, &ThisClass::OnNotificationMessage);
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| 25 |
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}
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| 26 |
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| 27 |
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void ULyraAccoladeHostWidget::NativeDestruct()
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| 28 |
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{
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| 29 |
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UGameplayMessageSubsystem& MessageSubsystem = UGameplayMessageSubsystem::Get(this);
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| 30 |
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MessageSubsystem.UnregisterListener(ListenerHandle);
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| 31 |
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| 32 |
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CancelAsyncLoading();
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| 33 |
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| 34 |
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Super::NativeDestruct();
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| 35 |
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}
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| 36 |
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| 37 |
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void ULyraAccoladeHostWidget::OnNotificationMessage(FGameplayTag Channel, const FLyraNotificationMessage& Notification)
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| 38 |
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{
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| 39 |
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if (Notification.TargetChannel == TAG_Lyra_ShooterGame_Accolade)
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| 40 |
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{
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| 41 |
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// Ignore notifications for other players
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| 42 |
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if (Notification.TargetPlayer != nullptr)
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| 43 |
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{
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| 44 |
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APlayerController* PC = GetOwningPlayer();
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| 45 |
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if ((PC == nullptr) || (PC->PlayerState != Notification.TargetPlayer))
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| 46 |
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{
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| 47 |
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return;
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| 48 |
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}
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| 49 |
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}
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| 50 |
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// Load the data registry row for this accolade
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| 52 |
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const int32 NextID = AllocatedSequenceID;
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| 53 |
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++AllocatedSequenceID;
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| 54 |
+
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| 55 |
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FDataRegistryId ItemID(NAME_AccoladeRegistryID, Notification.PayloadTag.GetTagName());
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if (!UDataRegistrySubsystem::Get()->AcquireItem(ItemID, FDataRegistryItemAcquiredCallback::CreateUObject(this, &ThisClass::OnRegistryLoadCompleted, NextID)))
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| 57 |
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{
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UE_LOG(LogLyra, Error, TEXT("Failed to find accolade registry for tag %s, accolades will not appear"), *Notification.PayloadTag.GetTagName().ToString());
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| 59 |
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--AllocatedSequenceID;
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}
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}
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| 62 |
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}
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| 64 |
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void ULyraAccoladeHostWidget::OnRegistryLoadCompleted(const FDataRegistryAcquireResult& AccoladeHandle, int32 SequenceID)
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{
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if (const FLyraAccoladeDefinitionRow* AccoladeRow = AccoladeHandle.GetItem<FLyraAccoladeDefinitionRow>())
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| 67 |
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{
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| 68 |
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FPendingAccoladeEntry& PendingEntry = PendingAccoladeLoads.AddDefaulted_GetRef();
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| 69 |
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PendingEntry.Row = *AccoladeRow;
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| 70 |
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PendingEntry.SequenceID = SequenceID;
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| 71 |
+
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| 72 |
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TArray<FSoftObjectPath> AssetsToLoad;
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| 73 |
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AssetsToLoad.Add(AccoladeRow->Sound.ToSoftObjectPath());
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| 74 |
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AssetsToLoad.Add(AccoladeRow->Icon.ToSoftObjectPath());
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| 75 |
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AsyncLoad(AssetsToLoad, [this, SequenceID]
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| 76 |
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{
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| 77 |
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FPendingAccoladeEntry* EntryThatFinishedLoading = PendingAccoladeLoads.FindByPredicate([SequenceID](const FPendingAccoladeEntry& Entry) { return Entry.SequenceID == SequenceID; });
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| 78 |
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if (ensure(EntryThatFinishedLoading))
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| 79 |
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{
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| 80 |
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EntryThatFinishedLoading->Sound = EntryThatFinishedLoading->Row.Sound.Get();
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| 81 |
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EntryThatFinishedLoading->Icon = EntryThatFinishedLoading->Row.Icon.Get();
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| 82 |
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EntryThatFinishedLoading->bFinishedLoading = true;
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| 83 |
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ConsiderLoadedAccolades();
|
| 84 |
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}
|
| 85 |
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});
|
| 86 |
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StartAsyncLoading();
|
| 87 |
+
}
|
| 88 |
+
else
|
| 89 |
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{
|
| 90 |
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ensure(false);
|
| 91 |
+
}
|
| 92 |
+
}
|
| 93 |
+
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| 94 |
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void ULyraAccoladeHostWidget::ConsiderLoadedAccolades()
|
| 95 |
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{
|
| 96 |
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int32 PendingIndexToDisplay;
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| 97 |
+
do
|
| 98 |
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{
|
| 99 |
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PendingIndexToDisplay = PendingAccoladeLoads.IndexOfByPredicate([DesiredID=NextDisplaySequenceID](const FPendingAccoladeEntry& Entry) { return Entry.bFinishedLoading && Entry.SequenceID == DesiredID; });
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| 100 |
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if (PendingIndexToDisplay != INDEX_NONE)
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| 101 |
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{
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| 102 |
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FPendingAccoladeEntry Entry = MoveTemp(PendingAccoladeLoads[PendingIndexToDisplay]);
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| 103 |
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PendingAccoladeLoads.RemoveAtSwap(PendingIndexToDisplay);
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| 104 |
+
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| 105 |
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ProcessLoadedAccolade(Entry);
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| 106 |
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++NextDisplaySequenceID;
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| 107 |
+
}
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| 108 |
+
} while (PendingIndexToDisplay != INDEX_NONE);
|
| 109 |
+
}
|
| 110 |
+
|
| 111 |
+
void ULyraAccoladeHostWidget::ProcessLoadedAccolade(const FPendingAccoladeEntry& Entry)
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| 112 |
+
{
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| 113 |
+
if (Entry.Row.LocationTag == LocationName)
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| 114 |
+
{
|
| 115 |
+
bool bRecreateWidget = PendingAccoladeDisplays.Num() == 0;
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| 116 |
+
for (int32 Index = 0; Index < PendingAccoladeDisplays.Num(); )
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| 117 |
+
{
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| 118 |
+
if (PendingAccoladeDisplays[Index].Row.AccoladeTags.HasAny(Entry.Row.CancelAccoladesWithTag))
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| 119 |
+
{
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| 120 |
+
if (UUserWidget* OldWidget = PendingAccoladeDisplays[Index].AllocatedWidget)
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| 121 |
+
{
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| 122 |
+
DestroyAccoladeWidget(OldWidget);
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| 123 |
+
bRecreateWidget = true;
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| 124 |
+
}
|
| 125 |
+
PendingAccoladeDisplays.RemoveAt(Index);
|
| 126 |
+
}
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| 127 |
+
else
|
| 128 |
+
{
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| 129 |
+
++Index;
|
| 130 |
+
}
|
| 131 |
+
}
|
| 132 |
+
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| 133 |
+
PendingAccoladeDisplays.Add(Entry);
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| 134 |
+
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| 135 |
+
if (bRecreateWidget)
|
| 136 |
+
{
|
| 137 |
+
DisplayNextAccolade();
|
| 138 |
+
}
|
| 139 |
+
}
|
| 140 |
+
}
|
| 141 |
+
|
| 142 |
+
void ULyraAccoladeHostWidget::DisplayNextAccolade()
|
| 143 |
+
{
|
| 144 |
+
if (PendingAccoladeDisplays.Num() > 0)
|
| 145 |
+
{
|
| 146 |
+
FPendingAccoladeEntry& Entry = PendingAccoladeDisplays[0];
|
| 147 |
+
|
| 148 |
+
GetWorld()->GetTimerManager().SetTimer(NextTimeToReconsiderHandle, this, &ThisClass::PopDisplayedAccolade, Entry.Row.DisplayDuration);
|
| 149 |
+
Entry.AllocatedWidget = CreateAccoladeWidget(Entry);
|
| 150 |
+
}
|
| 151 |
+
}
|
| 152 |
+
|
| 153 |
+
void ULyraAccoladeHostWidget::PopDisplayedAccolade()
|
| 154 |
+
{
|
| 155 |
+
if (PendingAccoladeDisplays.Num() > 0)
|
| 156 |
+
{
|
| 157 |
+
if (UUserWidget* OldWidget = PendingAccoladeDisplays[0].AllocatedWidget)
|
| 158 |
+
{
|
| 159 |
+
DestroyAccoladeWidget(OldWidget);
|
| 160 |
+
}
|
| 161 |
+
PendingAccoladeDisplays.RemoveAt(0);
|
| 162 |
+
}
|
| 163 |
+
|
| 164 |
+
DisplayNextAccolade();
|
| 165 |
+
}
|
| 166 |
+
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LyraStarterGame/Plugins/GameFeatures/ShooterCore/Source/ShooterCoreRuntime/Private/Input/AimAssistInputModifier.cpp
ADDED
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@@ -0,0 +1,886 @@
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|
| 1 |
+
// Copyright Epic Games, Inc. All Rights Reserved.
|
| 2 |
+
|
| 3 |
+
#include "Input/AimAssistInputModifier.h"
|
| 4 |
+
#include "CommonInputTypeEnum.h"
|
| 5 |
+
#include "Curves/CurveFloat.h"
|
| 6 |
+
#include "Engine/Engine.h"
|
| 7 |
+
#include "Engine/GameViewportClient.h"
|
| 8 |
+
#include "Engine/World.h"
|
| 9 |
+
#include "EnhancedPlayerInput.h"
|
| 10 |
+
#include "Input/AimAssistTargetManagerComponent.h"
|
| 11 |
+
#include "Input/LyraAimSensitivityData.h"
|
| 12 |
+
#include "Player/LyraLocalPlayer.h"
|
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+
#include "Player/LyraPlayerState.h"
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+
#include "SceneView.h"
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| 15 |
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#include "Settings/LyraSettingsShared.h"
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#include UE_INLINE_GENERATED_CPP_BY_NAME(AimAssistInputModifier)
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+
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#if ENABLE_DRAW_DEBUG
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#include "Engine/Canvas.h"
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#include "Debug/DebugDrawService.h"
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#endif // ENABLE_DRAW_DEBUG
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DEFINE_LOG_CATEGORY(LogAimAssist);
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namespace LyraConsoleVariables
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{
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static bool bEnableAimAssist = true;
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static FAutoConsoleVariableRef CVarEnableAimAssist(
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TEXT("lyra.Weapon.EnableAimAssist"),
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bEnableAimAssist,
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TEXT("Should we enable aim assist while shooting?"),
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ECVF_Cheat);
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+
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static bool bDrawAimAssistDebug = false;
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+
static FAutoConsoleVariableRef CVarDrawAimAssistDebug(
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TEXT("lyra.Weapon.DrawAimAssistDebug"),
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bDrawAimAssistDebug,
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TEXT("Should we draw some debug stats about aim assist?"),
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ECVF_Cheat);
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+
}
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+
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///////////////////////////////////////////////////////////////////
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// FLyraAimAssistTarget
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+
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void FLyraAimAssistTarget::ResetTarget()
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+
{
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| 48 |
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TargetShapeComponent = nullptr;
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+
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Location = FVector::ZeroVector;
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+
DeltaMovement = FVector::ZeroVector;
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ScreenBounds.Init();
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ViewDistance = 0.0f;
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SortScore = 0.0f;
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AssistTime = 0.0f;
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AssistWeight = 0.0f;
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VisibilityTraceHandle = FTraceHandle();
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bIsVisible = false;
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bUnderAssistInnerReticle = false;
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bUnderAssistOuterReticle = false;
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}
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FRotator FLyraAimAssistTarget::GetRotationFromMovement(const FAimAssistOwnerViewData& OwnerInfo) const
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+
{
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ensure(OwnerInfo.IsDataValid());
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+
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+
// Convert everything into player space.
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// Account for player movement in new target location.
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const FVector OldLocation = OwnerInfo.PlayerInverseTransform.TransformPositionNoScale(Location - DeltaMovement);
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const FVector NewLocation = OwnerInfo.PlayerInverseTransform.TransformPositionNoScale(Location - OwnerInfo.DeltaMovement);
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+
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FRotator RotationToTarget;
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RotationToTarget.Yaw = CalculateRotationToTarget2D(NewLocation.X, NewLocation.Y, OldLocation.Y);
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RotationToTarget.Pitch = CalculateRotationToTarget2D(NewLocation.X, NewLocation.Z, OldLocation.Z);
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RotationToTarget.Roll = 0.0f;
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+
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+
return RotationToTarget;
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+
}
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+
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+
float FLyraAimAssistTarget::CalculateRotationToTarget2D(float TargetX, float TargetY, float OffsetY) const
|
| 85 |
+
{
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| 86 |
+
if (TargetX <= 0.0f)
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| 87 |
+
{
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| 88 |
+
return 0.0f;
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| 89 |
+
}
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| 90 |
+
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| 91 |
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const float AngleA = FMath::RadiansToDegrees(FMath::Atan2(TargetY, TargetX));
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+
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| 93 |
+
if (FMath::IsNearlyZero(OffsetY))
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| 94 |
+
{
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| 95 |
+
return AngleA;
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+
}
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+
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+
const float Distance = FMath::Sqrt((TargetX * TargetX) + (TargetY * TargetY));
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+
ensure(Distance > 0.0f);
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+
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| 101 |
+
const float AngleB = FMath::RadiansToDegrees(FMath::Asin(OffsetY / Distance));
|
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+
|
| 103 |
+
return FRotator::NormalizeAxis(AngleA - AngleB);
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| 104 |
+
}
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+
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+
///////////////////////////////////////////////////////////////////
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| 107 |
+
// FAimAssistSettings
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+
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+
FAimAssistSettings::FAimAssistSettings()
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+
{
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+
AssistInnerReticleWidth.SetValue(20.0f);
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+
AssistInnerReticleHeight.SetValue(20.0f);
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+
AssistOuterReticleWidth.SetValue(80.0f);
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AssistOuterReticleHeight.SetValue(80.0f);
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+
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TargetingReticleWidth.SetValue(1200.0f);
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+
TargetingReticleHeight.SetValue(675.0f);
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+
TargetRange.SetValue(10000.0f);
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+
TargetWeightCurve = nullptr;
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+
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+
PullInnerStrengthHip.SetValue(0.6f);
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+
PullOuterStrengthHip.SetValue(0.5f);
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+
PullInnerStrengthAds.SetValue(0.7f);
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| 124 |
+
PullOuterStrengthAds.SetValue(0.4f);
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+
PullLerpInRate.SetValue(60.0f);
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| 126 |
+
PullLerpOutRate.SetValue(4.0f);
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| 127 |
+
PullMaxRotationRate.SetValue(0.0f);
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| 128 |
+
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| 129 |
+
SlowInnerStrengthHip.SetValue(0.6f);
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+
SlowOuterStrengthHip.SetValue(0.5f);
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| 131 |
+
SlowInnerStrengthAds.SetValue(0.7f);
|
| 132 |
+
SlowOuterStrengthAds.SetValue(0.4f);
|
| 133 |
+
SlowLerpInRate.SetValue(60.0f);
|
| 134 |
+
SlowLerpOutRate.SetValue(4.0f);
|
| 135 |
+
SlowMinRotationRate.SetValue(0.0f);
|
| 136 |
+
|
| 137 |
+
bEnableAsyncVisibilityTrace = true;
|
| 138 |
+
bRequireInput = true;
|
| 139 |
+
bApplyPull = true;
|
| 140 |
+
bApplySlowing = true;
|
| 141 |
+
bApplyStrafePullScale = true;
|
| 142 |
+
bUseDynamicSlow = true;
|
| 143 |
+
bUseRadialLookRates = true;
|
| 144 |
+
}
|
| 145 |
+
|
| 146 |
+
float FAimAssistSettings::GetTargetWeightForTime(float Time) const
|
| 147 |
+
{
|
| 148 |
+
if (!ensure(TargetWeightCurve != nullptr))
|
| 149 |
+
{
|
| 150 |
+
return 0.0f;
|
| 151 |
+
}
|
| 152 |
+
|
| 153 |
+
return FMath::Clamp(TargetWeightCurve->GetFloatValue(Time), 0.0f, 1.0f);
|
| 154 |
+
}
|
| 155 |
+
|
| 156 |
+
float FAimAssistSettings::GetTargetWeightMaxTime() const
|
| 157 |
+
{
|
| 158 |
+
if (!ensure(TargetWeightCurve != nullptr))
|
| 159 |
+
{
|
| 160 |
+
return 0.0f;
|
| 161 |
+
}
|
| 162 |
+
|
| 163 |
+
float MinTime = 0.0f;
|
| 164 |
+
float MaxTime = 0.0f;
|
| 165 |
+
|
| 166 |
+
TargetWeightCurve->FloatCurve.GetTimeRange(MinTime, MaxTime);
|
| 167 |
+
|
| 168 |
+
return MaxTime;
|
| 169 |
+
}
|
| 170 |
+
|
| 171 |
+
///////////////////////////////////////////////////////////////////
|
| 172 |
+
// FAimAssistOwnerViewData
|
| 173 |
+
|
| 174 |
+
void FAimAssistOwnerViewData::UpdateViewData(const APlayerController* PC)
|
| 175 |
+
{
|
| 176 |
+
FSceneViewProjectionData ProjectionData;
|
| 177 |
+
PlayerController = PC;
|
| 178 |
+
LocalPlayer = PlayerController ? PlayerController->GetLocalPlayer() : nullptr;
|
| 179 |
+
|
| 180 |
+
if (!IsDataValid() || !PlayerController || !LocalPlayer)
|
| 181 |
+
{
|
| 182 |
+
ResetViewData();
|
| 183 |
+
return;
|
| 184 |
+
}
|
| 185 |
+
|
| 186 |
+
const APawn* Pawn = Cast<APawn>(PlayerController->GetPawn());
|
| 187 |
+
|
| 188 |
+
if (!Pawn || !LocalPlayer || !LocalPlayer->ViewportClient || !LocalPlayer->GetProjectionData(LocalPlayer->ViewportClient->Viewport, ProjectionData))
|
| 189 |
+
{
|
| 190 |
+
ResetViewData();
|
| 191 |
+
return;
|
| 192 |
+
}
|
| 193 |
+
|
| 194 |
+
FVector ViewLocation;
|
| 195 |
+
FRotator ViewRotation;
|
| 196 |
+
PC->GetPlayerViewPoint(ViewLocation, ViewRotation);
|
| 197 |
+
|
| 198 |
+
ProjectionMatrix = ProjectionData.ProjectionMatrix;
|
| 199 |
+
ViewProjectionMatrix = ProjectionData.ComputeViewProjectionMatrix();
|
| 200 |
+
ViewRect = ProjectionData.GetConstrainedViewRect();
|
| 201 |
+
ViewTransform = FTransform(ViewRotation, ViewLocation);
|
| 202 |
+
ViewForward = ViewTransform.GetUnitAxis(EAxis::X);
|
| 203 |
+
|
| 204 |
+
const FVector OldLocation = PlayerTransform.GetTranslation();
|
| 205 |
+
const FVector NewLocation = Pawn->GetActorLocation();
|
| 206 |
+
const FRotator NewRotation = PC->GetControlRotation();
|
| 207 |
+
|
| 208 |
+
PlayerTransform = FTransform(NewRotation, NewLocation);
|
| 209 |
+
PlayerInverseTransform = PlayerTransform.Inverse();
|
| 210 |
+
|
| 211 |
+
DeltaMovement = (NewLocation - OldLocation);
|
| 212 |
+
|
| 213 |
+
// Set the Team ID
|
| 214 |
+
if (ALyraPlayerState* LyraPS = PlayerController->GetPlayerState<ALyraPlayerState>())
|
| 215 |
+
{
|
| 216 |
+
TeamID = LyraPS->GetTeamId();
|
| 217 |
+
}
|
| 218 |
+
else
|
| 219 |
+
{
|
| 220 |
+
TeamID = INDEX_NONE;
|
| 221 |
+
}
|
| 222 |
+
}
|
| 223 |
+
|
| 224 |
+
void FAimAssistOwnerViewData::ResetViewData()
|
| 225 |
+
{
|
| 226 |
+
PlayerController = nullptr;
|
| 227 |
+
LocalPlayer = nullptr;
|
| 228 |
+
|
| 229 |
+
ProjectionMatrix = FMatrix::Identity;
|
| 230 |
+
ViewProjectionMatrix = FMatrix::Identity;
|
| 231 |
+
ViewRect = FIntRect(0, 0, 0, 0);
|
| 232 |
+
ViewTransform = FTransform::Identity;
|
| 233 |
+
|
| 234 |
+
PlayerTransform = FTransform::Identity;
|
| 235 |
+
PlayerInverseTransform = FTransform::Identity;
|
| 236 |
+
ViewForward = FVector::ZeroVector;
|
| 237 |
+
|
| 238 |
+
DeltaMovement = FVector::ZeroVector;
|
| 239 |
+
TeamID = INDEX_NONE;
|
| 240 |
+
}
|
| 241 |
+
|
| 242 |
+
FBox2D FAimAssistOwnerViewData::ProjectReticleToScreen(float ReticleWidth, float ReticleHeight, float ReticleDepth) const
|
| 243 |
+
{
|
| 244 |
+
FBox2D ReticleBounds(ForceInitToZero);
|
| 245 |
+
|
| 246 |
+
const FVector ReticleExtents((ReticleWidth * 0.5f), -(ReticleHeight * 0.5f), ReticleDepth);
|
| 247 |
+
|
| 248 |
+
if (FSceneView::ProjectWorldToScreen(ReticleExtents, ViewRect, ProjectionMatrix, ReticleBounds.Max))
|
| 249 |
+
{
|
| 250 |
+
ReticleBounds.Min.X = ViewRect.Min.X + (ViewRect.Max.X - ReticleBounds.Max.X);
|
| 251 |
+
ReticleBounds.Min.Y = ViewRect.Min.Y + (ViewRect.Max.Y - ReticleBounds.Max.Y);
|
| 252 |
+
|
| 253 |
+
ReticleBounds.bIsValid = true;
|
| 254 |
+
}
|
| 255 |
+
|
| 256 |
+
return ReticleBounds;
|
| 257 |
+
}
|
| 258 |
+
|
| 259 |
+
FBox2D FAimAssistOwnerViewData::ProjectBoundsToScreen(const FBox& Bounds) const
|
| 260 |
+
{
|
| 261 |
+
FBox2D Box2D(ForceInitToZero);
|
| 262 |
+
|
| 263 |
+
if (Bounds.IsValid)
|
| 264 |
+
{
|
| 265 |
+
const FVector Vertices[] =
|
| 266 |
+
{
|
| 267 |
+
FVector(Bounds.Min),
|
| 268 |
+
FVector(Bounds.Min.X, Bounds.Min.Y, Bounds.Max.Z),
|
| 269 |
+
FVector(Bounds.Min.X, Bounds.Max.Y, Bounds.Min.Z),
|
| 270 |
+
FVector(Bounds.Max.X, Bounds.Min.Y, Bounds.Min.Z),
|
| 271 |
+
FVector(Bounds.Max.X, Bounds.Max.Y, Bounds.Min.Z),
|
| 272 |
+
FVector(Bounds.Max.X, Bounds.Min.Y, Bounds.Max.Z),
|
| 273 |
+
FVector(Bounds.Min.X, Bounds.Max.Y, Bounds.Max.Z),
|
| 274 |
+
FVector(Bounds.Max)
|
| 275 |
+
};
|
| 276 |
+
|
| 277 |
+
for (int32 VerticeIndex = 0; VerticeIndex < UE_ARRAY_COUNT(Vertices); ++VerticeIndex)
|
| 278 |
+
{
|
| 279 |
+
FVector2D ScreenPoint;
|
| 280 |
+
if (FSceneView::ProjectWorldToScreen(Vertices[VerticeIndex], ViewRect, ViewProjectionMatrix, ScreenPoint))
|
| 281 |
+
{
|
| 282 |
+
Box2D += ScreenPoint;
|
| 283 |
+
}
|
| 284 |
+
}
|
| 285 |
+
}
|
| 286 |
+
|
| 287 |
+
return Box2D;
|
| 288 |
+
}
|
| 289 |
+
|
| 290 |
+
FBox2D FAimAssistOwnerViewData::ProjectShapeToScreen(const FCollisionShape& Shape, const FVector& ShapeOrigin, const FTransform& WorldTransform) const
|
| 291 |
+
{
|
| 292 |
+
FBox2D Box2D(ForceInitToZero);
|
| 293 |
+
|
| 294 |
+
switch (Shape.ShapeType)
|
| 295 |
+
{
|
| 296 |
+
case ECollisionShape::Box:
|
| 297 |
+
Box2D = ProjectBoxToScreen(Shape, ShapeOrigin, WorldTransform);
|
| 298 |
+
break;
|
| 299 |
+
case ECollisionShape::Sphere:
|
| 300 |
+
Box2D = ProjectSphereToScreen(Shape, ShapeOrigin, WorldTransform);
|
| 301 |
+
break;
|
| 302 |
+
case ECollisionShape::Capsule:
|
| 303 |
+
Box2D = ProjectCapsuleToScreen(Shape, ShapeOrigin, WorldTransform);
|
| 304 |
+
break;
|
| 305 |
+
default:
|
| 306 |
+
UE_LOG(LogAimAssist, Warning, TEXT("FAimAssistOwnerViewData::ProjectShapeToScreen() - Invalid shape type!"));
|
| 307 |
+
break;
|
| 308 |
+
}
|
| 309 |
+
|
| 310 |
+
return Box2D;
|
| 311 |
+
}
|
| 312 |
+
|
| 313 |
+
FBox2D FAimAssistOwnerViewData::ProjectBoxToScreen(const FCollisionShape& Shape, const FVector& ShapeOrigin, const FTransform& WorldTransform) const
|
| 314 |
+
{
|
| 315 |
+
check(Shape.IsBox());
|
| 316 |
+
check(!Shape.IsNearlyZero());
|
| 317 |
+
|
| 318 |
+
const FVector BoxExtents = Shape.GetBox();
|
| 319 |
+
|
| 320 |
+
const FVector Vertices[] =
|
| 321 |
+
{
|
| 322 |
+
FVector(-BoxExtents.X, -BoxExtents.Y, -BoxExtents.Z),
|
| 323 |
+
FVector(-BoxExtents.X, -BoxExtents.Y, BoxExtents.Z),
|
| 324 |
+
FVector(-BoxExtents.X, BoxExtents.Y, -BoxExtents.Z),
|
| 325 |
+
FVector(-BoxExtents.X, BoxExtents.Y, BoxExtents.Z),
|
| 326 |
+
FVector( BoxExtents.X, -BoxExtents.Y, -BoxExtents.Z),
|
| 327 |
+
FVector( BoxExtents.X, -BoxExtents.Y, BoxExtents.Z),
|
| 328 |
+
FVector( BoxExtents.X, BoxExtents.Y, -BoxExtents.Z),
|
| 329 |
+
FVector( BoxExtents.X, BoxExtents.Y, BoxExtents.Z)
|
| 330 |
+
};
|
| 331 |
+
|
| 332 |
+
FBox2D Box2D(ForceInitToZero);
|
| 333 |
+
|
| 334 |
+
for (int32 VerticeIndex = 0; VerticeIndex < UE_ARRAY_COUNT(Vertices); ++VerticeIndex)
|
| 335 |
+
{
|
| 336 |
+
const FVector Vertex = WorldTransform.TransformPositionNoScale(Vertices[VerticeIndex] + ShapeOrigin);
|
| 337 |
+
|
| 338 |
+
FVector2D ScreenPoint;
|
| 339 |
+
if (FSceneView::ProjectWorldToScreen(Vertex, ViewRect, ViewProjectionMatrix, ScreenPoint))
|
| 340 |
+
{
|
| 341 |
+
Box2D += ScreenPoint;
|
| 342 |
+
}
|
| 343 |
+
}
|
| 344 |
+
|
| 345 |
+
return Box2D;
|
| 346 |
+
}
|
| 347 |
+
|
| 348 |
+
FBox2D FAimAssistOwnerViewData::ProjectSphereToScreen(const FCollisionShape& Shape, const FVector& ShapeOrigin, const FTransform& WorldTransform) const
|
| 349 |
+
{
|
| 350 |
+
check(Shape.IsSphere());
|
| 351 |
+
check(!Shape.IsNearlyZero());
|
| 352 |
+
|
| 353 |
+
const FVector ViewAxisY = ViewTransform.GetUnitAxis(EAxis::Y);
|
| 354 |
+
const FVector ViewAxisZ = ViewTransform.GetUnitAxis(EAxis::Z);
|
| 355 |
+
|
| 356 |
+
const float SphereRadius = Shape.GetSphereRadius();
|
| 357 |
+
const FVector SphereLocation = WorldTransform.TransformPositionNoScale(ShapeOrigin);
|
| 358 |
+
const FVector SphereExtent = (ViewAxisY * SphereRadius) + (ViewAxisZ * SphereRadius);
|
| 359 |
+
|
| 360 |
+
const FVector Vertices[] =
|
| 361 |
+
{
|
| 362 |
+
FVector(SphereLocation + SphereExtent),
|
| 363 |
+
FVector(SphereLocation - SphereExtent),
|
| 364 |
+
};
|
| 365 |
+
|
| 366 |
+
FBox2D Box2D(ForceInitToZero);
|
| 367 |
+
|
| 368 |
+
for (int32 VerticeIndex = 0; VerticeIndex < UE_ARRAY_COUNT(Vertices); ++VerticeIndex)
|
| 369 |
+
{
|
| 370 |
+
FVector2D ScreenPoint;
|
| 371 |
+
if (FSceneView::ProjectWorldToScreen(Vertices[VerticeIndex], ViewRect, ViewProjectionMatrix, ScreenPoint))
|
| 372 |
+
{
|
| 373 |
+
Box2D += ScreenPoint;
|
| 374 |
+
}
|
| 375 |
+
}
|
| 376 |
+
|
| 377 |
+
return Box2D;
|
| 378 |
+
}
|
| 379 |
+
|
| 380 |
+
FBox2D FAimAssistOwnerViewData::ProjectCapsuleToScreen(const FCollisionShape& Shape, const FVector& ShapeOrigin, const FTransform& WorldTransform) const
|
| 381 |
+
{
|
| 382 |
+
check(Shape.IsCapsule());
|
| 383 |
+
check(!Shape.IsNearlyZero());
|
| 384 |
+
|
| 385 |
+
const FVector ViewAxisY = ViewTransform.GetUnitAxis(EAxis::Y);
|
| 386 |
+
const FVector ViewAxisZ = ViewTransform.GetUnitAxis(EAxis::Z);
|
| 387 |
+
|
| 388 |
+
const float CapsuleAxisHalfLength = Shape.GetCapsuleAxisHalfLength();
|
| 389 |
+
const float CapsuleRadius = Shape.GetCapsuleRadius();
|
| 390 |
+
|
| 391 |
+
const FVector TopSphereLocation = WorldTransform.TransformPositionNoScale(FVector(0.0f, 0.0f, CapsuleAxisHalfLength) + ShapeOrigin);
|
| 392 |
+
const FVector BottomSphereLocation = WorldTransform.TransformPositionNoScale(FVector(0.0f, 0.0f, -CapsuleAxisHalfLength) + ShapeOrigin);
|
| 393 |
+
const FVector SphereExtent = (ViewAxisY * CapsuleRadius) + (ViewAxisZ * CapsuleRadius);
|
| 394 |
+
|
| 395 |
+
const FVector Vertices[] =
|
| 396 |
+
{
|
| 397 |
+
FVector(TopSphereLocation + SphereExtent),
|
| 398 |
+
FVector(TopSphereLocation - SphereExtent),
|
| 399 |
+
FVector(BottomSphereLocation + SphereExtent),
|
| 400 |
+
FVector(BottomSphereLocation - SphereExtent),
|
| 401 |
+
};
|
| 402 |
+
|
| 403 |
+
FBox2D Box2D(ForceInitToZero);
|
| 404 |
+
|
| 405 |
+
for (int32 VerticeIndex = 0; VerticeIndex < UE_ARRAY_COUNT(Vertices); ++VerticeIndex)
|
| 406 |
+
{
|
| 407 |
+
FVector2D ScreenPoint;
|
| 408 |
+
if (FSceneView::ProjectWorldToScreen(Vertices[VerticeIndex], ViewRect, ViewProjectionMatrix, ScreenPoint))
|
| 409 |
+
{
|
| 410 |
+
Box2D += ScreenPoint;
|
| 411 |
+
}
|
| 412 |
+
}
|
| 413 |
+
|
| 414 |
+
return Box2D;
|
| 415 |
+
}
|
| 416 |
+
|
| 417 |
+
///////////////////////////////////////////////////////////////////
|
| 418 |
+
// UAimAssistInputModifier
|
| 419 |
+
|
| 420 |
+
static const float GamepadUserOptions_YawLookRateBase = 900.0f;
|
| 421 |
+
static const float GamepadUserOptions_PitchLookRateBase = (GamepadUserOptions_YawLookRateBase * 0.6f);
|
| 422 |
+
|
| 423 |
+
// TODO Make this a constexpr instead of a define
|
| 424 |
+
#define YawLookSpeedToRotationRate(_Speed) ((_Speed) / 100.0f * GamepadUserOptions_YawLookRateBase)
|
| 425 |
+
#define PitchLookSpeedToRotationRate(_Speed) ((_Speed) / 100.0f * GamepadUserOptions_PitchLookRateBase)
|
| 426 |
+
|
| 427 |
+
FRotator UAimAssistInputModifier::GetLookRates(const FVector& LookInput)
|
| 428 |
+
{
|
| 429 |
+
FRotator LookRates;
|
| 430 |
+
|
| 431 |
+
const float SensitivityHipLevel = 50.0f;
|
| 432 |
+
{
|
| 433 |
+
LookRates.Yaw = YawLookSpeedToRotationRate(SensitivityHipLevel);
|
| 434 |
+
LookRates.Pitch = PitchLookSpeedToRotationRate(SensitivityHipLevel);
|
| 435 |
+
LookRates.Roll = 0.0f;
|
| 436 |
+
}
|
| 437 |
+
|
| 438 |
+
LookRates.Yaw = FMath::Clamp(LookRates.Yaw, 0.0f, GamepadUserOptions_YawLookRateBase);
|
| 439 |
+
LookRates.Pitch = FMath::Clamp(LookRates.Pitch, 0.0f, GamepadUserOptions_PitchLookRateBase);
|
| 440 |
+
|
| 441 |
+
if (Settings.bUseRadialLookRates)
|
| 442 |
+
{
|
| 443 |
+
// Blend between yaw and pitch based on stick deflection. This keeps diagonals accurate.
|
| 444 |
+
const float RadialLerp = FMath::Atan2(FMath::Abs(LookInput.Y), FMath::Abs(LookInput.X)) / HALF_PI;
|
| 445 |
+
const float RadialLookRate = FMath::Lerp(LookRates.Yaw, LookRates.Pitch, RadialLerp);
|
| 446 |
+
|
| 447 |
+
LookRates.Yaw = RadialLookRate;
|
| 448 |
+
LookRates.Pitch = RadialLookRate;
|
| 449 |
+
}
|
| 450 |
+
|
| 451 |
+
return LookRates;
|
| 452 |
+
}
|
| 453 |
+
|
| 454 |
+
FInputActionValue UAimAssistInputModifier::ModifyRaw_Implementation(const UEnhancedPlayerInput* PlayerInput, FInputActionValue CurrentValue, float DeltaTime)
|
| 455 |
+
{
|
| 456 |
+
TRACE_CPUPROFILER_EVENT_SCOPE(UAimAssistInputModifier::ModifyRaw_Implementation);
|
| 457 |
+
|
| 458 |
+
#if ENABLE_DRAW_DEBUG
|
| 459 |
+
if (LyraConsoleVariables::bDrawAimAssistDebug)
|
| 460 |
+
{
|
| 461 |
+
if (!DebugDrawHandle.IsValid())
|
| 462 |
+
{
|
| 463 |
+
DebugDrawHandle = UDebugDrawService::Register(TEXT("Game"), FDebugDrawDelegate::CreateUObject(this, &UAimAssistInputModifier::AimAssistDebugDraw));
|
| 464 |
+
}
|
| 465 |
+
else
|
| 466 |
+
{
|
| 467 |
+
UDebugDrawService::Unregister(DebugDrawHandle);
|
| 468 |
+
DebugDrawHandle.Reset();
|
| 469 |
+
}
|
| 470 |
+
bRegisteredDebug = true;
|
| 471 |
+
}
|
| 472 |
+
#endif
|
| 473 |
+
|
| 474 |
+
#if !UE_BUILD_SHIPPING
|
| 475 |
+
if (!LyraConsoleVariables::bEnableAimAssist)
|
| 476 |
+
{
|
| 477 |
+
return CurrentValue;
|
| 478 |
+
}
|
| 479 |
+
#endif //UE_BUILD_SHIPPING
|
| 480 |
+
|
| 481 |
+
APlayerController* PC = PlayerInput ? Cast<APlayerController>(PlayerInput->GetOuter()) : nullptr;
|
| 482 |
+
if (!PC)
|
| 483 |
+
{
|
| 484 |
+
return CurrentValue;
|
| 485 |
+
}
|
| 486 |
+
|
| 487 |
+
// Update the "owner" information based on our current player controller. This calculates and stores things like the view matrix
|
| 488 |
+
// and current rotation that is used to determine what targets are visible
|
| 489 |
+
OwnerViewData.UpdateViewData(PC);
|
| 490 |
+
|
| 491 |
+
if (!OwnerViewData.IsDataValid())
|
| 492 |
+
{
|
| 493 |
+
return CurrentValue;
|
| 494 |
+
}
|
| 495 |
+
|
| 496 |
+
// Swaps the target cache's and determines what targets are currently visible. Updates the score of each target to determine
|
| 497 |
+
// how much pull/slow effect should be applied to each
|
| 498 |
+
UpdateTargetData(DeltaTime);
|
| 499 |
+
|
| 500 |
+
FVector BaselineInput = CurrentValue.Get<FVector>();
|
| 501 |
+
|
| 502 |
+
FVector OutAssistedInput = BaselineInput;
|
| 503 |
+
FVector CurrentMoveInput = MoveInputAction ? PlayerInput->GetActionValue(MoveInputAction).Get<FVector>() : FVector::ZeroVector;
|
| 504 |
+
|
| 505 |
+
// Something about the look rates is incorrect
|
| 506 |
+
FRotator LookRates = GetLookRates(BaselineInput);
|
| 507 |
+
|
| 508 |
+
const FRotator RotationalVelocity = UpdateRotationalVelocity(PC, DeltaTime, BaselineInput, CurrentMoveInput);
|
| 509 |
+
|
| 510 |
+
if (LookRates.Yaw > 0.0f)
|
| 511 |
+
{
|
| 512 |
+
OutAssistedInput.X = (RotationalVelocity.Yaw / LookRates.Yaw);
|
| 513 |
+
OutAssistedInput.X = FMath::Clamp(OutAssistedInput.X, -1.0f, 1.0f);
|
| 514 |
+
}
|
| 515 |
+
|
| 516 |
+
if (LookRates.Pitch > 0.0f)
|
| 517 |
+
{
|
| 518 |
+
OutAssistedInput.Y = (RotationalVelocity.Pitch / LookRates.Pitch);
|
| 519 |
+
OutAssistedInput.Y = FMath::Clamp(OutAssistedInput.Y, -1.0f, 1.0f);
|
| 520 |
+
}
|
| 521 |
+
|
| 522 |
+
#if ENABLE_DRAW_DEBUG
|
| 523 |
+
LastBaselineValue = BaselineInput;
|
| 524 |
+
LastLookRatePitch = LookRates.Pitch;
|
| 525 |
+
LastLookRateYaw = LookRates.Yaw;
|
| 526 |
+
LastOutValue = OutAssistedInput;
|
| 527 |
+
#endif
|
| 528 |
+
return OutAssistedInput;
|
| 529 |
+
}
|
| 530 |
+
|
| 531 |
+
void UAimAssistInputModifier::UpdateTargetData(float DeltaTime)
|
| 532 |
+
{
|
| 533 |
+
if(!ensure(OwnerViewData.PlayerController))
|
| 534 |
+
{
|
| 535 |
+
UE_LOG(LogAimAssist, Error, TEXT("[UAimAssistInputModifier::UpdateTargetData] Invalid player controller in owner view data!"));
|
| 536 |
+
return;
|
| 537 |
+
}
|
| 538 |
+
|
| 539 |
+
UAimAssistTargetManagerComponent* TargetManager = nullptr;
|
| 540 |
+
|
| 541 |
+
if (UWorld* World = OwnerViewData.PlayerController->GetWorld())
|
| 542 |
+
{
|
| 543 |
+
if (AGameStateBase* GameState = World->GetGameState())
|
| 544 |
+
{
|
| 545 |
+
TargetManager = GameState->FindComponentByClass<UAimAssistTargetManagerComponent>();
|
| 546 |
+
}
|
| 547 |
+
}
|
| 548 |
+
|
| 549 |
+
if (!TargetManager)
|
| 550 |
+
{
|
| 551 |
+
return;
|
| 552 |
+
}
|
| 553 |
+
|
| 554 |
+
// Update the targets based on what is visible
|
| 555 |
+
SwapTargetCaches();
|
| 556 |
+
const TArray<FLyraAimAssistTarget>& OldTargetCache = GetPreviousTargetCache();
|
| 557 |
+
TArray<FLyraAimAssistTarget>& NewTargetCache = GetCurrentTargetCache();
|
| 558 |
+
|
| 559 |
+
TargetManager->GetVisibleTargets(Filter, Settings, OwnerViewData, OldTargetCache, NewTargetCache);
|
| 560 |
+
|
| 561 |
+
//
|
| 562 |
+
// Update target weights.
|
| 563 |
+
//
|
| 564 |
+
float TotalAssistWeight = 0.0f;
|
| 565 |
+
|
| 566 |
+
for (FLyraAimAssistTarget& Target : NewTargetCache)
|
| 567 |
+
{
|
| 568 |
+
if (Target.bUnderAssistOuterReticle && Target.bIsVisible)
|
| 569 |
+
{
|
| 570 |
+
const float MaxAssistTime = Settings.GetTargetWeightMaxTime();
|
| 571 |
+
Target.AssistTime = FMath::Min((Target.AssistTime + DeltaTime), MaxAssistTime);
|
| 572 |
+
}
|
| 573 |
+
else
|
| 574 |
+
{
|
| 575 |
+
Target.AssistTime = FMath::Max((Target.AssistTime - DeltaTime), 0.0f);
|
| 576 |
+
}
|
| 577 |
+
|
| 578 |
+
// Look up assist weight based on how long the target has been under the assist reticle.
|
| 579 |
+
Target.AssistWeight = Settings.GetTargetWeightForTime(Target.AssistTime);
|
| 580 |
+
|
| 581 |
+
TotalAssistWeight += Target.AssistWeight;
|
| 582 |
+
}
|
| 583 |
+
|
| 584 |
+
// Normalize the weights.
|
| 585 |
+
if (TotalAssistWeight > 0.0f)
|
| 586 |
+
{
|
| 587 |
+
for (FLyraAimAssistTarget& Target : NewTargetCache)
|
| 588 |
+
{
|
| 589 |
+
Target.AssistWeight = (Target.AssistWeight / TotalAssistWeight);
|
| 590 |
+
}
|
| 591 |
+
}
|
| 592 |
+
}
|
| 593 |
+
|
| 594 |
+
const float UAimAssistInputModifier::GetSensitivtyScalar(const ULyraSettingsShared* SharedSettings) const
|
| 595 |
+
{
|
| 596 |
+
if (SharedSettings && SensitivityLevelTable)
|
| 597 |
+
{
|
| 598 |
+
const ELyraGamepadSensitivity Sens = TargetingType == ELyraTargetingType::Normal ? SharedSettings->GetGamepadLookSensitivityPreset() : SharedSettings->GetGamepadTargetingSensitivityPreset();
|
| 599 |
+
return SensitivityLevelTable->SensitivtyEnumToFloat(Sens);
|
| 600 |
+
}
|
| 601 |
+
|
| 602 |
+
UE_LOG(LogAimAssist, Warning, TEXT("SensitivityLevelTable is null, using default value!"));
|
| 603 |
+
return (TargetingType == ELyraTargetingType::Normal) ? 1.0f : 0.5f;
|
| 604 |
+
}
|
| 605 |
+
|
| 606 |
+
FRotator UAimAssistInputModifier::UpdateRotationalVelocity(APlayerController* PC, float DeltaTime, FVector CurrentLookInputValue, FVector CurrentMoveInputValue)
|
| 607 |
+
{
|
| 608 |
+
FRotator RotationalVelocity(ForceInitToZero);
|
| 609 |
+
FRotator RotationNeeded(ForceInitToZero);
|
| 610 |
+
|
| 611 |
+
float PullStrength = 0.0f;
|
| 612 |
+
float SlowStrength = 0.0f;
|
| 613 |
+
|
| 614 |
+
const TArray<FLyraAimAssistTarget>& TargetCache = GetCurrentTargetCache();
|
| 615 |
+
|
| 616 |
+
float LookStickDeadzone = 0.25f;
|
| 617 |
+
float MoveStickDeadzone = 0.25f;
|
| 618 |
+
float SettingStrengthScalar = (TargetingType == ELyraTargetingType::Normal) ? 1.0f : 0.5f;
|
| 619 |
+
|
| 620 |
+
if (ULyraLocalPlayer* LP = Cast<ULyraLocalPlayer>(PC->GetLocalPlayer()))
|
| 621 |
+
{
|
| 622 |
+
ULyraSettingsShared* SharedSettings = LP->GetSharedSettings();
|
| 623 |
+
LookStickDeadzone = SharedSettings->GetGamepadLookStickDeadZone();
|
| 624 |
+
MoveStickDeadzone = SharedSettings->GetGamepadMoveStickDeadZone();
|
| 625 |
+
SettingStrengthScalar = GetSensitivtyScalar(SharedSettings);
|
| 626 |
+
}
|
| 627 |
+
|
| 628 |
+
for (const FLyraAimAssistTarget& Target : TargetCache)
|
| 629 |
+
{
|
| 630 |
+
if (Target.bUnderAssistOuterReticle && Target.bIsVisible)
|
| 631 |
+
{
|
| 632 |
+
// Add up total rotation needed to follow weighted targets based on target and player movement.
|
| 633 |
+
RotationNeeded += (Target.GetRotationFromMovement(OwnerViewData) * Target.AssistWeight);
|
| 634 |
+
|
| 635 |
+
float TargetPullStrength = 0.0f;
|
| 636 |
+
float TargetSlowStrength = 0.0f;
|
| 637 |
+
CalculateTargetStrengths(Target, TargetPullStrength, TargetSlowStrength);
|
| 638 |
+
|
| 639 |
+
// Add up total amount of weighted pull and slow from the targets.
|
| 640 |
+
PullStrength += TargetPullStrength;
|
| 641 |
+
SlowStrength += TargetSlowStrength;
|
| 642 |
+
}
|
| 643 |
+
}
|
| 644 |
+
|
| 645 |
+
// You could also apply some scalars based on the current weapon that is equipped, the player's movement state,
|
| 646 |
+
// or any other factors you want here
|
| 647 |
+
PullStrength *= Settings.StrengthScale * SettingStrengthScalar;
|
| 648 |
+
SlowStrength *= Settings.StrengthScale * SettingStrengthScalar;
|
| 649 |
+
|
| 650 |
+
const float PullLerpRate = (PullStrength > LastPullStrength) ? Settings.PullLerpInRate.GetValue() : Settings.PullLerpOutRate.GetValue();
|
| 651 |
+
if (PullLerpRate > 0.0f)
|
| 652 |
+
{
|
| 653 |
+
PullStrength = FMath::FInterpConstantTo(LastPullStrength, PullStrength, DeltaTime, PullLerpRate);
|
| 654 |
+
}
|
| 655 |
+
|
| 656 |
+
const float SlowLerpRate = (SlowStrength > LastSlowStrength) ? Settings.SlowLerpInRate.GetValue() : Settings.SlowLerpOutRate.GetValue();
|
| 657 |
+
if (SlowLerpRate > 0.0f)
|
| 658 |
+
{
|
| 659 |
+
SlowStrength = FMath::FInterpConstantTo(LastSlowStrength, SlowStrength, DeltaTime, SlowLerpRate);
|
| 660 |
+
}
|
| 661 |
+
|
| 662 |
+
LastPullStrength = PullStrength;
|
| 663 |
+
LastSlowStrength = SlowStrength;
|
| 664 |
+
|
| 665 |
+
const bool bIsLookInputActive = (CurrentLookInputValue.SizeSquared() > FMath::Square(LookStickDeadzone));
|
| 666 |
+
const bool bIsMoveInputActive = (CurrentMoveInputValue.SizeSquared() > FMath::Square(MoveStickDeadzone));
|
| 667 |
+
|
| 668 |
+
const bool bIsApplyingLookInput = (bIsLookInputActive || !Settings.bRequireInput);
|
| 669 |
+
const bool bIsApplyingMoveInput = (bIsMoveInputActive || !Settings.bRequireInput);
|
| 670 |
+
const bool bIsApplyingAnyInput = (bIsApplyingLookInput || bIsApplyingMoveInput);
|
| 671 |
+
|
| 672 |
+
// Apply pulling towards the target
|
| 673 |
+
if (Settings.bApplyPull && bIsApplyingAnyInput && !FMath::IsNearlyZero(PullStrength))
|
| 674 |
+
{
|
| 675 |
+
// The amount of pull is a percentage of the rotation needed to stay on target.
|
| 676 |
+
FRotator PullRotation = (RotationNeeded * PullStrength);
|
| 677 |
+
|
| 678 |
+
if (!bIsApplyingLookInput && Settings.bApplyStrafePullScale)
|
| 679 |
+
{
|
| 680 |
+
// Scale pull strength by amount of player strafe if the player isn't actively looking around.
|
| 681 |
+
// This helps prevent view yanks when running forward past targets.
|
| 682 |
+
float StrafePullScale = FMath::Abs(CurrentMoveInputValue.Y);
|
| 683 |
+
|
| 684 |
+
PullRotation.Yaw *= StrafePullScale;
|
| 685 |
+
PullRotation.Pitch *= StrafePullScale;
|
| 686 |
+
}
|
| 687 |
+
|
| 688 |
+
// Clamp the maximum amount of pull rotation to prevent it from yanking the player's view too much.
|
| 689 |
+
// The clamped rate is scaled so it feels the same regardless of field of view.
|
| 690 |
+
const float FOVScale = UAimAssistTargetManagerComponent::GetFOVScale(PC, ECommonInputType::Gamepad);
|
| 691 |
+
const float PullMaxRotationRate = (Settings.PullMaxRotationRate.GetValue() * FOVScale);
|
| 692 |
+
if (PullMaxRotationRate > 0.0f)
|
| 693 |
+
{
|
| 694 |
+
const float PullMaxRotation = (PullMaxRotationRate * DeltaTime);
|
| 695 |
+
|
| 696 |
+
PullRotation.Yaw = FMath::Clamp(PullRotation.Yaw, -PullMaxRotation, PullMaxRotation);
|
| 697 |
+
PullRotation.Pitch = FMath::Clamp(PullRotation.Pitch, -PullMaxRotation, PullMaxRotation);
|
| 698 |
+
}
|
| 699 |
+
|
| 700 |
+
RotationNeeded -= PullRotation;
|
| 701 |
+
RotationalVelocity += (PullRotation * (1.0f / DeltaTime));
|
| 702 |
+
}
|
| 703 |
+
|
| 704 |
+
FRotator LookRates = GetLookRates(CurrentLookInputValue);
|
| 705 |
+
|
| 706 |
+
// Apply slowing
|
| 707 |
+
if (Settings.bApplySlowing && bIsApplyingLookInput && !FMath::IsNearlyZero(SlowStrength))
|
| 708 |
+
{
|
| 709 |
+
// The slowed rotation rate is a percentage of the normal look rotation rates.
|
| 710 |
+
FRotator SlowRates = (LookRates * (1.0f - SlowStrength));
|
| 711 |
+
|
| 712 |
+
const bool bUseDynamicSlow = true;
|
| 713 |
+
|
| 714 |
+
if (Settings.bUseDynamicSlow)
|
| 715 |
+
{
|
| 716 |
+
const FRotator BoostRotation = (RotationNeeded * (1.0f / DeltaTime));
|
| 717 |
+
|
| 718 |
+
const float YawDynamicBoost = (BoostRotation.Yaw * FMath::Sign(CurrentLookInputValue.X));
|
| 719 |
+
if (YawDynamicBoost > 0.0f)
|
| 720 |
+
{
|
| 721 |
+
SlowRates.Yaw += YawDynamicBoost;
|
| 722 |
+
}
|
| 723 |
+
|
| 724 |
+
const float PitchDynamicBoost = (BoostRotation.Pitch * FMath::Sign(CurrentLookInputValue.Y));
|
| 725 |
+
if (PitchDynamicBoost > 0.0f)
|
| 726 |
+
{
|
| 727 |
+
SlowRates.Pitch += PitchDynamicBoost;
|
| 728 |
+
}
|
| 729 |
+
}
|
| 730 |
+
|
| 731 |
+
// Clamp the minimum amount of slow to prevent it from feeling sluggish on low sensitivity settings.
|
| 732 |
+
// The clamped rate is scaled so it feels the same regardless of field of view.
|
| 733 |
+
const float FOVScale = UAimAssistTargetManagerComponent::GetFOVScale(PC, ECommonInputType::Gamepad);
|
| 734 |
+
const float SlowMinRotationRate = (Settings.SlowMinRotationRate.GetValue() * FOVScale);
|
| 735 |
+
if (SlowMinRotationRate > 0.0f)
|
| 736 |
+
{
|
| 737 |
+
SlowRates.Yaw = FMath::Max(SlowRates.Yaw, SlowMinRotationRate);
|
| 738 |
+
SlowRates.Pitch = FMath::Max(SlowRates.Pitch, SlowMinRotationRate);
|
| 739 |
+
}
|
| 740 |
+
|
| 741 |
+
// Make sure the slow rate isn't faster then our default.
|
| 742 |
+
SlowRates.Yaw = FMath::Min(SlowRates.Yaw, LookRates.Yaw);
|
| 743 |
+
SlowRates.Pitch = FMath::Min(SlowRates.Pitch, LookRates.Pitch);
|
| 744 |
+
|
| 745 |
+
RotationalVelocity.Yaw += (CurrentLookInputValue.X * SlowRates.Yaw);
|
| 746 |
+
RotationalVelocity.Pitch += (CurrentLookInputValue.Y * SlowRates.Pitch);
|
| 747 |
+
RotationalVelocity.Roll = 0.0f;
|
| 748 |
+
}
|
| 749 |
+
else
|
| 750 |
+
{
|
| 751 |
+
RotationalVelocity.Yaw += (CurrentLookInputValue.X * LookRates.Yaw);
|
| 752 |
+
RotationalVelocity.Pitch += (CurrentLookInputValue.Y * LookRates.Pitch);
|
| 753 |
+
RotationalVelocity.Roll = 0.0f;
|
| 754 |
+
}
|
| 755 |
+
|
| 756 |
+
return RotationalVelocity;
|
| 757 |
+
}
|
| 758 |
+
|
| 759 |
+
void UAimAssistInputModifier::CalculateTargetStrengths(const FLyraAimAssistTarget& Target, float& OutPullStrength, float& OutSlowStrength) const
|
| 760 |
+
{
|
| 761 |
+
const bool bIsADS = (TargetingType == ELyraTargetingType::ADS);
|
| 762 |
+
|
| 763 |
+
if (Target.bUnderAssistInnerReticle)
|
| 764 |
+
{
|
| 765 |
+
if (bIsADS)
|
| 766 |
+
{
|
| 767 |
+
OutPullStrength = Settings.PullInnerStrengthAds.GetValue();
|
| 768 |
+
OutSlowStrength = Settings.SlowInnerStrengthAds.GetValue();
|
| 769 |
+
}
|
| 770 |
+
else
|
| 771 |
+
{
|
| 772 |
+
OutPullStrength = Settings.PullInnerStrengthHip.GetValue();
|
| 773 |
+
OutSlowStrength = Settings.SlowInnerStrengthHip.GetValue();
|
| 774 |
+
}
|
| 775 |
+
}
|
| 776 |
+
else if (Target.bUnderAssistOuterReticle)
|
| 777 |
+
{
|
| 778 |
+
if (bIsADS)
|
| 779 |
+
{
|
| 780 |
+
OutPullStrength = Settings.PullOuterStrengthAds.GetValue();
|
| 781 |
+
OutSlowStrength = Settings.SlowOuterStrengthAds.GetValue();
|
| 782 |
+
}
|
| 783 |
+
else
|
| 784 |
+
{
|
| 785 |
+
OutPullStrength = Settings.PullOuterStrengthHip.GetValue();
|
| 786 |
+
OutSlowStrength = Settings.SlowOuterStrengthHip.GetValue();
|
| 787 |
+
}
|
| 788 |
+
}
|
| 789 |
+
else
|
| 790 |
+
{
|
| 791 |
+
OutPullStrength = 0.0f;
|
| 792 |
+
OutSlowStrength = 0.0f;
|
| 793 |
+
}
|
| 794 |
+
|
| 795 |
+
OutPullStrength *= Target.AssistWeight;
|
| 796 |
+
OutSlowStrength *= Target.AssistWeight;
|
| 797 |
+
}
|
| 798 |
+
|
| 799 |
+
#if ENABLE_DRAW_DEBUG
|
| 800 |
+
void UAimAssistInputModifier::AimAssistDebugDraw(UCanvas* Canvas, APlayerController* PC)
|
| 801 |
+
{
|
| 802 |
+
if (!Canvas || !OwnerViewData.IsDataValid() || !LyraConsoleVariables::bDrawAimAssistDebug)
|
| 803 |
+
{
|
| 804 |
+
return;
|
| 805 |
+
}
|
| 806 |
+
|
| 807 |
+
const bool bIsADS = (TargetingType == ELyraTargetingType::ADS);
|
| 808 |
+
|
| 809 |
+
FDisplayDebugManager& DisplayDebugManager = Canvas->DisplayDebugManager;
|
| 810 |
+
DisplayDebugManager.Initialize(Canvas, GEngine->GetSmallFont(), FVector2D((bIsADS ? 4.0f : 170.0f), 150.0f));
|
| 811 |
+
DisplayDebugManager.SetDrawColor(FColor::Yellow);
|
| 812 |
+
|
| 813 |
+
DisplayDebugManager.DrawString(FString(TEXT("------------------------------")));
|
| 814 |
+
DisplayDebugManager.DrawString(FString(TEXT("Aim Assist Debug Draw")));
|
| 815 |
+
DisplayDebugManager.DrawString(FString(TEXT("------------------------------")));
|
| 816 |
+
DisplayDebugManager.DrawString(FString::Printf(TEXT("Strength Scale: (%.4f)"), Settings.StrengthScale));
|
| 817 |
+
DisplayDebugManager.DrawString(FString::Printf(TEXT("Pull Strength: (%.4f)"), LastPullStrength));
|
| 818 |
+
DisplayDebugManager.DrawString(FString::Printf(TEXT("Slow Strength: (%.4f)"), LastSlowStrength));
|
| 819 |
+
DisplayDebugManager.DrawString(FString::Printf(TEXT("Look Rate Yaw: (%.4f)"), LastLookRateYaw));
|
| 820 |
+
DisplayDebugManager.DrawString(FString::Printf(TEXT("Look Rate Pitch: (%.4f)"), LastLookRatePitch));
|
| 821 |
+
DisplayDebugManager.DrawString(FString::Printf(TEXT("Baseline Value: (%.4f, %.4f, %.4f)"), LastBaselineValue.X, LastBaselineValue.Y, LastBaselineValue.Z));
|
| 822 |
+
DisplayDebugManager.DrawString(FString::Printf(TEXT("Assisted Value: (%.4f, %.4f, %.4f)"), LastOutValue.X, LastOutValue.Y, LastOutValue.Z));
|
| 823 |
+
|
| 824 |
+
|
| 825 |
+
UWorld* World = OwnerViewData.PlayerController->GetWorld();
|
| 826 |
+
check(World);
|
| 827 |
+
|
| 828 |
+
const FBox2D AssistInnerReticleBounds = OwnerViewData.ProjectReticleToScreen(Settings.AssistInnerReticleWidth.GetValue(), Settings.AssistInnerReticleHeight.GetValue(), Settings.ReticleDepth);
|
| 829 |
+
const FBox2D AssistOuterReticleBounds = OwnerViewData.ProjectReticleToScreen(Settings.AssistOuterReticleWidth.GetValue(), Settings.AssistOuterReticleHeight.GetValue(), Settings.ReticleDepth);
|
| 830 |
+
const FBox2D TargetingReticleBounds = OwnerViewData.ProjectReticleToScreen(Settings.TargetingReticleWidth.GetValue(), Settings.TargetingReticleHeight.GetValue(), Settings.ReticleDepth);
|
| 831 |
+
|
| 832 |
+
if (TargetingReticleBounds.bIsValid)
|
| 833 |
+
{
|
| 834 |
+
FLinearColor ReticleColor(0.25f, 0.25f, 0.25f, 1.0f);
|
| 835 |
+
DrawDebugCanvas2DBox(Canvas, TargetingReticleBounds, ReticleColor, 1.0f);
|
| 836 |
+
}
|
| 837 |
+
|
| 838 |
+
if (AssistInnerReticleBounds.bIsValid)
|
| 839 |
+
{
|
| 840 |
+
FLinearColor ReticleColor(0.0f, 0.0f, 1.0f, 0.2f);
|
| 841 |
+
|
| 842 |
+
FCanvasTileItem ReticleTileItem(AssistInnerReticleBounds.Min, AssistInnerReticleBounds.GetSize(), ReticleColor);
|
| 843 |
+
ReticleTileItem.BlendMode = SE_BLEND_Translucent;
|
| 844 |
+
Canvas->DrawItem(ReticleTileItem);
|
| 845 |
+
|
| 846 |
+
ReticleColor.A = 1.0f;
|
| 847 |
+
DrawDebugCanvas2DBox(Canvas, AssistInnerReticleBounds, ReticleColor, 1.0f);
|
| 848 |
+
}
|
| 849 |
+
|
| 850 |
+
if (AssistOuterReticleBounds.bIsValid)
|
| 851 |
+
{
|
| 852 |
+
FLinearColor ReticleColor(0.25f, 0.25f, 1.0f, 0.2f);
|
| 853 |
+
|
| 854 |
+
FCanvasTileItem ReticleTileItem(AssistOuterReticleBounds.Min, AssistOuterReticleBounds.GetSize(), ReticleColor);
|
| 855 |
+
ReticleTileItem.BlendMode = SE_BLEND_Translucent;
|
| 856 |
+
Canvas->DrawItem(ReticleTileItem);
|
| 857 |
+
|
| 858 |
+
ReticleColor.A = 1.0f;
|
| 859 |
+
DrawDebugCanvas2DBox(Canvas, AssistOuterReticleBounds, ReticleColor, 1.0f);
|
| 860 |
+
}
|
| 861 |
+
|
| 862 |
+
const TArray<FLyraAimAssistTarget>& TargetCache = GetCurrentTargetCache();
|
| 863 |
+
for (const FLyraAimAssistTarget& Target : TargetCache)
|
| 864 |
+
{
|
| 865 |
+
if (Target.ScreenBounds.bIsValid)
|
| 866 |
+
{
|
| 867 |
+
FLinearColor TargetColor = ((Target.AssistWeight > 0.0f) ? FLinearColor::LerpUsingHSV(FLinearColor::Yellow, FLinearColor::Green, Target.AssistWeight) : FLinearColor::Black);
|
| 868 |
+
TargetColor.A = 0.2f;
|
| 869 |
+
|
| 870 |
+
FCanvasTileItem TargetTileItem(Target.ScreenBounds.Min, Target.ScreenBounds.GetSize(), TargetColor);
|
| 871 |
+
TargetTileItem.BlendMode = SE_BLEND_Translucent;
|
| 872 |
+
Canvas->DrawItem(TargetTileItem);
|
| 873 |
+
|
| 874 |
+
if (Target.bIsVisible)
|
| 875 |
+
{
|
| 876 |
+
TargetColor.A = 1.0f;
|
| 877 |
+
DrawDebugCanvas2DBox(Canvas, Target.ScreenBounds, TargetColor, 1.0f);
|
| 878 |
+
}
|
| 879 |
+
|
| 880 |
+
FCanvasTextItem TargetTextItem(FVector2D::ZeroVector, FText::FromString(FString::Printf(TEXT("Weight: %.2f\nDist: %.2f\nScore: %.2f\nTime: %.2f"), Target.AssistWeight, Target.ViewDistance, Target.SortScore, Target.AssistTime)), GEngine->GetSmallFont(), FLinearColor::White);
|
| 881 |
+
TargetTextItem.EnableShadow(FLinearColor::Black);
|
| 882 |
+
Canvas->DrawItem(TargetTextItem, FVector2D(FMath::CeilToFloat(Target.ScreenBounds.Min.X), FMath::CeilToFloat(Target.ScreenBounds.Min.Y)));
|
| 883 |
+
}
|
| 884 |
+
}
|
| 885 |
+
}
|
| 886 |
+
#endif // ENABLE_DRAW_DEBUG
|
LyraStarterGame/Plugins/GameFeatures/ShooterCore/Source/ShooterCoreRuntime/Private/Input/AimAssistTargetComponent.cpp
ADDED
|
@@ -0,0 +1,20 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
// Copyright Epic Games, Inc. All Rights Reserved.
|
| 2 |
+
|
| 3 |
+
#include "Input/AimAssistTargetComponent.h"
|
| 4 |
+
|
| 5 |
+
#include "Input/IAimAssistTargetInterface.h"
|
| 6 |
+
|
| 7 |
+
#include UE_INLINE_GENERATED_CPP_BY_NAME(AimAssistTargetComponent)
|
| 8 |
+
|
| 9 |
+
void UAimAssistTargetComponent::GatherTargetOptions(FAimAssistTargetOptions& OutTargetData)
|
| 10 |
+
{
|
| 11 |
+
if (!TargetData.TargetShapeComponent.IsValid())
|
| 12 |
+
{
|
| 13 |
+
if (AActor* Owner = GetOwner())
|
| 14 |
+
{
|
| 15 |
+
TargetData.TargetShapeComponent = Owner->FindComponentByClass<UShapeComponent>();
|
| 16 |
+
}
|
| 17 |
+
}
|
| 18 |
+
OutTargetData = TargetData;
|
| 19 |
+
}
|
| 20 |
+
|
LyraStarterGame/Plugins/GameFeatures/ShooterCore/Source/ShooterCoreRuntime/Private/Input/AimAssistTargetManagerComponent.cpp
ADDED
|
@@ -0,0 +1,489 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
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|
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|
| 1 |
+
// Copyright Epic Games, Inc. All Rights Reserved.
|
| 2 |
+
|
| 3 |
+
#include "Input/AimAssistTargetManagerComponent.h"
|
| 4 |
+
#include "CommonInputTypeEnum.h"
|
| 5 |
+
#include "Engine/OverlapResult.h"
|
| 6 |
+
#include "Engine/World.h"
|
| 7 |
+
#include "GameFramework/InputSettings.h"
|
| 8 |
+
#include "GameFramework/Character.h"
|
| 9 |
+
#include "GameFramework/InputSettings.h"
|
| 10 |
+
#include "Components/CapsuleComponent.h"
|
| 11 |
+
#include "Components/SkeletalMeshComponent.h"
|
| 12 |
+
#include "Character/LyraHealthComponent.h"
|
| 13 |
+
#include "Input/AimAssistInputModifier.h"
|
| 14 |
+
#include "Player/LyraPlayerState.h"
|
| 15 |
+
#include "Character/LyraHealthComponent.h"
|
| 16 |
+
#include "Input/IAimAssistTargetInterface.h"
|
| 17 |
+
#include "ShooterCoreRuntimeSettings.h"
|
| 18 |
+
|
| 19 |
+
#include UE_INLINE_GENERATED_CPP_BY_NAME(AimAssistTargetManagerComponent)
|
| 20 |
+
|
| 21 |
+
namespace LyraConsoleVariables
|
| 22 |
+
{
|
| 23 |
+
static bool bDrawDebugViewfinder = false;
|
| 24 |
+
static FAutoConsoleVariableRef CVarDrawDebugViewfinder(
|
| 25 |
+
TEXT("lyra.Weapon.AimAssist.DrawDebugViewfinder"),
|
| 26 |
+
bDrawDebugViewfinder,
|
| 27 |
+
TEXT("Should we draw a debug box for the aim assist target viewfinder?"),
|
| 28 |
+
ECVF_Cheat);
|
| 29 |
+
}
|
| 30 |
+
|
| 31 |
+
const FLyraAimAssistTarget* FindTarget(const TArray<FLyraAimAssistTarget>& Targets, const UShapeComponent* TargetComponent)
|
| 32 |
+
{
|
| 33 |
+
const FLyraAimAssistTarget* FoundTarget = Targets.FindByPredicate(
|
| 34 |
+
[&TargetComponent](const FLyraAimAssistTarget& Target)
|
| 35 |
+
{
|
| 36 |
+
return (Target.TargetShapeComponent == TargetComponent);
|
| 37 |
+
});
|
| 38 |
+
|
| 39 |
+
return FoundTarget;
|
| 40 |
+
}
|
| 41 |
+
|
| 42 |
+
static bool GatherTargetInfo(const AActor* Actor, const UShapeComponent* ShapeComponent, FTransform& OutTransform, FCollisionShape& OutShape, FVector& OutShapeOrigin)
|
| 43 |
+
{
|
| 44 |
+
check(Actor);
|
| 45 |
+
check(ShapeComponent);
|
| 46 |
+
|
| 47 |
+
const FCollisionShape TargetShape = ShapeComponent->GetCollisionShape();
|
| 48 |
+
const bool bIsValidShape = (TargetShape.IsBox() || TargetShape.IsSphere() || TargetShape.IsCapsule());
|
| 49 |
+
|
| 50 |
+
if (!bIsValidShape || TargetShape.IsNearlyZero())
|
| 51 |
+
{
|
| 52 |
+
return false;
|
| 53 |
+
}
|
| 54 |
+
|
| 55 |
+
FTransform TargetTransform;
|
| 56 |
+
FVector TargetShapeOrigin(ForceInitToZero);
|
| 57 |
+
|
| 58 |
+
if (const ACharacter* TargetCharacter = Cast<ACharacter>(Actor))
|
| 59 |
+
{
|
| 60 |
+
if (ShapeComponent == TargetCharacter->GetCapsuleComponent())
|
| 61 |
+
{
|
| 62 |
+
// Character capsules don't move smoothly for remote players. Use the mesh location since it's smoothed out.
|
| 63 |
+
const USkeletalMeshComponent* TargetMesh = TargetCharacter->GetMesh();
|
| 64 |
+
check(TargetMesh);
|
| 65 |
+
|
| 66 |
+
TargetTransform = TargetMesh->GetComponentTransform();
|
| 67 |
+
TargetShapeOrigin = -TargetCharacter->GetBaseTranslationOffset();
|
| 68 |
+
}
|
| 69 |
+
else
|
| 70 |
+
{
|
| 71 |
+
TargetTransform = ShapeComponent->GetComponentTransform();
|
| 72 |
+
}
|
| 73 |
+
}
|
| 74 |
+
else
|
| 75 |
+
{
|
| 76 |
+
TargetTransform = ShapeComponent->GetComponentTransform();
|
| 77 |
+
}
|
| 78 |
+
|
| 79 |
+
OutTransform = TargetTransform;
|
| 80 |
+
OutShape = TargetShape;
|
| 81 |
+
OutShapeOrigin = TargetShapeOrigin;
|
| 82 |
+
|
| 83 |
+
return true;
|
| 84 |
+
}
|
| 85 |
+
|
| 86 |
+
|
| 87 |
+
void UAimAssistTargetManagerComponent::GetVisibleTargets(const FAimAssistFilter& Filter, const FAimAssistSettings& Settings, const FAimAssistOwnerViewData& OwnerData, const TArray<FLyraAimAssistTarget>& OldTargets, OUT TArray<FLyraAimAssistTarget>& OutNewTargets)
|
| 88 |
+
{
|
| 89 |
+
TRACE_CPUPROFILER_EVENT_SCOPE(UAimAssistTargetManagerComponent::GetVisibleTargets);
|
| 90 |
+
OutNewTargets.Reset();
|
| 91 |
+
const APlayerController* PC = OwnerData.PlayerController;
|
| 92 |
+
|
| 93 |
+
if (!PC)
|
| 94 |
+
{
|
| 95 |
+
UE_LOG(LogAimAssist, Error, TEXT("Invalid player controller passed to GetVisibleTargets!"));
|
| 96 |
+
return;
|
| 97 |
+
}
|
| 98 |
+
|
| 99 |
+
const APawn* OwnerPawn = PC->GetPawn();
|
| 100 |
+
|
| 101 |
+
if (!OwnerPawn)
|
| 102 |
+
{
|
| 103 |
+
UE_LOG(LogAimAssist, Error, TEXT("Could not find a valid pawn for aim assist!"));
|
| 104 |
+
return;
|
| 105 |
+
}
|
| 106 |
+
|
| 107 |
+
const FVector ViewLocation = OwnerData.ViewTransform.GetTranslation();
|
| 108 |
+
const FVector ViewForward = OwnerData.ViewTransform.GetUnitAxis(EAxis::X);
|
| 109 |
+
|
| 110 |
+
const float FOVScale = GetFOVScale(PC, ECommonInputType::Gamepad);
|
| 111 |
+
const float InvFieldOfViewScale = (FOVScale > 0.0f) ? (1.0f / FOVScale) : 1.0f;
|
| 112 |
+
const float TargetRange = (Settings.TargetRange.GetValue() * InvFieldOfViewScale);
|
| 113 |
+
|
| 114 |
+
// Use the field of view to scale the reticle projection. This maintains the same reticle size regardless of field of view.
|
| 115 |
+
const float ReticleDepth = (Settings.ReticleDepth * InvFieldOfViewScale);
|
| 116 |
+
|
| 117 |
+
// Calculate the bounds of this reticle in screen space
|
| 118 |
+
const FBox2D AssistInnerReticleBounds = OwnerData.ProjectReticleToScreen(Settings.AssistInnerReticleWidth.GetValue(), Settings.AssistInnerReticleHeight.GetValue(), ReticleDepth);
|
| 119 |
+
const FBox2D AssistOuterReticleBounds = OwnerData.ProjectReticleToScreen(Settings.AssistOuterReticleWidth.GetValue(), Settings.AssistOuterReticleHeight.GetValue(), ReticleDepth);
|
| 120 |
+
const FBox2D TargetingReticleBounds = OwnerData.ProjectReticleToScreen(Settings.TargetingReticleWidth.GetValue(), Settings.TargetingReticleHeight.GetValue(), ReticleDepth);
|
| 121 |
+
|
| 122 |
+
static TArray<FOverlapResult> OverlapResults;
|
| 123 |
+
// Do a world trace on the Aim Assist channel to get any visible targets
|
| 124 |
+
{
|
| 125 |
+
UWorld* World = GetWorld();
|
| 126 |
+
|
| 127 |
+
OverlapResults.Reset();
|
| 128 |
+
|
| 129 |
+
const FVector PawnLocation = OwnerPawn->GetActorLocation();
|
| 130 |
+
ECollisionChannel AimAssistChannel = GetAimAssistChannel();
|
| 131 |
+
FCollisionQueryParams Params(SCENE_QUERY_STAT(AimAssist_QueryTargetsInRange), true);
|
| 132 |
+
Params.AddIgnoredActor(OwnerPawn);
|
| 133 |
+
|
| 134 |
+
// Need to multiply these by 0.5 because MakeBox takes in half extents
|
| 135 |
+
FCollisionShape BoxShape = FCollisionShape::MakeBox(FVector3f(ReticleDepth * 0.5f, Settings.AssistOuterReticleWidth.GetValue() * 0.5f, Settings.AssistOuterReticleHeight.GetValue() * 0.5f));
|
| 136 |
+
World->OverlapMultiByChannel(OUT OverlapResults, PawnLocation, OwnerData.PlayerTransform.GetRotation(), AimAssistChannel, BoxShape, Params);
|
| 137 |
+
|
| 138 |
+
#if ENABLE_DRAW_DEBUG && !UE_BUILD_SHIPPING
|
| 139 |
+
if(LyraConsoleVariables::bDrawDebugViewfinder)
|
| 140 |
+
{
|
| 141 |
+
DrawDebugBox(World, PawnLocation, BoxShape.GetBox(), OwnerData.PlayerTransform.GetRotation(), FColor::Red);
|
| 142 |
+
}
|
| 143 |
+
#endif
|
| 144 |
+
}
|
| 145 |
+
|
| 146 |
+
// Gather target options from any visibile hit results that implement the IAimAssistTarget interface
|
| 147 |
+
TArray<FAimAssistTargetOptions> NewTargetData;
|
| 148 |
+
{
|
| 149 |
+
for (const FOverlapResult& Overlap : OverlapResults)
|
| 150 |
+
{
|
| 151 |
+
TScriptInterface<IAimAssistTaget> TargetActor(Overlap.GetActor());
|
| 152 |
+
if (TargetActor)
|
| 153 |
+
{
|
| 154 |
+
FAimAssistTargetOptions TargetData;
|
| 155 |
+
TargetActor->GatherTargetOptions(TargetData);
|
| 156 |
+
NewTargetData.Add(TargetData);
|
| 157 |
+
}
|
| 158 |
+
|
| 159 |
+
TScriptInterface<IAimAssistTaget> TargetComponent(Overlap.GetComponent());
|
| 160 |
+
if (TargetComponent)
|
| 161 |
+
{
|
| 162 |
+
FAimAssistTargetOptions TargetData;
|
| 163 |
+
TargetComponent->GatherTargetOptions(TargetData);
|
| 164 |
+
NewTargetData.Add(TargetData);
|
| 165 |
+
}
|
| 166 |
+
}
|
| 167 |
+
}
|
| 168 |
+
|
| 169 |
+
// Gather targets that are in front of the player
|
| 170 |
+
{
|
| 171 |
+
const FVector PawnLocation = OwnerPawn->GetActorLocation();
|
| 172 |
+
|
| 173 |
+
for (FAimAssistTargetOptions& AimAssistTarget : NewTargetData)
|
| 174 |
+
{
|
| 175 |
+
if (!DoesTargetPassFilter(OwnerData, Filter, AimAssistTarget, TargetRange))
|
| 176 |
+
{
|
| 177 |
+
continue;
|
| 178 |
+
}
|
| 179 |
+
|
| 180 |
+
AActor* OwningActor = AimAssistTarget.TargetShapeComponent->GetOwner();
|
| 181 |
+
|
| 182 |
+
FTransform TargetTransform;
|
| 183 |
+
FCollisionShape TargetShape;
|
| 184 |
+
FVector TargetShapeOrigin;
|
| 185 |
+
|
| 186 |
+
if (!GatherTargetInfo(OwningActor, AimAssistTarget.TargetShapeComponent.Get(), TargetTransform, TargetShape, TargetShapeOrigin))
|
| 187 |
+
{
|
| 188 |
+
continue;
|
| 189 |
+
}
|
| 190 |
+
|
| 191 |
+
const FVector TargetViewLocation = TargetTransform.TransformPositionNoScale(TargetShapeOrigin);
|
| 192 |
+
const FVector TargetViewVector = (TargetViewLocation - ViewLocation);
|
| 193 |
+
|
| 194 |
+
FVector TargetViewDirection;
|
| 195 |
+
float TargetViewDistance;
|
| 196 |
+
TargetViewVector.ToDirectionAndLength(TargetViewDirection, TargetViewDistance);
|
| 197 |
+
const float TargetViewDot = FVector::DotProduct(TargetViewDirection, ViewForward);
|
| 198 |
+
if (TargetViewDot <= 0.0f)
|
| 199 |
+
{
|
| 200 |
+
continue;
|
| 201 |
+
}
|
| 202 |
+
|
| 203 |
+
const FLyraAimAssistTarget* OldTarget = FindTarget(OldTargets, AimAssistTarget.TargetShapeComponent.Get());
|
| 204 |
+
|
| 205 |
+
// Calculate the screen bounds for this target
|
| 206 |
+
FBox2D TargetScreenBounds(ForceInitToZero);
|
| 207 |
+
const bool bUpdateTargetProjections = true;
|
| 208 |
+
if (bUpdateTargetProjections)
|
| 209 |
+
{
|
| 210 |
+
TargetScreenBounds = OwnerData.ProjectShapeToScreen(TargetShape, TargetShapeOrigin, TargetTransform);
|
| 211 |
+
}
|
| 212 |
+
else
|
| 213 |
+
{
|
| 214 |
+
// Target projections are not being updated so use the values from the previous frame if the target existed.
|
| 215 |
+
if (OldTarget)
|
| 216 |
+
{
|
| 217 |
+
TargetScreenBounds = OldTarget->ScreenBounds;
|
| 218 |
+
}
|
| 219 |
+
}
|
| 220 |
+
|
| 221 |
+
if (!TargetScreenBounds.bIsValid)
|
| 222 |
+
{
|
| 223 |
+
continue;
|
| 224 |
+
}
|
| 225 |
+
|
| 226 |
+
if (!TargetingReticleBounds.Intersect(TargetScreenBounds))
|
| 227 |
+
{
|
| 228 |
+
continue;
|
| 229 |
+
}
|
| 230 |
+
|
| 231 |
+
FLyraAimAssistTarget NewTarget;
|
| 232 |
+
|
| 233 |
+
NewTarget.TargetShapeComponent = AimAssistTarget.TargetShapeComponent;
|
| 234 |
+
NewTarget.Location = TargetTransform.GetTranslation();
|
| 235 |
+
NewTarget.ScreenBounds = TargetScreenBounds;
|
| 236 |
+
NewTarget.ViewDistance = TargetViewDistance;
|
| 237 |
+
NewTarget.bUnderAssistInnerReticle = AssistInnerReticleBounds.Intersect(TargetScreenBounds);
|
| 238 |
+
NewTarget.bUnderAssistOuterReticle = AssistOuterReticleBounds.Intersect(TargetScreenBounds);
|
| 239 |
+
|
| 240 |
+
// Transfer target data from last frame.
|
| 241 |
+
if (OldTarget)
|
| 242 |
+
{
|
| 243 |
+
NewTarget.DeltaMovement = (NewTarget.Location - OldTarget->Location);
|
| 244 |
+
NewTarget.AssistTime = OldTarget->AssistTime;
|
| 245 |
+
NewTarget.AssistWeight = OldTarget->AssistWeight;
|
| 246 |
+
NewTarget.VisibilityTraceHandle = OldTarget->VisibilityTraceHandle;
|
| 247 |
+
}
|
| 248 |
+
|
| 249 |
+
// Calculate a score used for sorting based on previous weight, distance from target, and distance from reticle.
|
| 250 |
+
const float AssistWeightScore = (NewTarget.AssistWeight * Settings.TargetScore_AssistWeight);
|
| 251 |
+
const float ViewDotScore = ((TargetViewDot * Settings.TargetScore_ViewDot) - Settings.TargetScore_ViewDotOffset);
|
| 252 |
+
const float ViewDistanceScore = ((1.0f - (TargetViewDistance / TargetRange)) * Settings.TargetScore_ViewDistance);
|
| 253 |
+
|
| 254 |
+
NewTarget.SortScore = (AssistWeightScore + ViewDotScore + ViewDistanceScore);
|
| 255 |
+
|
| 256 |
+
OutNewTargets.Add(NewTarget);
|
| 257 |
+
}
|
| 258 |
+
}
|
| 259 |
+
|
| 260 |
+
// Sort the targets by their score so if there are too many so we can limit the amount of visibility traces performed.
|
| 261 |
+
if (OutNewTargets.Num() > Settings.MaxNumberOfTargets)
|
| 262 |
+
{
|
| 263 |
+
OutNewTargets.Sort([](const FLyraAimAssistTarget& TargetA, const FLyraAimAssistTarget& TargetB)
|
| 264 |
+
{
|
| 265 |
+
return (TargetA.SortScore > TargetB.SortScore);
|
| 266 |
+
});
|
| 267 |
+
|
| 268 |
+
OutNewTargets.SetNum(Settings.MaxNumberOfTargets, EAllowShrinking::No);
|
| 269 |
+
}
|
| 270 |
+
|
| 271 |
+
// Do visibliity traces on the targets
|
| 272 |
+
{
|
| 273 |
+
for (FLyraAimAssistTarget& Target : OutNewTargets)
|
| 274 |
+
{
|
| 275 |
+
DetermineTargetVisibility(Target, Settings, Filter, OwnerData);
|
| 276 |
+
}
|
| 277 |
+
}
|
| 278 |
+
}
|
| 279 |
+
|
| 280 |
+
bool UAimAssistTargetManagerComponent::DoesTargetPassFilter(const FAimAssistOwnerViewData& OwnerData, const FAimAssistFilter& Filter, const FAimAssistTargetOptions& Target, const float AcceptableRange) const
|
| 281 |
+
{
|
| 282 |
+
const APawn* OwnerPawn = OwnerData.PlayerController ? OwnerData.PlayerController->GetPawn() : nullptr;
|
| 283 |
+
|
| 284 |
+
if (!Target.bIsActive || !OwnerPawn || !Target.TargetShapeComponent.IsValid())
|
| 285 |
+
{
|
| 286 |
+
return false;
|
| 287 |
+
}
|
| 288 |
+
|
| 289 |
+
const AActor* TargetOwningActor = Target.TargetShapeComponent->GetOwner();
|
| 290 |
+
check(TargetOwningActor);
|
| 291 |
+
if (TargetOwningActor == OwnerPawn || TargetOwningActor == OwnerPawn->GetInstigator())
|
| 292 |
+
{
|
| 293 |
+
return false;
|
| 294 |
+
}
|
| 295 |
+
|
| 296 |
+
const FVector PawnLocation = OwnerPawn->GetActorLocation();
|
| 297 |
+
|
| 298 |
+
// Do a distance check on the given actor
|
| 299 |
+
const FVector TargetVector = TargetOwningActor->GetActorLocation() - PawnLocation;
|
| 300 |
+
const float TargetViewDistanceCheck = FVector::DotProduct(OwnerData.ViewForward, TargetVector);
|
| 301 |
+
|
| 302 |
+
if ((TargetViewDistanceCheck < 0.0f) || (TargetViewDistanceCheck > AcceptableRange))
|
| 303 |
+
{
|
| 304 |
+
return false;
|
| 305 |
+
}
|
| 306 |
+
|
| 307 |
+
if (const ACharacter* TargetCharacter = Cast<ACharacter>(TargetOwningActor))
|
| 308 |
+
{
|
| 309 |
+
// If the given target is on the same team as the owner, then exclude it from the search
|
| 310 |
+
if (!Filter.bIncludeSameFriendlyTargets)
|
| 311 |
+
{
|
| 312 |
+
if (const ALyraPlayerState* PS = TargetCharacter->GetPlayerState<ALyraPlayerState>())
|
| 313 |
+
{
|
| 314 |
+
if (PS->GetTeamId() == OwnerData.TeamID)
|
| 315 |
+
{
|
| 316 |
+
return false;
|
| 317 |
+
}
|
| 318 |
+
}
|
| 319 |
+
}
|
| 320 |
+
|
| 321 |
+
// Exclude dead or dying characters
|
| 322 |
+
if (Filter.bExcludeDeadOrDying)
|
| 323 |
+
{
|
| 324 |
+
if (const ULyraHealthComponent* HealthComponent = ULyraHealthComponent::FindHealthComponent(TargetCharacter))
|
| 325 |
+
{
|
| 326 |
+
if (HealthComponent->IsDeadOrDying())
|
| 327 |
+
{
|
| 328 |
+
return false;
|
| 329 |
+
}
|
| 330 |
+
}
|
| 331 |
+
}
|
| 332 |
+
}
|
| 333 |
+
|
| 334 |
+
// If this target has any tags that the filter wants to exlclude, then ignore it
|
| 335 |
+
if (Target.AssociatedTags.HasAny(Filter.ExclusionGameplayTags))
|
| 336 |
+
{
|
| 337 |
+
return false;
|
| 338 |
+
}
|
| 339 |
+
|
| 340 |
+
if (Filter.ExcludedClasses.Contains(TargetOwningActor->GetClass()))
|
| 341 |
+
{
|
| 342 |
+
return false;
|
| 343 |
+
}
|
| 344 |
+
|
| 345 |
+
return true;
|
| 346 |
+
}
|
| 347 |
+
|
| 348 |
+
float UAimAssistTargetManagerComponent::GetFOVScale(const APlayerController* PC, ECommonInputType InputType)
|
| 349 |
+
{
|
| 350 |
+
float FovScale = 1.0f;
|
| 351 |
+
const UInputSettings* DefaultInputSettings = GetDefault<UInputSettings>();
|
| 352 |
+
check(DefaultInputSettings && PC);
|
| 353 |
+
|
| 354 |
+
if (PC->PlayerCameraManager && DefaultInputSettings->bEnableFOVScaling)
|
| 355 |
+
{
|
| 356 |
+
const float FOVAngle = PC->PlayerCameraManager->GetFOVAngle();
|
| 357 |
+
switch (InputType)
|
| 358 |
+
{
|
| 359 |
+
case ECommonInputType::Gamepad:
|
| 360 |
+
case ECommonInputType::Touch:
|
| 361 |
+
{
|
| 362 |
+
static const float PlayerInput_BaseFOV = 80.0f;
|
| 363 |
+
// This is the proper way to scale based off FOV changes.
|
| 364 |
+
// Ideally mouse would use this too but changing it now will cause sensitivity to change for existing players.
|
| 365 |
+
const float BaseHalfFOV = PlayerInput_BaseFOV * 0.5f;
|
| 366 |
+
const float HalfFOV = FOVAngle * 0.5f;
|
| 367 |
+
const float BaseTanHalfFOV = FMath::Tan(FMath::DegreesToRadians(BaseHalfFOV));
|
| 368 |
+
const float TanHalfFOV = FMath::Tan(FMath::DegreesToRadians(HalfFOV));
|
| 369 |
+
|
| 370 |
+
check(BaseTanHalfFOV > 0.0f);
|
| 371 |
+
FovScale = (TanHalfFOV / BaseTanHalfFOV);
|
| 372 |
+
break;
|
| 373 |
+
}
|
| 374 |
+
case ECommonInputType::MouseAndKeyboard:
|
| 375 |
+
FovScale = (DefaultInputSettings->FOVScale * FOVAngle);
|
| 376 |
+
break;
|
| 377 |
+
default:
|
| 378 |
+
ensure(false);
|
| 379 |
+
break;
|
| 380 |
+
}
|
| 381 |
+
}
|
| 382 |
+
return FovScale;
|
| 383 |
+
}
|
| 384 |
+
|
| 385 |
+
void UAimAssistTargetManagerComponent::DetermineTargetVisibility(FLyraAimAssistTarget& Target, const FAimAssistSettings& Settings, const FAimAssistFilter& Filter, const FAimAssistOwnerViewData& OwnerData)
|
| 386 |
+
{
|
| 387 |
+
UWorld* World = GetWorld();
|
| 388 |
+
check(World);
|
| 389 |
+
|
| 390 |
+
const AActor* Actor = Target.TargetShapeComponent->GetOwner();
|
| 391 |
+
if (!Actor)
|
| 392 |
+
{
|
| 393 |
+
ensure(false);
|
| 394 |
+
return;
|
| 395 |
+
}
|
| 396 |
+
|
| 397 |
+
FVector TargetEyeLocation;
|
| 398 |
+
FRotator TargetEyeRotation;
|
| 399 |
+
Actor->GetActorEyesViewPoint(TargetEyeLocation, TargetEyeRotation);
|
| 400 |
+
|
| 401 |
+
FCollisionQueryParams QueryParams(SCENE_QUERY_STAT(AimAssist_DetermineTargetVisibility), true);
|
| 402 |
+
InitTargetSelectionCollisionParams(QueryParams, *Actor, Filter);
|
| 403 |
+
QueryParams.AddIgnoredActor(Actor);
|
| 404 |
+
|
| 405 |
+
const UShooterCoreRuntimeSettings* ShooterSettings = GetDefault<UShooterCoreRuntimeSettings>();
|
| 406 |
+
const ECollisionChannel AimAssistChannel = ShooterSettings->GetAimAssistCollisionChannel();
|
| 407 |
+
|
| 408 |
+
FCollisionResponseParams ResponseParams;
|
| 409 |
+
ResponseParams.CollisionResponse.SetResponse(ECC_Pawn, ECR_Ignore);
|
| 410 |
+
ResponseParams.CollisionResponse.SetResponse(AimAssistChannel, ECR_Ignore);
|
| 411 |
+
|
| 412 |
+
if (Target.bIsVisible && Settings.bEnableAsyncVisibilityTrace)
|
| 413 |
+
{
|
| 414 |
+
// Query for previous asynchronous trace result.
|
| 415 |
+
if (Target.VisibilityTraceHandle.IsValid())
|
| 416 |
+
{
|
| 417 |
+
FTraceDatum TraceDatum;
|
| 418 |
+
if (World->QueryTraceData(Target.VisibilityTraceHandle, TraceDatum))
|
| 419 |
+
{
|
| 420 |
+
Target.bIsVisible = (FHitResult::GetFirstBlockingHit(TraceDatum.OutHits) == nullptr);
|
| 421 |
+
}
|
| 422 |
+
else
|
| 423 |
+
{
|
| 424 |
+
UE_LOG(LogAimAssist, Warning, TEXT("UAimAssistTargetManagerComponent::DetermineTargetVisibility() - Failed to find async visibility trace data!"));
|
| 425 |
+
Target.bIsVisible = false;
|
| 426 |
+
}
|
| 427 |
+
|
| 428 |
+
// Invalidate the async trace handle.
|
| 429 |
+
Target.VisibilityTraceHandle = FTraceHandle();
|
| 430 |
+
}
|
| 431 |
+
|
| 432 |
+
// Only start a new asynchronous trace for next frame if the target is still visible.
|
| 433 |
+
if (Target.bIsVisible)
|
| 434 |
+
{
|
| 435 |
+
Target.VisibilityTraceHandle = World->AsyncLineTraceByChannel(EAsyncTraceType::Test, OwnerData.ViewTransform.GetTranslation(), TargetEyeLocation, ECC_Visibility, QueryParams, ResponseParams);
|
| 436 |
+
}
|
| 437 |
+
}
|
| 438 |
+
else
|
| 439 |
+
{
|
| 440 |
+
Target.bIsVisible = !World->LineTraceTestByChannel(OwnerData.ViewTransform.GetTranslation(), TargetEyeLocation, ECC_Visibility, QueryParams, ResponseParams);
|
| 441 |
+
|
| 442 |
+
// Invalidate the async trace handle.
|
| 443 |
+
Target.VisibilityTraceHandle = FTraceHandle();
|
| 444 |
+
}
|
| 445 |
+
}
|
| 446 |
+
|
| 447 |
+
void UAimAssistTargetManagerComponent::InitTargetSelectionCollisionParams(FCollisionQueryParams& OutParams, const AActor& RequestedBy, const FAimAssistFilter& Filter) const
|
| 448 |
+
{
|
| 449 |
+
// Exclude Requester
|
| 450 |
+
if (Filter.bExcludeRequester)
|
| 451 |
+
{
|
| 452 |
+
OutParams.AddIgnoredActor(&RequestedBy);
|
| 453 |
+
}
|
| 454 |
+
|
| 455 |
+
// Exclude attached to Requester
|
| 456 |
+
if (Filter.bExcludeAllAttachedToRequester)
|
| 457 |
+
{
|
| 458 |
+
TArray<AActor*> ActorsAttachedToRequester;
|
| 459 |
+
RequestedBy.GetAttachedActors(ActorsAttachedToRequester);
|
| 460 |
+
|
| 461 |
+
OutParams.AddIgnoredActors(ActorsAttachedToRequester);
|
| 462 |
+
}
|
| 463 |
+
|
| 464 |
+
if (Filter.bExcludeInstigator)
|
| 465 |
+
{
|
| 466 |
+
OutParams.AddIgnoredActor(RequestedBy.GetInstigator());
|
| 467 |
+
}
|
| 468 |
+
|
| 469 |
+
// Exclude attached to Instigator
|
| 470 |
+
if (Filter.bExcludeAllAttachedToInstigator && RequestedBy.GetInstigator())
|
| 471 |
+
{
|
| 472 |
+
TArray<AActor*> ActorsAttachedToInstigator;
|
| 473 |
+
RequestedBy.GetInstigator()->GetAttachedActors(ActorsAttachedToInstigator);
|
| 474 |
+
|
| 475 |
+
OutParams.AddIgnoredActors(ActorsAttachedToInstigator);
|
| 476 |
+
}
|
| 477 |
+
|
| 478 |
+
OutParams.bTraceComplex = Filter.bTraceComplexCollision;
|
| 479 |
+
}
|
| 480 |
+
|
| 481 |
+
ECollisionChannel UAimAssistTargetManagerComponent::GetAimAssistChannel() const
|
| 482 |
+
{
|
| 483 |
+
const UShooterCoreRuntimeSettings* ShooterSettings = GetDefault<UShooterCoreRuntimeSettings>();
|
| 484 |
+
const ECollisionChannel AimAssistChannel = ShooterSettings->GetAimAssistCollisionChannel();
|
| 485 |
+
|
| 486 |
+
ensureMsgf(AimAssistChannel != ECollisionChannel::ECC_MAX, TEXT("The aim assist collision channel has not been set! Do this in the ShooterCoreRuntime plugin settings"));
|
| 487 |
+
|
| 488 |
+
return AimAssistChannel;
|
| 489 |
+
}
|
LyraStarterGame/Plugins/GameFeatures/ShooterCore/Source/ShooterCoreRuntime/Private/LyraWorldCollectable.cpp
ADDED
|
@@ -0,0 +1,23 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
// Copyright Epic Games, Inc. All Rights Reserved.
|
| 2 |
+
|
| 3 |
+
#include "LyraWorldCollectable.h"
|
| 4 |
+
|
| 5 |
+
#include "Async/TaskGraphInterfaces.h"
|
| 6 |
+
|
| 7 |
+
#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraWorldCollectable)
|
| 8 |
+
|
| 9 |
+
struct FInteractionQuery;
|
| 10 |
+
|
| 11 |
+
ALyraWorldCollectable::ALyraWorldCollectable()
|
| 12 |
+
{
|
| 13 |
+
}
|
| 14 |
+
|
| 15 |
+
void ALyraWorldCollectable::GatherInteractionOptions(const FInteractionQuery& InteractQuery, FInteractionOptionBuilder& InteractionBuilder)
|
| 16 |
+
{
|
| 17 |
+
InteractionBuilder.AddInteractionOption(Option);
|
| 18 |
+
}
|
| 19 |
+
|
| 20 |
+
FInventoryPickup ALyraWorldCollectable::GetPickupInventory() const
|
| 21 |
+
{
|
| 22 |
+
return StaticInventory;
|
| 23 |
+
}
|
LyraStarterGame/Plugins/GameFeatures/ShooterCore/Source/ShooterCoreRuntime/Private/MessageProcessors/AssistProcessor.cpp
ADDED
|
@@ -0,0 +1,74 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
// Copyright Epic Games, Inc. All Rights Reserved.
|
| 2 |
+
|
| 3 |
+
#include "MessageProcessors/AssistProcessor.h"
|
| 4 |
+
|
| 5 |
+
#include "GameFramework/PlayerState.h"
|
| 6 |
+
#include "Messages/LyraVerbMessage.h"
|
| 7 |
+
#include "Messages/LyraVerbMessageHelpers.h"
|
| 8 |
+
#include "NativeGameplayTags.h"
|
| 9 |
+
|
| 10 |
+
#include UE_INLINE_GENERATED_CPP_BY_NAME(AssistProcessor)
|
| 11 |
+
|
| 12 |
+
UE_DEFINE_GAMEPLAY_TAG_STATIC(TAG_Lyra_Elimination_Message, "Lyra.Elimination.Message");
|
| 13 |
+
UE_DEFINE_GAMEPLAY_TAG_STATIC(TAG_Lyra_Damage_Message, "Lyra.Damage.Message");
|
| 14 |
+
UE_DEFINE_GAMEPLAY_TAG_STATIC(TAG_Lyra_Assist_Message, "Lyra.Assist.Message");
|
| 15 |
+
|
| 16 |
+
void UAssistProcessor::StartListening()
|
| 17 |
+
{
|
| 18 |
+
UGameplayMessageSubsystem& MessageSubsystem = UGameplayMessageSubsystem::Get(this);
|
| 19 |
+
AddListenerHandle(MessageSubsystem.RegisterListener(TAG_Lyra_Elimination_Message, this, &ThisClass::OnEliminationMessage));
|
| 20 |
+
AddListenerHandle(MessageSubsystem.RegisterListener(TAG_Lyra_Damage_Message, this, &ThisClass::OnDamageMessage));
|
| 21 |
+
}
|
| 22 |
+
|
| 23 |
+
void UAssistProcessor::OnDamageMessage(FGameplayTag Channel, const FLyraVerbMessage& Payload)
|
| 24 |
+
{
|
| 25 |
+
if (Payload.Instigator != Payload.Target)
|
| 26 |
+
{
|
| 27 |
+
if (APlayerState* InstigatorPS = ULyraVerbMessageHelpers::GetPlayerStateFromObject(Payload.Instigator))
|
| 28 |
+
{
|
| 29 |
+
if (APlayerState* TargetPS = ULyraVerbMessageHelpers::GetPlayerStateFromObject(Payload.Target))
|
| 30 |
+
{
|
| 31 |
+
FPlayerAssistDamageTracking& Damage = DamageHistory.FindOrAdd(TargetPS);
|
| 32 |
+
float& DamageTotalFromTarget = Damage.AccumulatedDamageByPlayer.FindOrAdd(InstigatorPS);
|
| 33 |
+
DamageTotalFromTarget += Payload.Magnitude;
|
| 34 |
+
}
|
| 35 |
+
}
|
| 36 |
+
}
|
| 37 |
+
}
|
| 38 |
+
|
| 39 |
+
|
| 40 |
+
void UAssistProcessor::OnEliminationMessage(FGameplayTag Channel, const FLyraVerbMessage& Payload)
|
| 41 |
+
{
|
| 42 |
+
if (APlayerState* TargetPS = Cast<APlayerState>(Payload.Target))
|
| 43 |
+
{
|
| 44 |
+
// Grant an assist to each player who damaged the target but wasn't the instigator
|
| 45 |
+
if (FPlayerAssistDamageTracking* DamageOnTarget = DamageHistory.Find(TargetPS))
|
| 46 |
+
{
|
| 47 |
+
for (const auto& KVP : DamageOnTarget->AccumulatedDamageByPlayer)
|
| 48 |
+
{
|
| 49 |
+
if (APlayerState* AssistPS = KVP.Key)
|
| 50 |
+
{
|
| 51 |
+
if (AssistPS != Payload.Instigator)
|
| 52 |
+
{
|
| 53 |
+
FLyraVerbMessage AssistMessage;
|
| 54 |
+
AssistMessage.Verb = TAG_Lyra_Assist_Message;
|
| 55 |
+
AssistMessage.Instigator = AssistPS;
|
| 56 |
+
//@TODO: Get default tags from a player state or save off most recent tags during assist damage?
|
| 57 |
+
//AssistMessage.InstigatorTags = ;
|
| 58 |
+
AssistMessage.Target = TargetPS;
|
| 59 |
+
AssistMessage.TargetTags = Payload.TargetTags;
|
| 60 |
+
AssistMessage.ContextTags = Payload.ContextTags;
|
| 61 |
+
AssistMessage.Magnitude = KVP.Value;
|
| 62 |
+
|
| 63 |
+
UGameplayMessageSubsystem& MessageSubsystem = UGameplayMessageSubsystem::Get(this);
|
| 64 |
+
MessageSubsystem.BroadcastMessage(AssistMessage.Verb, AssistMessage);
|
| 65 |
+
}
|
| 66 |
+
}
|
| 67 |
+
}
|
| 68 |
+
|
| 69 |
+
// Clear the damage log for the eliminated player
|
| 70 |
+
DamageHistory.Remove(TargetPS);
|
| 71 |
+
}
|
| 72 |
+
}
|
| 73 |
+
}
|
| 74 |
+
|
LyraStarterGame/Plugins/GameFeatures/ShooterCore/Source/ShooterCoreRuntime/Private/MessageProcessors/ElimChainProcessor.cpp
ADDED
|
@@ -0,0 +1,59 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
// Copyright Epic Games, Inc. All Rights Reserved.
|
| 2 |
+
|
| 3 |
+
#include "MessageProcessors/ElimChainProcessor.h"
|
| 4 |
+
|
| 5 |
+
#include "GameFramework/PlayerState.h"
|
| 6 |
+
#include "Messages/LyraVerbMessage.h"
|
| 7 |
+
#include "NativeGameplayTags.h"
|
| 8 |
+
|
| 9 |
+
#include UE_INLINE_GENERATED_CPP_BY_NAME(ElimChainProcessor)
|
| 10 |
+
|
| 11 |
+
namespace ElimChain
|
| 12 |
+
{
|
| 13 |
+
UE_DEFINE_GAMEPLAY_TAG_STATIC(TAG_Lyra_Elimination_Message, "Lyra.Elimination.Message");
|
| 14 |
+
}
|
| 15 |
+
|
| 16 |
+
void UElimChainProcessor::StartListening()
|
| 17 |
+
{
|
| 18 |
+
UGameplayMessageSubsystem& MessageSubsystem = UGameplayMessageSubsystem::Get(this);
|
| 19 |
+
AddListenerHandle(MessageSubsystem.RegisterListener(ElimChain::TAG_Lyra_Elimination_Message, this, &ThisClass::OnEliminationMessage));
|
| 20 |
+
}
|
| 21 |
+
|
| 22 |
+
void UElimChainProcessor::OnEliminationMessage(FGameplayTag Channel, const FLyraVerbMessage& Payload)
|
| 23 |
+
{
|
| 24 |
+
// Track elimination chains for the attacker (except for self-eliminations)
|
| 25 |
+
if (Payload.Instigator != Payload.Target)
|
| 26 |
+
{
|
| 27 |
+
if (APlayerState* InstigatorPS = Cast<APlayerState>(Payload.Instigator))
|
| 28 |
+
{
|
| 29 |
+
const double CurrentTime = GetServerTime();
|
| 30 |
+
|
| 31 |
+
FPlayerElimChainInfo& History = PlayerChainHistory.FindOrAdd(InstigatorPS);
|
| 32 |
+
const bool bStreakReset = (History.LastEliminationTime == 0.0) || (History.LastEliminationTime + ChainTimeLimit < CurrentTime);
|
| 33 |
+
|
| 34 |
+
History.LastEliminationTime = CurrentTime;
|
| 35 |
+
if (bStreakReset)
|
| 36 |
+
{
|
| 37 |
+
History.ChainCounter = 1;
|
| 38 |
+
}
|
| 39 |
+
else
|
| 40 |
+
{
|
| 41 |
+
++History.ChainCounter;
|
| 42 |
+
|
| 43 |
+
if (FGameplayTag* pTag = ElimChainTags.Find(History.ChainCounter))
|
| 44 |
+
{
|
| 45 |
+
FLyraVerbMessage ElimChainMessage;
|
| 46 |
+
ElimChainMessage.Verb = *pTag;
|
| 47 |
+
ElimChainMessage.Instigator = InstigatorPS;
|
| 48 |
+
ElimChainMessage.InstigatorTags = Payload.InstigatorTags;
|
| 49 |
+
ElimChainMessage.ContextTags = Payload.ContextTags;
|
| 50 |
+
ElimChainMessage.Magnitude = History.ChainCounter;
|
| 51 |
+
|
| 52 |
+
UGameplayMessageSubsystem& MessageSubsystem = UGameplayMessageSubsystem::Get(this);
|
| 53 |
+
MessageSubsystem.BroadcastMessage(ElimChainMessage.Verb, ElimChainMessage);
|
| 54 |
+
}
|
| 55 |
+
}
|
| 56 |
+
}
|
| 57 |
+
}
|
| 58 |
+
}
|
| 59 |
+
|
LyraStarterGame/Plugins/GameFeatures/ShooterCore/Source/ShooterCoreRuntime/Private/MessageProcessors/ElimStreakProcessor.cpp
ADDED
|
@@ -0,0 +1,53 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
// Copyright Epic Games, Inc. All Rights Reserved.
|
| 2 |
+
|
| 3 |
+
#include "MessageProcessors/ElimStreakProcessor.h"
|
| 4 |
+
|
| 5 |
+
#include "GameFramework/PlayerState.h"
|
| 6 |
+
#include "Messages/LyraVerbMessage.h"
|
| 7 |
+
#include "NativeGameplayTags.h"
|
| 8 |
+
|
| 9 |
+
#include UE_INLINE_GENERATED_CPP_BY_NAME(ElimStreakProcessor)
|
| 10 |
+
|
| 11 |
+
namespace ElimStreak
|
| 12 |
+
{
|
| 13 |
+
UE_DEFINE_GAMEPLAY_TAG_STATIC(TAG_Lyra_Elimination_Message, "Lyra.Elimination.Message");
|
| 14 |
+
}
|
| 15 |
+
|
| 16 |
+
void UElimStreakProcessor::StartListening()
|
| 17 |
+
{
|
| 18 |
+
UGameplayMessageSubsystem& MessageSubsystem = UGameplayMessageSubsystem::Get(this);
|
| 19 |
+
AddListenerHandle(MessageSubsystem.RegisterListener(ElimStreak::TAG_Lyra_Elimination_Message, this, &ThisClass::OnEliminationMessage));
|
| 20 |
+
}
|
| 21 |
+
|
| 22 |
+
void UElimStreakProcessor::OnEliminationMessage(FGameplayTag Channel, const FLyraVerbMessage& Payload)
|
| 23 |
+
{
|
| 24 |
+
// Track elimination streaks for the attacker (except for self-eliminations)
|
| 25 |
+
if (Payload.Instigator != Payload.Target)
|
| 26 |
+
{
|
| 27 |
+
if (APlayerState* InstigatorPS = Cast<APlayerState>(Payload.Instigator))
|
| 28 |
+
{
|
| 29 |
+
int32& StreakCount = PlayerStreakHistory.FindOrAdd(InstigatorPS);
|
| 30 |
+
StreakCount++;
|
| 31 |
+
|
| 32 |
+
if (FGameplayTag* pTag = ElimStreakTags.Find(StreakCount))
|
| 33 |
+
{
|
| 34 |
+
FLyraVerbMessage ElimStreakMessage;
|
| 35 |
+
ElimStreakMessage.Verb = *pTag;
|
| 36 |
+
ElimStreakMessage.Instigator = InstigatorPS;
|
| 37 |
+
ElimStreakMessage.InstigatorTags = Payload.InstigatorTags;
|
| 38 |
+
ElimStreakMessage.ContextTags = Payload.ContextTags;
|
| 39 |
+
ElimStreakMessage.Magnitude = StreakCount;
|
| 40 |
+
|
| 41 |
+
UGameplayMessageSubsystem& MessageSubsystem = UGameplayMessageSubsystem::Get(this);
|
| 42 |
+
MessageSubsystem.BroadcastMessage(ElimStreakMessage.Verb, ElimStreakMessage);
|
| 43 |
+
}
|
| 44 |
+
}
|
| 45 |
+
}
|
| 46 |
+
|
| 47 |
+
// End the elimination streak for the target
|
| 48 |
+
if (APlayerState* TargetPS = Cast<APlayerState>(Payload.Target))
|
| 49 |
+
{
|
| 50 |
+
PlayerStreakHistory.Remove(TargetPS);
|
| 51 |
+
}
|
| 52 |
+
}
|
| 53 |
+
|
LyraStarterGame/Plugins/GameFeatures/ShooterCore/Source/ShooterCoreRuntime/Private/ShooterCoreRuntimeModule.cpp
ADDED
|
@@ -0,0 +1,19 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
// Copyright Epic Games, Inc. All Rights Reserved.
|
| 2 |
+
|
| 3 |
+
#include "ShooterCoreRuntimeModule.h"
|
| 4 |
+
|
| 5 |
+
#include "Modules/ModuleManager.h"
|
| 6 |
+
|
| 7 |
+
#define LOCTEXT_NAMESPACE "ShooterCoreRuntime"
|
| 8 |
+
|
| 9 |
+
void FShooterCoreRuntimeModule::StartupModule()
|
| 10 |
+
{
|
| 11 |
+
}
|
| 12 |
+
|
| 13 |
+
void FShooterCoreRuntimeModule::ShutdownModule()
|
| 14 |
+
{
|
| 15 |
+
}
|
| 16 |
+
|
| 17 |
+
#undef LOCTEXT_NAMESPACE
|
| 18 |
+
|
| 19 |
+
IMPLEMENT_MODULE(FShooterCoreRuntimeModule, ShooterCoreRuntime)
|
LyraStarterGame/Plugins/GameFeatures/ShooterCore/Source/ShooterCoreRuntime/Private/ShooterCoreRuntimeSettings.cpp
ADDED
|
@@ -0,0 +1,11 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
// Copyright Epic Games, Inc. All Rights Reserved.
|
| 2 |
+
|
| 3 |
+
#include "ShooterCoreRuntimeSettings.h"
|
| 4 |
+
|
| 5 |
+
#include UE_INLINE_GENERATED_CPP_BY_NAME(ShooterCoreRuntimeSettings)
|
| 6 |
+
|
| 7 |
+
UShooterCoreRuntimeSettings::UShooterCoreRuntimeSettings(const FObjectInitializer& Initializer)
|
| 8 |
+
: Super(Initializer)
|
| 9 |
+
{
|
| 10 |
+
|
| 11 |
+
}
|
LyraStarterGame/Plugins/GameFeatures/ShooterCore/Source/ShooterCoreRuntime/Private/TDM_PlayerSpawningManagmentComponent.cpp
ADDED
|
@@ -0,0 +1,94 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
// Copyright Epic Games, Inc. All Rights Reserved.
|
| 2 |
+
|
| 3 |
+
#include "TDM_PlayerSpawningManagmentComponent.h"
|
| 4 |
+
|
| 5 |
+
#include "Engine/World.h"
|
| 6 |
+
#include "GameFramework/PlayerState.h"
|
| 7 |
+
#include "GameModes/LyraGameState.h"
|
| 8 |
+
#include "Player/LyraPlayerStart.h"
|
| 9 |
+
#include "Teams/LyraTeamSubsystem.h"
|
| 10 |
+
|
| 11 |
+
#include UE_INLINE_GENERATED_CPP_BY_NAME(TDM_PlayerSpawningManagmentComponent)
|
| 12 |
+
|
| 13 |
+
class AActor;
|
| 14 |
+
|
| 15 |
+
UTDM_PlayerSpawningManagmentComponent::UTDM_PlayerSpawningManagmentComponent(const FObjectInitializer& ObjectInitializer)
|
| 16 |
+
: Super(ObjectInitializer)
|
| 17 |
+
{
|
| 18 |
+
}
|
| 19 |
+
|
| 20 |
+
AActor* UTDM_PlayerSpawningManagmentComponent::OnChoosePlayerStart(AController* Player, TArray<ALyraPlayerStart*>& PlayerStarts)
|
| 21 |
+
{
|
| 22 |
+
ULyraTeamSubsystem* TeamSubsystem = GetWorld()->GetSubsystem<ULyraTeamSubsystem>();
|
| 23 |
+
if (!ensure(TeamSubsystem))
|
| 24 |
+
{
|
| 25 |
+
return nullptr;
|
| 26 |
+
}
|
| 27 |
+
|
| 28 |
+
const int32 PlayerTeamId = TeamSubsystem->FindTeamFromObject(Player);
|
| 29 |
+
|
| 30 |
+
// We should have a TeamId by now, but early login stuff before post login can try to do stuff, ignore it.
|
| 31 |
+
if (!ensure(PlayerTeamId != INDEX_NONE))
|
| 32 |
+
{
|
| 33 |
+
return nullptr;
|
| 34 |
+
}
|
| 35 |
+
|
| 36 |
+
ALyraGameState* GameState = GetGameStateChecked<ALyraGameState>();
|
| 37 |
+
|
| 38 |
+
ALyraPlayerStart* BestPlayerStart = nullptr;
|
| 39 |
+
double MaxDistance = 0;
|
| 40 |
+
ALyraPlayerStart* FallbackPlayerStart = nullptr;
|
| 41 |
+
double FallbackMaxDistance = 0;
|
| 42 |
+
|
| 43 |
+
for (APlayerState* PS : GameState->PlayerArray)
|
| 44 |
+
{
|
| 45 |
+
const int32 TeamId = TeamSubsystem->FindTeamFromObject(PS);
|
| 46 |
+
|
| 47 |
+
// We should have a TeamId by now...
|
| 48 |
+
if (PS->IsOnlyASpectator() || !ensure(TeamId != INDEX_NONE))
|
| 49 |
+
{
|
| 50 |
+
continue;
|
| 51 |
+
}
|
| 52 |
+
|
| 53 |
+
// If the other player isn't on the same team, lets find the furthest spawn from them.
|
| 54 |
+
if (TeamId != PlayerTeamId)
|
| 55 |
+
{
|
| 56 |
+
for (ALyraPlayerStart* PlayerStart : PlayerStarts)
|
| 57 |
+
{
|
| 58 |
+
if (APawn* Pawn = PS->GetPawn())
|
| 59 |
+
{
|
| 60 |
+
const double Distance = PlayerStart->GetDistanceTo(Pawn);
|
| 61 |
+
|
| 62 |
+
if (PlayerStart->IsClaimed())
|
| 63 |
+
{
|
| 64 |
+
if (FallbackPlayerStart == nullptr || Distance > FallbackMaxDistance)
|
| 65 |
+
{
|
| 66 |
+
FallbackPlayerStart = PlayerStart;
|
| 67 |
+
FallbackMaxDistance = Distance;
|
| 68 |
+
}
|
| 69 |
+
}
|
| 70 |
+
else if (PlayerStart->GetLocationOccupancy(Player) < ELyraPlayerStartLocationOccupancy::Full)
|
| 71 |
+
{
|
| 72 |
+
if (BestPlayerStart == nullptr || Distance > MaxDistance)
|
| 73 |
+
{
|
| 74 |
+
BestPlayerStart = PlayerStart;
|
| 75 |
+
MaxDistance = Distance;
|
| 76 |
+
}
|
| 77 |
+
}
|
| 78 |
+
}
|
| 79 |
+
}
|
| 80 |
+
}
|
| 81 |
+
}
|
| 82 |
+
|
| 83 |
+
if (BestPlayerStart)
|
| 84 |
+
{
|
| 85 |
+
return BestPlayerStart;
|
| 86 |
+
}
|
| 87 |
+
|
| 88 |
+
return FallbackPlayerStart;
|
| 89 |
+
}
|
| 90 |
+
|
| 91 |
+
void UTDM_PlayerSpawningManagmentComponent::OnFinishRestartPlayer(AController* Player, const FRotator& StartRotation)
|
| 92 |
+
{
|
| 93 |
+
|
| 94 |
+
}
|
LyraStarterGame/Plugins/GameFeatures/ShooterCore/Source/ShooterCoreRuntime/Private/TDM_PlayerSpawningManagmentComponent.h
ADDED
|
@@ -0,0 +1,31 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
// Copyright Epic Games, Inc. All Rights Reserved.
|
| 2 |
+
|
| 3 |
+
#pragma once
|
| 4 |
+
|
| 5 |
+
#include "Player/LyraPlayerSpawningManagerComponent.h"
|
| 6 |
+
|
| 7 |
+
#include "TDM_PlayerSpawningManagmentComponent.generated.h"
|
| 8 |
+
|
| 9 |
+
class AActor;
|
| 10 |
+
class AController;
|
| 11 |
+
class ALyraPlayerStart;
|
| 12 |
+
class UObject;
|
| 13 |
+
|
| 14 |
+
/**
|
| 15 |
+
*
|
| 16 |
+
*/
|
| 17 |
+
UCLASS()
|
| 18 |
+
class UTDM_PlayerSpawningManagmentComponent : public ULyraPlayerSpawningManagerComponent
|
| 19 |
+
{
|
| 20 |
+
GENERATED_BODY()
|
| 21 |
+
|
| 22 |
+
public:
|
| 23 |
+
|
| 24 |
+
UTDM_PlayerSpawningManagmentComponent(const FObjectInitializer& ObjectInitializer);
|
| 25 |
+
|
| 26 |
+
virtual AActor* OnChoosePlayerStart(AController* Player, TArray<ALyraPlayerStart*>& PlayerStarts) override;
|
| 27 |
+
virtual void OnFinishRestartPlayer(AController* Player, const FRotator& StartRotation) override;
|
| 28 |
+
|
| 29 |
+
protected:
|
| 30 |
+
|
| 31 |
+
};
|
LyraStarterGame/Plugins/GameFeatures/ShooterCore/Source/ShooterCoreRuntime/Public/Accolades/LyraAccoladeDefinition.h
ADDED
|
@@ -0,0 +1,75 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
// Copyright Epic Games, Inc. All Rights Reserved.
|
| 2 |
+
|
| 3 |
+
#pragma once
|
| 4 |
+
|
| 5 |
+
#include "Engine/DataAsset.h"
|
| 6 |
+
#include "Engine/DataTable.h"
|
| 7 |
+
#include "GameplayTagContainer.h"
|
| 8 |
+
|
| 9 |
+
#include "LyraAccoladeDefinition.generated.h"
|
| 10 |
+
|
| 11 |
+
class UObject;
|
| 12 |
+
class USoundBase;
|
| 13 |
+
|
| 14 |
+
USTRUCT(BlueprintType)
|
| 15 |
+
struct FLyraAccoladeDefinitionRow : public FTableRowBase
|
| 16 |
+
{
|
| 17 |
+
GENERATED_BODY()
|
| 18 |
+
|
| 19 |
+
public:
|
| 20 |
+
// The message to display
|
| 21 |
+
UPROPERTY(EditAnywhere, BlueprintReadOnly)
|
| 22 |
+
FText DisplayName;
|
| 23 |
+
|
| 24 |
+
// The sound to play
|
| 25 |
+
UPROPERTY(EditAnywhere, BlueprintReadOnly)
|
| 26 |
+
TSoftObjectPtr<USoundBase> Sound;
|
| 27 |
+
|
| 28 |
+
// The icon to display
|
| 29 |
+
UPROPERTY(EditAnywhere, BlueprintReadOnly, meta=(DisplayThumbnail="true", AllowedClasses="Texture,MaterialInterface,SlateTextureAtlasInterface", DisallowedClasses="MediaTexture"))
|
| 30 |
+
TSoftObjectPtr<UObject> Icon;
|
| 31 |
+
|
| 32 |
+
// Duration (in seconds) to display this accolade
|
| 33 |
+
UPROPERTY(EditAnywhere, BlueprintReadOnly)
|
| 34 |
+
float DisplayDuration = 1.0f;
|
| 35 |
+
|
| 36 |
+
// Location to display this accolade
|
| 37 |
+
UPROPERTY(EditAnywhere, BlueprintReadOnly)
|
| 38 |
+
FGameplayTag LocationTag;
|
| 39 |
+
|
| 40 |
+
// Tags associated with this accolade
|
| 41 |
+
UPROPERTY(EditAnywhere, BlueprintReadOnly)
|
| 42 |
+
FGameplayTagContainer AccoladeTags;
|
| 43 |
+
|
| 44 |
+
// When this accolade is displayed, any existing displayed/pending accolades with any of
|
| 45 |
+
// these tags will be removed (e.g., getting a triple-elim will suppress a double-elim)
|
| 46 |
+
UPROPERTY(EditAnywhere, BlueprintReadOnly)
|
| 47 |
+
FGameplayTagContainer CancelAccoladesWithTag;
|
| 48 |
+
};
|
| 49 |
+
|
| 50 |
+
/**
|
| 51 |
+
*
|
| 52 |
+
*/
|
| 53 |
+
UCLASS(BlueprintType)
|
| 54 |
+
class ULyraAccoladeDefinition : public UDataAsset
|
| 55 |
+
{
|
| 56 |
+
GENERATED_BODY()
|
| 57 |
+
|
| 58 |
+
public:
|
| 59 |
+
// The sound to play
|
| 60 |
+
UPROPERTY(EditAnywhere, BlueprintReadOnly)
|
| 61 |
+
TObjectPtr<USoundBase> Sound;
|
| 62 |
+
|
| 63 |
+
// The icon to display
|
| 64 |
+
UPROPERTY(EditAnywhere, BlueprintReadWrite, meta=(DisplayThumbnail="true", AllowedClasses="Texture,MaterialInterface,SlateTextureAtlasInterface", DisallowedClasses="MediaTexture"))
|
| 65 |
+
TObjectPtr<UObject> Icon;
|
| 66 |
+
|
| 67 |
+
// Tags associated with this accolade
|
| 68 |
+
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
| 69 |
+
FGameplayTagContainer AccoladeTags;
|
| 70 |
+
|
| 71 |
+
// When this accolade is displayed, any existing displayed/pending accolades with any of
|
| 72 |
+
// these tags will be removed (e.g., getting a triple-elim will suppress a double-elim)
|
| 73 |
+
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
| 74 |
+
FGameplayTagContainer CancelAccoladesWithTag;
|
| 75 |
+
};
|
LyraStarterGame/Plugins/GameFeatures/ShooterCore/Source/ShooterCoreRuntime/Public/Accolades/LyraAccoladeHostWidget.h
ADDED
|
@@ -0,0 +1,89 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
// Copyright Epic Games, Inc. All Rights Reserved.
|
| 2 |
+
|
| 3 |
+
#pragma once
|
| 4 |
+
|
| 5 |
+
#include "Accolades/LyraAccoladeDefinition.h"
|
| 6 |
+
#include "AsyncMixin.h"
|
| 7 |
+
#include "CommonUserWidget.h"
|
| 8 |
+
#include "GameFramework/GameplayMessageSubsystem.h"
|
| 9 |
+
|
| 10 |
+
#include "LyraAccoladeHostWidget.generated.h"
|
| 11 |
+
|
| 12 |
+
class UObject;
|
| 13 |
+
class USoundBase;
|
| 14 |
+
class UUserWidget;
|
| 15 |
+
struct FDataRegistryAcquireResult;
|
| 16 |
+
struct FLyraNotificationMessage;
|
| 17 |
+
|
| 18 |
+
USTRUCT(BlueprintType)
|
| 19 |
+
struct FPendingAccoladeEntry
|
| 20 |
+
{
|
| 21 |
+
GENERATED_BODY();
|
| 22 |
+
|
| 23 |
+
UPROPERTY(BlueprintReadOnly)
|
| 24 |
+
FLyraAccoladeDefinitionRow Row;
|
| 25 |
+
|
| 26 |
+
UPROPERTY(BlueprintReadOnly)
|
| 27 |
+
TObjectPtr<USoundBase> Sound = nullptr;
|
| 28 |
+
|
| 29 |
+
UPROPERTY(BlueprintReadOnly)
|
| 30 |
+
TObjectPtr<UObject> Icon = nullptr;
|
| 31 |
+
|
| 32 |
+
UPROPERTY()
|
| 33 |
+
TObjectPtr<UUserWidget> AllocatedWidget = nullptr;
|
| 34 |
+
|
| 35 |
+
int32 SequenceID = 0;
|
| 36 |
+
|
| 37 |
+
bool bFinishedLoading = false;
|
| 38 |
+
|
| 39 |
+
void CancelDisplay();
|
| 40 |
+
};
|
| 41 |
+
|
| 42 |
+
/**
|
| 43 |
+
*
|
| 44 |
+
*/
|
| 45 |
+
UCLASS(BlueprintType)
|
| 46 |
+
class ULyraAccoladeHostWidget : public UCommonUserWidget, public FAsyncMixin
|
| 47 |
+
{
|
| 48 |
+
GENERATED_BODY()
|
| 49 |
+
|
| 50 |
+
public:
|
| 51 |
+
// The location tag (used to filter incoming messages to only display the appropriate accolades in a given location)
|
| 52 |
+
UPROPERTY(EditAnywhere, BlueprintReadOnly)
|
| 53 |
+
FGameplayTag LocationName;
|
| 54 |
+
|
| 55 |
+
//~UUserWidget interface
|
| 56 |
+
virtual void NativeConstruct() override;
|
| 57 |
+
virtual void NativeDestruct() override;
|
| 58 |
+
//~End of UUserWidget interface
|
| 59 |
+
|
| 60 |
+
UFUNCTION(BlueprintImplementableEvent)
|
| 61 |
+
void DestroyAccoladeWidget(UUserWidget* Widget);
|
| 62 |
+
|
| 63 |
+
UFUNCTION(BlueprintImplementableEvent)
|
| 64 |
+
UUserWidget* CreateAccoladeWidget(const FPendingAccoladeEntry& Entry);
|
| 65 |
+
private:
|
| 66 |
+
FGameplayMessageListenerHandle ListenerHandle;
|
| 67 |
+
|
| 68 |
+
int32 NextDisplaySequenceID = 0;
|
| 69 |
+
int32 AllocatedSequenceID = 0;
|
| 70 |
+
|
| 71 |
+
FTimerHandle NextTimeToReconsiderHandle;
|
| 72 |
+
|
| 73 |
+
// List of async pending load accolades (which might come in the wrong order due to the row read)
|
| 74 |
+
UPROPERTY(Transient)
|
| 75 |
+
TArray<FPendingAccoladeEntry> PendingAccoladeLoads;
|
| 76 |
+
|
| 77 |
+
// List of pending accolades (due to one at a time display duration; the first one in the list is the current visible one)
|
| 78 |
+
UPROPERTY(Transient)
|
| 79 |
+
TArray<FPendingAccoladeEntry> PendingAccoladeDisplays;
|
| 80 |
+
|
| 81 |
+
|
| 82 |
+
void OnNotificationMessage(FGameplayTag Channel, const FLyraNotificationMessage& Notification);
|
| 83 |
+
void OnRegistryLoadCompleted(const FDataRegistryAcquireResult& AccoladeHandle, int32 SequenceID);
|
| 84 |
+
|
| 85 |
+
void ConsiderLoadedAccolades();
|
| 86 |
+
void PopDisplayedAccolade();
|
| 87 |
+
void ProcessLoadedAccolade(const FPendingAccoladeEntry& Entry);
|
| 88 |
+
void DisplayNextAccolade();
|
| 89 |
+
};
|
LyraStarterGame/Plugins/GameFeatures/ShooterCore/Source/ShooterCoreRuntime/Public/Input/AimAssistInputModifier.h
ADDED
|
@@ -0,0 +1,407 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
// Copyright Epic Games, Inc. All Rights Reserved.
|
| 2 |
+
|
| 3 |
+
#pragma once
|
| 4 |
+
|
| 5 |
+
#include "GameplayTagContainer.h"
|
| 6 |
+
#include "Math/IntRect.h"
|
| 7 |
+
#include "ScalableFloat.h"
|
| 8 |
+
#include "WorldCollision.h"
|
| 9 |
+
#include "Input/LyraInputModifiers.h"
|
| 10 |
+
#include "DrawDebugHelpers.h"
|
| 11 |
+
#include "AimAssistInputModifier.generated.h"
|
| 12 |
+
|
| 13 |
+
class APlayerController;
|
| 14 |
+
class UInputAction;
|
| 15 |
+
class ULocalPlayer;
|
| 16 |
+
class UShapeComponent;
|
| 17 |
+
class ULyraAimSensitivityData;
|
| 18 |
+
class ULyraSettingsShared;
|
| 19 |
+
|
| 20 |
+
DECLARE_LOG_CATEGORY_EXTERN(LogAimAssist, Log, All);
|
| 21 |
+
|
| 22 |
+
/** A container for some commonly used viewport data based on the current pawn */
|
| 23 |
+
struct FAimAssistOwnerViewData
|
| 24 |
+
{
|
| 25 |
+
FAimAssistOwnerViewData() { ResetViewData(); }
|
| 26 |
+
|
| 27 |
+
/**
|
| 28 |
+
* Update the "owner" information based on our current player controller. This calculates and stores things like the view matrix
|
| 29 |
+
* and current rotation that is used to determine what targets are visible
|
| 30 |
+
*/
|
| 31 |
+
void UpdateViewData(const APlayerController* PC);
|
| 32 |
+
|
| 33 |
+
/** Reset all the properties on this set of data to their defaults */
|
| 34 |
+
void ResetViewData();
|
| 35 |
+
|
| 36 |
+
/** Returns true if this owner struct has a valid player controller */
|
| 37 |
+
bool IsDataValid() const { return PlayerController != nullptr && LocalPlayer != nullptr; }
|
| 38 |
+
|
| 39 |
+
FBox2D ProjectReticleToScreen(float ReticleWidth, float ReticleHeight, float ReticleDepth) const;
|
| 40 |
+
FBox2D ProjectBoundsToScreen(const FBox& Bounds) const;
|
| 41 |
+
FBox2D ProjectShapeToScreen(const FCollisionShape& Shape, const FVector& ShapeOrigin, const FTransform& WorldTransform) const;
|
| 42 |
+
FBox2D ProjectBoxToScreen(const FCollisionShape& Shape, const FVector& ShapeOrigin, const FTransform& WorldTransform) const;
|
| 43 |
+
FBox2D ProjectSphereToScreen(const FCollisionShape& Shape, const FVector& ShapeOrigin, const FTransform& WorldTransform) const;
|
| 44 |
+
FBox2D ProjectCapsuleToScreen(const FCollisionShape& Shape, const FVector& ShapeOrigin, const FTransform& WorldTransform) const;
|
| 45 |
+
|
| 46 |
+
/** Pointer to the player controller that can be used to calculate the data we need to check for visible targets */
|
| 47 |
+
const APlayerController* PlayerController = nullptr;
|
| 48 |
+
|
| 49 |
+
const ULocalPlayer* LocalPlayer = nullptr;
|
| 50 |
+
|
| 51 |
+
FMatrix ProjectionMatrix = FMatrix::Identity;
|
| 52 |
+
|
| 53 |
+
FMatrix ViewProjectionMatrix = FMatrix::Identity;
|
| 54 |
+
|
| 55 |
+
FIntRect ViewRect = FIntRect(0, 0, 0, 0);
|
| 56 |
+
|
| 57 |
+
FTransform ViewTransform = FTransform::Identity;
|
| 58 |
+
|
| 59 |
+
FVector ViewForward = FVector::ZeroVector;
|
| 60 |
+
|
| 61 |
+
// Player transform is the actor's location and the controller's rotation.
|
| 62 |
+
FTransform PlayerTransform = FTransform::Identity;
|
| 63 |
+
|
| 64 |
+
FTransform PlayerInverseTransform = FTransform::Identity;
|
| 65 |
+
|
| 66 |
+
/** The movement delta between the current frame and the last */
|
| 67 |
+
FVector DeltaMovement = FVector::ZeroVector;
|
| 68 |
+
|
| 69 |
+
/** The ID of the team that this owner is from. It is populated from the ALyraPlayerState. If the owner does not have a player state, then it will be INDEX_NONE */
|
| 70 |
+
int32 TeamID = INDEX_NONE;
|
| 71 |
+
};
|
| 72 |
+
|
| 73 |
+
/** A container for keeping the state of targets between frames that can be cached */
|
| 74 |
+
USTRUCT(BlueprintType)
|
| 75 |
+
struct FLyraAimAssistTarget
|
| 76 |
+
{
|
| 77 |
+
GENERATED_BODY()
|
| 78 |
+
|
| 79 |
+
FLyraAimAssistTarget() { ResetTarget(); }
|
| 80 |
+
|
| 81 |
+
bool IsTargetValid() const { return TargetShapeComponent.IsValid(); }
|
| 82 |
+
|
| 83 |
+
void ResetTarget();
|
| 84 |
+
|
| 85 |
+
FRotator GetRotationFromMovement(const FAimAssistOwnerViewData& OwnerInfo) const;
|
| 86 |
+
|
| 87 |
+
TWeakObjectPtr<UShapeComponent> TargetShapeComponent;
|
| 88 |
+
|
| 89 |
+
FVector Location = FVector::ZeroVector;
|
| 90 |
+
FVector DeltaMovement = FVector::ZeroVector;
|
| 91 |
+
FBox2D ScreenBounds;
|
| 92 |
+
|
| 93 |
+
float ViewDistance = 0.0f;
|
| 94 |
+
float SortScore = 0.0f;
|
| 95 |
+
|
| 96 |
+
float AssistTime = 0.0f;
|
| 97 |
+
float AssistWeight = 0.0f;
|
| 98 |
+
|
| 99 |
+
FTraceHandle VisibilityTraceHandle;
|
| 100 |
+
|
| 101 |
+
uint8 bIsVisible : 1;
|
| 102 |
+
|
| 103 |
+
uint8 bUnderAssistInnerReticle : 1;
|
| 104 |
+
|
| 105 |
+
uint8 bUnderAssistOuterReticle : 1;
|
| 106 |
+
|
| 107 |
+
protected:
|
| 108 |
+
|
| 109 |
+
float CalculateRotationToTarget2D(float TargetX, float TargetY, float OffsetY) const;
|
| 110 |
+
};
|
| 111 |
+
|
| 112 |
+
/** Options for filtering out certain aim assist targets */
|
| 113 |
+
USTRUCT(BlueprintType)
|
| 114 |
+
struct FAimAssistFilter
|
| 115 |
+
{
|
| 116 |
+
GENERATED_BODY()
|
| 117 |
+
|
| 118 |
+
FAimAssistFilter()
|
| 119 |
+
: bIncludeSameFriendlyTargets(false)
|
| 120 |
+
, bExcludeInstigator(true)
|
| 121 |
+
, bExcludeAllAttachedToInstigator(false)
|
| 122 |
+
, bExcludeRequester(true)
|
| 123 |
+
, bExcludeAllAttachedToRequester(false)
|
| 124 |
+
, bTraceComplexCollision(false)
|
| 125 |
+
, bExcludeDeadOrDying(true)
|
| 126 |
+
{}
|
| 127 |
+
|
| 128 |
+
/** If true, then we should include any targets even if they are on our team */
|
| 129 |
+
UPROPERTY(EditAnywhere, BlueprintReadOnly)
|
| 130 |
+
uint8 bIncludeSameFriendlyTargets : 1;
|
| 131 |
+
|
| 132 |
+
/** Exclude 'RequestedBy->Instigator' Actor */
|
| 133 |
+
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = TargetSelection)
|
| 134 |
+
uint8 bExcludeInstigator : 1;
|
| 135 |
+
|
| 136 |
+
/** Exclude all actors attached to 'RequestedBy->Instigator' Actor */
|
| 137 |
+
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = TargetSelection)
|
| 138 |
+
uint32 bExcludeAllAttachedToInstigator : 1;
|
| 139 |
+
|
| 140 |
+
/** Exclude 'RequestedBy Actor */
|
| 141 |
+
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = TargetSelection)
|
| 142 |
+
uint8 bExcludeRequester : 1;
|
| 143 |
+
|
| 144 |
+
/** Exclude all actors attached to 'RequestedBy Actor */
|
| 145 |
+
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = TargetSelection)
|
| 146 |
+
uint8 bExcludeAllAttachedToRequester : 1;
|
| 147 |
+
|
| 148 |
+
/** Trace against complex collision. */
|
| 149 |
+
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = TargetSelection)
|
| 150 |
+
uint8 bTraceComplexCollision : 1;
|
| 151 |
+
|
| 152 |
+
/** Exclude all dead or dying targets */
|
| 153 |
+
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = TargetSelection)
|
| 154 |
+
uint8 bExcludeDeadOrDying : 1;
|
| 155 |
+
|
| 156 |
+
/** Any target whose owning actor is of this type will be excluded. */
|
| 157 |
+
UPROPERTY(EditAnywhere, BlueprintReadOnly)
|
| 158 |
+
TSet<TObjectPtr<UClass>> ExcludedClasses;
|
| 159 |
+
|
| 160 |
+
/** Targets with any of these tags will be excluded. */
|
| 161 |
+
FGameplayTagContainer ExclusionGameplayTags;
|
| 162 |
+
|
| 163 |
+
/** Any target outside of this range will be excluded */
|
| 164 |
+
UPROPERTY(EditAnywhere, BlueprintReadOnly)
|
| 165 |
+
double TargetRange = 10000.0;
|
| 166 |
+
};
|
| 167 |
+
|
| 168 |
+
/** Settings for how aim assist should behave when there are active targets */
|
| 169 |
+
USTRUCT(BlueprintType)
|
| 170 |
+
struct FAimAssistSettings
|
| 171 |
+
{
|
| 172 |
+
GENERATED_BODY()
|
| 173 |
+
|
| 174 |
+
FAimAssistSettings();
|
| 175 |
+
|
| 176 |
+
float GetTargetWeightForTime(float Time) const;
|
| 177 |
+
float GetTargetWeightMaxTime() const;
|
| 178 |
+
|
| 179 |
+
// Width of aim assist inner reticle in world space.
|
| 180 |
+
UPROPERTY(EditAnywhere)
|
| 181 |
+
FScalableFloat AssistInnerReticleWidth;
|
| 182 |
+
|
| 183 |
+
// Height of aim assist inner reticle in world space.
|
| 184 |
+
UPROPERTY(EditAnywhere)
|
| 185 |
+
FScalableFloat AssistInnerReticleHeight;
|
| 186 |
+
|
| 187 |
+
// Width of aim assist outer reticle in world space.
|
| 188 |
+
UPROPERTY(EditAnywhere)
|
| 189 |
+
FScalableFloat AssistOuterReticleWidth;
|
| 190 |
+
|
| 191 |
+
// Height of aim assist outer reticle in world space.
|
| 192 |
+
UPROPERTY(EditAnywhere)
|
| 193 |
+
FScalableFloat AssistOuterReticleHeight;
|
| 194 |
+
|
| 195 |
+
// Width of targeting reticle in world space.
|
| 196 |
+
UPROPERTY(EditAnywhere)
|
| 197 |
+
FScalableFloat TargetingReticleWidth;
|
| 198 |
+
|
| 199 |
+
// Height of targeting reticle in world space.
|
| 200 |
+
UPROPERTY(EditAnywhere)
|
| 201 |
+
FScalableFloat TargetingReticleHeight;
|
| 202 |
+
|
| 203 |
+
// Range from player's camera used to gather potential targets.
|
| 204 |
+
// Note: This is scaled using the field of view in order to limit targets by their screen size.
|
| 205 |
+
UPROPERTY(EditAnywhere)
|
| 206 |
+
FScalableFloat TargetRange;
|
| 207 |
+
|
| 208 |
+
// How much weight the target has based on the time it has been targeted. (0 = None, 1 = Max)
|
| 209 |
+
UPROPERTY(EditAnywhere)
|
| 210 |
+
TObjectPtr<const UCurveFloat> TargetWeightCurve = nullptr;
|
| 211 |
+
|
| 212 |
+
// How much target and player movement contributes to the aim assist pull when target is under the inner reticle. (0 = None, 1 = Max)
|
| 213 |
+
UPROPERTY(EditAnywhere)
|
| 214 |
+
FScalableFloat PullInnerStrengthHip;
|
| 215 |
+
|
| 216 |
+
// How much target and player movement contributes to the aim assist pull when target is under the outer reticle. (0 = None, 1 = Max)
|
| 217 |
+
UPROPERTY(EditAnywhere)
|
| 218 |
+
FScalableFloat PullOuterStrengthHip;
|
| 219 |
+
|
| 220 |
+
// How much target and player movement contributes to the aim assist pull when target is under the inner reticle. (0 = None, 1 = Max)
|
| 221 |
+
UPROPERTY(EditAnywhere)
|
| 222 |
+
FScalableFloat PullInnerStrengthAds;
|
| 223 |
+
|
| 224 |
+
// How much target and player movement contributes to the aim assist pull when target is under the outer reticle. (0 = None, 1 = Max)
|
| 225 |
+
UPROPERTY(EditAnywhere)
|
| 226 |
+
FScalableFloat PullOuterStrengthAds;
|
| 227 |
+
|
| 228 |
+
// Exponential interpolation rate used to ramp up the pull strength. Set to '0' to disable.
|
| 229 |
+
UPROPERTY(EditAnywhere)
|
| 230 |
+
FScalableFloat PullLerpInRate;
|
| 231 |
+
|
| 232 |
+
// Exponential interpolation rate used to ramp down the pull strength. Set to '0' to disable.
|
| 233 |
+
UPROPERTY(EditAnywhere)
|
| 234 |
+
FScalableFloat PullLerpOutRate;
|
| 235 |
+
|
| 236 |
+
// Rotation rate maximum cap on amount of aim assist pull. Set to '0' to disable.
|
| 237 |
+
// Note: This is scaled based on the field of view so it feels the same regardless of zoom.
|
| 238 |
+
UPROPERTY(EditAnywhere)
|
| 239 |
+
FScalableFloat PullMaxRotationRate;
|
| 240 |
+
|
| 241 |
+
// Amount of aim assist slow applied to desired turn rate when target is under the inner reticle. (0 = None, 1 = Max)
|
| 242 |
+
UPROPERTY(EditAnywhere)
|
| 243 |
+
FScalableFloat SlowInnerStrengthHip;
|
| 244 |
+
|
| 245 |
+
// Amount of aim assist slow applied to desired turn rate when target is under the outer reticle. (0 = None, 1 = Max)
|
| 246 |
+
UPROPERTY(EditAnywhere)
|
| 247 |
+
FScalableFloat SlowOuterStrengthHip;
|
| 248 |
+
|
| 249 |
+
// Amount of aim assist slow applied to desired turn rate when target is under the inner reticle. (0 = None, 1 = Max)
|
| 250 |
+
UPROPERTY(EditAnywhere)
|
| 251 |
+
FScalableFloat SlowInnerStrengthAds;
|
| 252 |
+
|
| 253 |
+
// Amount of aim assist slow applied to desired turn rate when target is under the outer reticle. (0 = None, 1 = Max)
|
| 254 |
+
UPROPERTY(EditAnywhere)
|
| 255 |
+
FScalableFloat SlowOuterStrengthAds;
|
| 256 |
+
|
| 257 |
+
// Exponential interpolation rate used to ramp up the slow strength. Set to '0' to disable.
|
| 258 |
+
UPROPERTY(EditAnywhere)
|
| 259 |
+
FScalableFloat SlowLerpInRate;
|
| 260 |
+
|
| 261 |
+
// Exponential interpolation rate used to ramp down the slow strength. Set to '0' to disable.
|
| 262 |
+
UPROPERTY(EditAnywhere)
|
| 263 |
+
FScalableFloat SlowLerpOutRate;
|
| 264 |
+
|
| 265 |
+
// Rotation rate minimum cap on amount to aim assist slow. Set to '0' to disable.
|
| 266 |
+
// Note: This is scaled based on the field of view so it feels the same regardless of zoom.
|
| 267 |
+
UPROPERTY(EditAnywhere)
|
| 268 |
+
FScalableFloat SlowMinRotationRate;
|
| 269 |
+
|
| 270 |
+
/** The maximum number of targets that can be considered during a given frame. */
|
| 271 |
+
UPROPERTY(EditAnywhere)
|
| 272 |
+
int32 MaxNumberOfTargets = 6;
|
| 273 |
+
|
| 274 |
+
/** */
|
| 275 |
+
UPROPERTY(EditAnywhere)
|
| 276 |
+
float ReticleDepth = 3000.0f;
|
| 277 |
+
|
| 278 |
+
UPROPERTY(EditAnywhere)
|
| 279 |
+
float TargetScore_AssistWeight = 10.0f;
|
| 280 |
+
|
| 281 |
+
UPROPERTY(EditAnywhere)
|
| 282 |
+
float TargetScore_ViewDot = 50.0f;
|
| 283 |
+
|
| 284 |
+
UPROPERTY(EditAnywhere)
|
| 285 |
+
float TargetScore_ViewDotOffset = 40.0f;
|
| 286 |
+
|
| 287 |
+
UPROPERTY(EditAnywhere)
|
| 288 |
+
float TargetScore_ViewDistance = 0.25f;
|
| 289 |
+
|
| 290 |
+
UPROPERTY(EditAnywhere)
|
| 291 |
+
float StrengthScale = 1.0f;
|
| 292 |
+
|
| 293 |
+
/** Enabled/Disable asynchronous visibility traces. */
|
| 294 |
+
UPROPERTY(EditAnywhere)
|
| 295 |
+
uint8 bEnableAsyncVisibilityTrace : 1;
|
| 296 |
+
|
| 297 |
+
/** Whether or not we require input for aim assist to be applied */
|
| 298 |
+
UPROPERTY(EditAnywhere)
|
| 299 |
+
uint8 bRequireInput : 1;
|
| 300 |
+
|
| 301 |
+
/** Whether or not pull should be applied to aim assist */
|
| 302 |
+
UPROPERTY(EditAnywhere)
|
| 303 |
+
uint8 bApplyPull : 1;
|
| 304 |
+
|
| 305 |
+
/** Whether or not to apply a strafe pull based off of movement input */
|
| 306 |
+
UPROPERTY(EditAnywhere)
|
| 307 |
+
uint8 bApplyStrafePullScale : 1;
|
| 308 |
+
|
| 309 |
+
/** Whether or not to apply a slowing effect during aim assist */
|
| 310 |
+
UPROPERTY(EditAnywhere)
|
| 311 |
+
uint8 bApplySlowing : 1;
|
| 312 |
+
|
| 313 |
+
/** Whether or not to apply a dynamic slow effect based off of look input */
|
| 314 |
+
UPROPERTY(EditAnywhere)
|
| 315 |
+
uint8 bUseDynamicSlow : 1;
|
| 316 |
+
|
| 317 |
+
/** Whether or not look rates should blend between yaw and pitch based on stick deflection using radial look rates */
|
| 318 |
+
UPROPERTY(EditAnywhere)
|
| 319 |
+
uint8 bUseRadialLookRates : 1;
|
| 320 |
+
};
|
| 321 |
+
|
| 322 |
+
/**
|
| 323 |
+
* An input modifier to help gamepad players have better targeting.
|
| 324 |
+
*/
|
| 325 |
+
UCLASS()
|
| 326 |
+
class UAimAssistInputModifier : public UInputModifier
|
| 327 |
+
{
|
| 328 |
+
GENERATED_BODY()
|
| 329 |
+
|
| 330 |
+
public:
|
| 331 |
+
|
| 332 |
+
UPROPERTY(EditInstanceOnly, BlueprintReadWrite, Category=Settings, Config)
|
| 333 |
+
FAimAssistSettings Settings {};
|
| 334 |
+
|
| 335 |
+
UPROPERTY(EditInstanceOnly, BlueprintReadWrite, Category=Settings, Config)
|
| 336 |
+
FAimAssistFilter Filter {};
|
| 337 |
+
|
| 338 |
+
/** The input action that represents the actual movement of the player */
|
| 339 |
+
UPROPERTY(EditInstanceOnly, BlueprintReadWrite, Category=Settings)
|
| 340 |
+
TObjectPtr<const UInputAction> MoveInputAction = nullptr;
|
| 341 |
+
|
| 342 |
+
/** The type of targeting to use for this Sensitivity */
|
| 343 |
+
UPROPERTY(EditInstanceOnly, BlueprintReadWrite, Category=Settings, Config)
|
| 344 |
+
ELyraTargetingType TargetingType = ELyraTargetingType::Normal;
|
| 345 |
+
|
| 346 |
+
/** Asset that gives us access to the float scalar value being used for sensitivty */
|
| 347 |
+
UPROPERTY(EditAnywhere, BlueprintReadOnly, meta=(AssetBundles="Client,Server"))
|
| 348 |
+
TObjectPtr<const ULyraAimSensitivityData> SensitivityLevelTable = nullptr;
|
| 349 |
+
|
| 350 |
+
protected:
|
| 351 |
+
|
| 352 |
+
virtual FInputActionValue ModifyRaw_Implementation(const UEnhancedPlayerInput* PlayerInput, FInputActionValue CurrentValue, float DeltaTime) override;
|
| 353 |
+
|
| 354 |
+
/**
|
| 355 |
+
* Swaps the target cache's and determines what targets are currently visible.
|
| 356 |
+
* Updates the score of each target to determine
|
| 357 |
+
* how much pull/slow effect should be applied to each
|
| 358 |
+
*/
|
| 359 |
+
void UpdateTargetData(float DeltaTime);
|
| 360 |
+
|
| 361 |
+
FRotator UpdateRotationalVelocity(APlayerController* PC, float DeltaTime, FVector CurrentLookInputValue, FVector CurrentMoveInputValue);
|
| 362 |
+
|
| 363 |
+
/** Calcualte the pull and slow strengh of a given target */
|
| 364 |
+
void CalculateTargetStrengths(const FLyraAimAssistTarget& Target, float& OutPullStrength, float& OutSlowStrength) const;
|
| 365 |
+
|
| 366 |
+
FRotator GetLookRates(const FVector& LookInput);
|
| 367 |
+
|
| 368 |
+
void SwapTargetCaches() { TargetCacheIndex ^= 1; }
|
| 369 |
+
const TArray<FLyraAimAssistTarget>& GetPreviousTargetCache() const { return ((TargetCacheIndex == 0) ? TargetCache1 : TargetCache0); }
|
| 370 |
+
TArray<FLyraAimAssistTarget>& GetPreviousTargetCache() { return ((TargetCacheIndex == 0) ? TargetCache1 : TargetCache0); }
|
| 371 |
+
|
| 372 |
+
const TArray<FLyraAimAssistTarget>& GetCurrentTargetCache() const { return ((TargetCacheIndex == 0) ? TargetCache0 : TargetCache1); }
|
| 373 |
+
TArray<FLyraAimAssistTarget>& GetCurrentTargetCache() { return ((TargetCacheIndex == 0) ? TargetCache0 : TargetCache1); }
|
| 374 |
+
|
| 375 |
+
bool HasAnyCurrentTargets() const { return !GetCurrentTargetCache().IsEmpty(); }
|
| 376 |
+
|
| 377 |
+
const float GetSensitivtyScalar(const ULyraSettingsShared* SharedSettings) const;
|
| 378 |
+
|
| 379 |
+
// Tracking of the current and previous frame's targets
|
| 380 |
+
UPROPERTY()
|
| 381 |
+
TArray<FLyraAimAssistTarget> TargetCache0;
|
| 382 |
+
|
| 383 |
+
UPROPERTY()
|
| 384 |
+
TArray<FLyraAimAssistTarget> TargetCache1;
|
| 385 |
+
|
| 386 |
+
/** The current in use target cache */
|
| 387 |
+
uint32 TargetCacheIndex;
|
| 388 |
+
|
| 389 |
+
FAimAssistOwnerViewData OwnerViewData;
|
| 390 |
+
|
| 391 |
+
float LastPullStrength = 0.0f;
|
| 392 |
+
float LastSlowStrength = 0.0f;
|
| 393 |
+
|
| 394 |
+
#if ENABLE_DRAW_DEBUG
|
| 395 |
+
float LastLookRateYaw;
|
| 396 |
+
float LastLookRatePitch;
|
| 397 |
+
|
| 398 |
+
FVector LastOutValue;
|
| 399 |
+
FVector LastBaselineValue;
|
| 400 |
+
|
| 401 |
+
// TODO: Remove this variable and move debug visualization out of this
|
| 402 |
+
bool bRegisteredDebug = false;
|
| 403 |
+
|
| 404 |
+
void AimAssistDebugDraw(class UCanvas* Canvas, APlayerController* PC);
|
| 405 |
+
FDelegateHandle DebugDrawHandle;
|
| 406 |
+
#endif
|
| 407 |
+
};
|
LyraStarterGame/Plugins/GameFeatures/ShooterCore/Source/ShooterCoreRuntime/Public/Input/AimAssistTargetComponent.h
ADDED
|
@@ -0,0 +1,35 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
// Copyright Epic Games, Inc. All Rights Reserved.
|
| 2 |
+
|
| 3 |
+
#pragma once
|
| 4 |
+
|
| 5 |
+
#include "Components/CapsuleComponent.h"
|
| 6 |
+
#include "GameplayTagContainer.h"
|
| 7 |
+
#include "IAimAssistTargetInterface.h"
|
| 8 |
+
|
| 9 |
+
#include "AimAssistTargetComponent.generated.h"
|
| 10 |
+
|
| 11 |
+
#define UE_API SHOOTERCORERUNTIME_API
|
| 12 |
+
|
| 13 |
+
class UObject;
|
| 14 |
+
|
| 15 |
+
/**
|
| 16 |
+
* This component can be added to any actor to have it register with the Aim Assist Target Manager.
|
| 17 |
+
*/
|
| 18 |
+
UCLASS(MinimalAPI, BlueprintType, meta=(BlueprintSpawnableComponent))
|
| 19 |
+
class UAimAssistTargetComponent : public UCapsuleComponent, public IAimAssistTaget
|
| 20 |
+
{
|
| 21 |
+
GENERATED_BODY()
|
| 22 |
+
|
| 23 |
+
public:
|
| 24 |
+
|
| 25 |
+
//~ Begin IAimAssistTaget interface
|
| 26 |
+
UE_API virtual void GatherTargetOptions(OUT FAimAssistTargetOptions& TargetData) override;
|
| 27 |
+
//~ End IAimAssistTaget interface
|
| 28 |
+
|
| 29 |
+
protected:
|
| 30 |
+
|
| 31 |
+
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
| 32 |
+
FAimAssistTargetOptions TargetData {};
|
| 33 |
+
};
|
| 34 |
+
|
| 35 |
+
#undef UE_API
|
LyraStarterGame/Plugins/GameFeatures/ShooterCore/Source/ShooterCoreRuntime/Public/Input/AimAssistTargetManagerComponent.h
ADDED
|
@@ -0,0 +1,58 @@
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|
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|
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|
|
| 1 |
+
// Copyright Epic Games, Inc. All Rights Reserved.
|
| 2 |
+
|
| 3 |
+
#pragma once
|
| 4 |
+
|
| 5 |
+
#include "Components/GameStateComponent.h"
|
| 6 |
+
|
| 7 |
+
#include "AimAssistTargetManagerComponent.generated.h"
|
| 8 |
+
|
| 9 |
+
#define UE_API SHOOTERCORERUNTIME_API
|
| 10 |
+
|
| 11 |
+
enum class ECommonInputType : uint8;
|
| 12 |
+
|
| 13 |
+
class APlayerController;
|
| 14 |
+
class UObject;
|
| 15 |
+
struct FAimAssistFilter;
|
| 16 |
+
struct FAimAssistOwnerViewData;
|
| 17 |
+
struct FAimAssistSettings;
|
| 18 |
+
struct FAimAssistTargetOptions;
|
| 19 |
+
struct FCollisionQueryParams;
|
| 20 |
+
struct FLyraAimAssistTarget;
|
| 21 |
+
|
| 22 |
+
/**
|
| 23 |
+
* The Aim Assist Target Manager Component is used to gather all aim assist targets that are within
|
| 24 |
+
* a given player's view. Targets must implement the IAimAssistTargetInterface and be on the
|
| 25 |
+
* collision channel that is set in the ShooterCoreRuntimeSettings.
|
| 26 |
+
*/
|
| 27 |
+
UCLASS(MinimalAPI, Blueprintable)
|
| 28 |
+
class UAimAssistTargetManagerComponent : public UGameStateComponent
|
| 29 |
+
{
|
| 30 |
+
GENERATED_BODY()
|
| 31 |
+
|
| 32 |
+
public:
|
| 33 |
+
|
| 34 |
+
/** Gets all visible active targets based on the given local player and their ViewTransform */
|
| 35 |
+
UE_API void GetVisibleTargets(const FAimAssistFilter& Filter, const FAimAssistSettings& Settings, const FAimAssistOwnerViewData& OwnerData, const TArray<FLyraAimAssistTarget>& OldTargets, OUT TArray<FLyraAimAssistTarget>& OutNewTargets);
|
| 36 |
+
|
| 37 |
+
/** Get a Player Controller's FOV scaled based on their current input type. */
|
| 38 |
+
static UE_API float GetFOVScale(const APlayerController* PC, ECommonInputType InputType);
|
| 39 |
+
|
| 40 |
+
/** Get the collision channel that should be used to find targets within the player's view. */
|
| 41 |
+
UE_API ECollisionChannel GetAimAssistChannel() const;
|
| 42 |
+
|
| 43 |
+
protected:
|
| 44 |
+
|
| 45 |
+
/**
|
| 46 |
+
* Returns true if the given target passes the filter based on the current player owner data.
|
| 47 |
+
* False if the given target should be excluded from aim assist calculations
|
| 48 |
+
*/
|
| 49 |
+
UE_API bool DoesTargetPassFilter(const FAimAssistOwnerViewData& OwnerData, const FAimAssistFilter& Filter, const FAimAssistTargetOptions& Target, const float AcceptableRange) const;
|
| 50 |
+
|
| 51 |
+
/** Determine if the given target is visible based on our current view data. */
|
| 52 |
+
UE_API void DetermineTargetVisibility(FLyraAimAssistTarget& Target, const FAimAssistSettings& Settings, const FAimAssistFilter& Filter, const FAimAssistOwnerViewData& OwnerData);
|
| 53 |
+
|
| 54 |
+
/** Setup CollisionQueryParams to ignore a set of actors based on filter settings. Such as Ignoring Requester or Instigator. */
|
| 55 |
+
UE_API void InitTargetSelectionCollisionParams(FCollisionQueryParams& OutParams, const AActor& RequestedBy, const FAimAssistFilter& Filter) const;
|
| 56 |
+
};
|
| 57 |
+
|
| 58 |
+
#undef UE_API
|
LyraStarterGame/Plugins/GameFeatures/ShooterCore/Source/ShooterCoreRuntime/Public/Input/IAimAssistTargetInterface.h
ADDED
|
@@ -0,0 +1,57 @@
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
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|
|
|
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|
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|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
// Copyright Epic Games, Inc. All Rights Reserved.
|
| 2 |
+
|
| 3 |
+
#pragma once
|
| 4 |
+
|
| 5 |
+
#include "CoreMinimal.h"
|
| 6 |
+
#include "Input/AimAssistInputModifier.h"
|
| 7 |
+
#include "UObject/Interface.h"
|
| 8 |
+
#include "IAimAssistTargetInterface.generated.h"
|
| 9 |
+
|
| 10 |
+
USTRUCT(BlueprintType)
|
| 11 |
+
struct FAimAssistTargetOptions
|
| 12 |
+
{
|
| 13 |
+
GENERATED_BODY()
|
| 14 |
+
|
| 15 |
+
FAimAssistTargetOptions()
|
| 16 |
+
: bIsActive(true)
|
| 17 |
+
{}
|
| 18 |
+
|
| 19 |
+
/** The shape component that should be used when considering this target's hitbox */
|
| 20 |
+
TWeakObjectPtr<UShapeComponent> TargetShapeComponent;
|
| 21 |
+
|
| 22 |
+
/**
|
| 23 |
+
* Gameplay tags that are associated with this target that can be used to filter it out.
|
| 24 |
+
*
|
| 25 |
+
* If the player's aim assist settings have any tags that match these, it will be excluded.
|
| 26 |
+
*/
|
| 27 |
+
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
| 28 |
+
FGameplayTagContainer AssociatedTags;
|
| 29 |
+
|
| 30 |
+
/** Whether or not this target is currently active. If false, it will not be considered for aim assist */
|
| 31 |
+
UPROPERTY(BlueprintReadWrite, EditAnywhere)
|
| 32 |
+
uint8 bIsActive : 1;
|
| 33 |
+
};
|
| 34 |
+
|
| 35 |
+
|
| 36 |
+
UINTERFACE(MinimalAPI, meta = (CannotImplementInterfaceInBlueprint))
|
| 37 |
+
class UAimAssistTaget : public UInterface
|
| 38 |
+
{
|
| 39 |
+
GENERATED_BODY()
|
| 40 |
+
};
|
| 41 |
+
|
| 42 |
+
/**
|
| 43 |
+
* Used to define the shape of an aim assist target as well as let the aim assist manager know
|
| 44 |
+
* about any associated gameplay tags.
|
| 45 |
+
*
|
| 46 |
+
* The target will be considered when it is within the view of a player's outer reticle
|
| 47 |
+
*
|
| 48 |
+
* @see UAimAssistTargetComponent for an example
|
| 49 |
+
*/
|
| 50 |
+
class IAimAssistTaget
|
| 51 |
+
{
|
| 52 |
+
GENERATED_BODY()
|
| 53 |
+
|
| 54 |
+
public:
|
| 55 |
+
/** Populate the given target data with this interface. This will be called when a target is within view of the player */
|
| 56 |
+
virtual void GatherTargetOptions(OUT FAimAssistTargetOptions& TargetData) = 0;
|
| 57 |
+
};
|
LyraStarterGame/Plugins/GameFeatures/ShooterCore/Source/ShooterCoreRuntime/Public/LyraWorldCollectable.h
ADDED
|
@@ -0,0 +1,36 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
// Copyright Epic Games, Inc. All Rights Reserved.
|
| 2 |
+
|
| 3 |
+
#pragma once
|
| 4 |
+
|
| 5 |
+
#include "GameFramework/Actor.h"
|
| 6 |
+
#include "Interaction/IInteractableTarget.h"
|
| 7 |
+
#include "Interaction/InteractionOption.h"
|
| 8 |
+
#include "Inventory/IPickupable.h"
|
| 9 |
+
|
| 10 |
+
#include "LyraWorldCollectable.generated.h"
|
| 11 |
+
|
| 12 |
+
class UObject;
|
| 13 |
+
struct FInteractionQuery;
|
| 14 |
+
|
| 15 |
+
/**
|
| 16 |
+
*
|
| 17 |
+
*/
|
| 18 |
+
UCLASS(Abstract, Blueprintable)
|
| 19 |
+
class ALyraWorldCollectable : public AActor, public IInteractableTarget, public IPickupable
|
| 20 |
+
{
|
| 21 |
+
GENERATED_BODY()
|
| 22 |
+
|
| 23 |
+
public:
|
| 24 |
+
|
| 25 |
+
ALyraWorldCollectable();
|
| 26 |
+
|
| 27 |
+
virtual void GatherInteractionOptions(const FInteractionQuery& InteractQuery, FInteractionOptionBuilder& InteractionBuilder) override;
|
| 28 |
+
virtual FInventoryPickup GetPickupInventory() const override;
|
| 29 |
+
|
| 30 |
+
protected:
|
| 31 |
+
UPROPERTY(EditAnywhere)
|
| 32 |
+
FInteractionOption Option;
|
| 33 |
+
|
| 34 |
+
UPROPERTY(EditAnywhere)
|
| 35 |
+
FInventoryPickup StaticInventory;
|
| 36 |
+
};
|
LyraStarterGame/Plugins/GameFeatures/ShooterCore/Source/ShooterCoreRuntime/Public/MessageProcessors/AssistProcessor.h
ADDED
|
@@ -0,0 +1,43 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
// Copyright Epic Games, Inc. All Rights Reserved.
|
| 2 |
+
|
| 3 |
+
#pragma once
|
| 4 |
+
|
| 5 |
+
#include "Messages/GameplayMessageProcessor.h"
|
| 6 |
+
|
| 7 |
+
#include "AssistProcessor.generated.h"
|
| 8 |
+
|
| 9 |
+
class APlayerState;
|
| 10 |
+
class UObject;
|
| 11 |
+
struct FGameplayTag;
|
| 12 |
+
struct FLyraVerbMessage;
|
| 13 |
+
template <typename T> struct TObjectPtr;
|
| 14 |
+
|
| 15 |
+
// Tracks the damage done to a player by other players
|
| 16 |
+
USTRUCT()
|
| 17 |
+
struct FPlayerAssistDamageTracking
|
| 18 |
+
{
|
| 19 |
+
GENERATED_BODY()
|
| 20 |
+
|
| 21 |
+
// Map of damager to damage dealt
|
| 22 |
+
UPROPERTY(Transient)
|
| 23 |
+
TMap<TObjectPtr<APlayerState>, float> AccumulatedDamageByPlayer;
|
| 24 |
+
};
|
| 25 |
+
|
| 26 |
+
// Tracks assists (dealing damage to another player without finishing them)
|
| 27 |
+
UCLASS()
|
| 28 |
+
class UAssistProcessor : public UGameplayMessageProcessor
|
| 29 |
+
{
|
| 30 |
+
GENERATED_BODY()
|
| 31 |
+
|
| 32 |
+
public:
|
| 33 |
+
virtual void StartListening() override;
|
| 34 |
+
|
| 35 |
+
private:
|
| 36 |
+
void OnDamageMessage(FGameplayTag Channel, const FLyraVerbMessage& Payload);
|
| 37 |
+
void OnEliminationMessage(FGameplayTag Channel, const FLyraVerbMessage& Payload);
|
| 38 |
+
|
| 39 |
+
private:
|
| 40 |
+
// Map of player to damage dealt to them
|
| 41 |
+
UPROPERTY(Transient)
|
| 42 |
+
TMap<TObjectPtr<APlayerState>, FPlayerAssistDamageTracking> DamageHistory;
|
| 43 |
+
};
|
LyraStarterGame/Plugins/GameFeatures/ShooterCore/Source/ShooterCoreRuntime/Public/MessageProcessors/ElimChainProcessor.h
ADDED
|
@@ -0,0 +1,48 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
// Copyright Epic Games, Inc. All Rights Reserved.
|
| 2 |
+
|
| 3 |
+
#pragma once
|
| 4 |
+
|
| 5 |
+
#include "Messages/GameplayMessageProcessor.h"
|
| 6 |
+
|
| 7 |
+
#include "ElimChainProcessor.generated.h"
|
| 8 |
+
|
| 9 |
+
class APlayerState;
|
| 10 |
+
class UObject;
|
| 11 |
+
struct FGameplayTag;
|
| 12 |
+
struct FLyraVerbMessage;
|
| 13 |
+
template <typename T> struct TObjectPtr;
|
| 14 |
+
|
| 15 |
+
USTRUCT()
|
| 16 |
+
struct FPlayerElimChainInfo
|
| 17 |
+
{
|
| 18 |
+
GENERATED_BODY()
|
| 19 |
+
|
| 20 |
+
double LastEliminationTime = 0.0;
|
| 21 |
+
|
| 22 |
+
int32 ChainCounter = 1;
|
| 23 |
+
};
|
| 24 |
+
|
| 25 |
+
// Tracks a chain of eliminations (X eliminations without more than Y seconds passing between each one)
|
| 26 |
+
UCLASS(Abstract)
|
| 27 |
+
class UElimChainProcessor : public UGameplayMessageProcessor
|
| 28 |
+
{
|
| 29 |
+
GENERATED_BODY()
|
| 30 |
+
|
| 31 |
+
public:
|
| 32 |
+
virtual void StartListening() override;
|
| 33 |
+
|
| 34 |
+
protected:
|
| 35 |
+
UPROPERTY(EditDefaultsOnly)
|
| 36 |
+
float ChainTimeLimit = 4.5f;
|
| 37 |
+
|
| 38 |
+
// The event to rebroadcast when a user gets a chain of a certain length
|
| 39 |
+
UPROPERTY(EditDefaultsOnly)
|
| 40 |
+
TMap<int32, FGameplayTag> ElimChainTags;
|
| 41 |
+
|
| 42 |
+
private:
|
| 43 |
+
void OnEliminationMessage(FGameplayTag Channel, const FLyraVerbMessage& Payload);
|
| 44 |
+
|
| 45 |
+
private:
|
| 46 |
+
UPROPERTY(Transient)
|
| 47 |
+
TMap<TObjectPtr<APlayerState>, FPlayerElimChainInfo> PlayerChainHistory;
|
| 48 |
+
};
|
LyraStarterGame/Plugins/GameFeatures/ShooterCore/Source/ShooterCoreRuntime/Public/MessageProcessors/ElimStreakProcessor.h
ADDED
|
@@ -0,0 +1,35 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
// Copyright Epic Games, Inc. All Rights Reserved.
|
| 2 |
+
|
| 3 |
+
#pragma once
|
| 4 |
+
|
| 5 |
+
#include "Messages/GameplayMessageProcessor.h"
|
| 6 |
+
|
| 7 |
+
#include "ElimStreakProcessor.generated.h"
|
| 8 |
+
|
| 9 |
+
class APlayerState;
|
| 10 |
+
class UObject;
|
| 11 |
+
struct FGameplayTag;
|
| 12 |
+
struct FLyraVerbMessage;
|
| 13 |
+
template <typename T> struct TObjectPtr;
|
| 14 |
+
|
| 15 |
+
// Tracks a streak of eliminations (X eliminations without being eliminated)
|
| 16 |
+
UCLASS(Abstract)
|
| 17 |
+
class UElimStreakProcessor : public UGameplayMessageProcessor
|
| 18 |
+
{
|
| 19 |
+
GENERATED_BODY()
|
| 20 |
+
|
| 21 |
+
public:
|
| 22 |
+
virtual void StartListening() override;
|
| 23 |
+
|
| 24 |
+
protected:
|
| 25 |
+
// The event to rebroadcast when a user gets a streak of a certain length
|
| 26 |
+
UPROPERTY(EditDefaultsOnly)
|
| 27 |
+
TMap<int32, FGameplayTag> ElimStreakTags;
|
| 28 |
+
|
| 29 |
+
private:
|
| 30 |
+
void OnEliminationMessage(FGameplayTag Channel, const FLyraVerbMessage& Payload);
|
| 31 |
+
|
| 32 |
+
private:
|
| 33 |
+
UPROPERTY(Transient)
|
| 34 |
+
TMap<TObjectPtr<APlayerState>, int32> PlayerStreakHistory;
|
| 35 |
+
};
|
LyraStarterGame/Plugins/GameFeatures/ShooterCore/Source/ShooterCoreRuntime/Public/Messages/ControlPointStatusMessage.h
ADDED
|
@@ -0,0 +1,20 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
// Copyright Epic Games, Inc. All Rights Reserved.
|
| 2 |
+
|
| 3 |
+
#pragma once
|
| 4 |
+
|
| 5 |
+
#include "CoreMinimal.h"
|
| 6 |
+
|
| 7 |
+
#include "ControlPointStatusMessage.generated.h"
|
| 8 |
+
|
| 9 |
+
// Message indicating the state of a control point is changing
|
| 10 |
+
USTRUCT(BlueprintType)
|
| 11 |
+
struct FLyraControlPointStatusMessage
|
| 12 |
+
{
|
| 13 |
+
GENERATED_BODY()
|
| 14 |
+
|
| 15 |
+
UPROPERTY(BlueprintReadWrite, Category=Gameplay)
|
| 16 |
+
TObjectPtr<AActor> ControlPoint = nullptr;
|
| 17 |
+
|
| 18 |
+
UPROPERTY(BlueprintReadWrite, Category=Gameplay)
|
| 19 |
+
int32 OwnerTeamID = 0;
|
| 20 |
+
};
|
LyraStarterGame/Plugins/GameFeatures/ShooterCore/Source/ShooterCoreRuntime/Public/ShooterCoreRuntimeModule.h
ADDED
|
@@ -0,0 +1,20 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
// Copyright Epic Games, Inc. All Rights Reserved.
|
| 2 |
+
|
| 3 |
+
#pragma once
|
| 4 |
+
|
| 5 |
+
#include "Modules/ModuleInterface.h"
|
| 6 |
+
|
| 7 |
+
class UShooterCoreRuntimeSettings;
|
| 8 |
+
|
| 9 |
+
class FShooterCoreRuntimeModule : public IModuleInterface
|
| 10 |
+
{
|
| 11 |
+
public:
|
| 12 |
+
|
| 13 |
+
/** IModuleInterface implementation */
|
| 14 |
+
virtual void StartupModule() override;
|
| 15 |
+
virtual void ShutdownModule() override;
|
| 16 |
+
|
| 17 |
+
protected:
|
| 18 |
+
|
| 19 |
+
UShooterCoreRuntimeSettings* ShooterCoreSettings = nullptr;
|
| 20 |
+
};
|
LyraStarterGame/Plugins/GameFeatures/ShooterCore/Source/ShooterCoreRuntime/Public/ShooterCoreRuntimeSettings.h
ADDED
|
@@ -0,0 +1,31 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
// Copyright Epic Games, Inc. All Rights Reserved.
|
| 2 |
+
|
| 3 |
+
#pragma once
|
| 4 |
+
|
| 5 |
+
#include "Engine/DeveloperSettings.h"
|
| 6 |
+
#include "Engine/EngineTypes.h"
|
| 7 |
+
|
| 8 |
+
#include "ShooterCoreRuntimeSettings.generated.h"
|
| 9 |
+
|
| 10 |
+
class UObject;
|
| 11 |
+
|
| 12 |
+
/** Runtime settings specific to the ShooterCoreRuntime plugin */
|
| 13 |
+
UCLASS(config = Game, defaultconfig)
|
| 14 |
+
class UShooterCoreRuntimeSettings : public UDeveloperSettings
|
| 15 |
+
{
|
| 16 |
+
GENERATED_BODY()
|
| 17 |
+
|
| 18 |
+
public:
|
| 19 |
+
UShooterCoreRuntimeSettings(const FObjectInitializer& Initializer);
|
| 20 |
+
|
| 21 |
+
ECollisionChannel GetAimAssistCollisionChannel() const { return AimAssistCollisionChannel; }
|
| 22 |
+
|
| 23 |
+
private:
|
| 24 |
+
|
| 25 |
+
/**
|
| 26 |
+
* What trace channel should be used to find available targets for Aim Assist.
|
| 27 |
+
* @see UAimAssistTargetManagerComponent::GetVisibleTargets
|
| 28 |
+
*/
|
| 29 |
+
UPROPERTY(config, EditAnywhere, Category = "Aim Assist")
|
| 30 |
+
TEnumAsByte<ECollisionChannel> AimAssistCollisionChannel = ECollisionChannel::ECC_EngineTraceChannel5;
|
| 31 |
+
};
|
LyraStarterGame/Plugins/GameFeatures/ShooterCore/Source/ShooterCoreRuntime/ShooterCoreRuntime.Build.cs
ADDED
|
@@ -0,0 +1,68 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
// Copyright Epic Games, Inc. All Rights Reserved.
|
| 2 |
+
|
| 3 |
+
using UnrealBuildTool;
|
| 4 |
+
|
| 5 |
+
public class ShooterCoreRuntime : ModuleRules
|
| 6 |
+
{
|
| 7 |
+
public ShooterCoreRuntime(ReadOnlyTargetRules Target) : base(Target)
|
| 8 |
+
{
|
| 9 |
+
PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
|
| 10 |
+
|
| 11 |
+
PublicIncludePaths.AddRange(
|
| 12 |
+
new string[] {
|
| 13 |
+
// ... add public include paths required here ...
|
| 14 |
+
}
|
| 15 |
+
);
|
| 16 |
+
|
| 17 |
+
|
| 18 |
+
PrivateIncludePaths.AddRange(
|
| 19 |
+
new string[] {
|
| 20 |
+
// ... add other private include paths required here ...
|
| 21 |
+
}
|
| 22 |
+
);
|
| 23 |
+
|
| 24 |
+
|
| 25 |
+
PublicDependencyModuleNames.AddRange(
|
| 26 |
+
new string[]
|
| 27 |
+
{
|
| 28 |
+
"Core",
|
| 29 |
+
"LyraGame",
|
| 30 |
+
"ModularGameplay",
|
| 31 |
+
"CommonGame",
|
| 32 |
+
// ... add other public dependencies that you statically link with here ...
|
| 33 |
+
}
|
| 34 |
+
);
|
| 35 |
+
|
| 36 |
+
|
| 37 |
+
PrivateDependencyModuleNames.AddRange(
|
| 38 |
+
new string[]
|
| 39 |
+
{
|
| 40 |
+
"CoreUObject",
|
| 41 |
+
"Engine",
|
| 42 |
+
"Slate",
|
| 43 |
+
"SlateCore",
|
| 44 |
+
"GameplayTags",
|
| 45 |
+
"GameplayTasks",
|
| 46 |
+
"GameplayAbilities",
|
| 47 |
+
"GameplayMessageRuntime",
|
| 48 |
+
"CommonUI",
|
| 49 |
+
"UMG",
|
| 50 |
+
"DataRegistry",
|
| 51 |
+
"AsyncMixin",
|
| 52 |
+
"EnhancedInput",
|
| 53 |
+
"GameSubtitles",
|
| 54 |
+
"DeveloperSettings",
|
| 55 |
+
"AIModule"
|
| 56 |
+
// ... add private dependencies that you statically link with here ...
|
| 57 |
+
}
|
| 58 |
+
);
|
| 59 |
+
|
| 60 |
+
|
| 61 |
+
DynamicallyLoadedModuleNames.AddRange(
|
| 62 |
+
new string[]
|
| 63 |
+
{
|
| 64 |
+
// ... add any modules that your module loads dynamically here ...
|
| 65 |
+
}
|
| 66 |
+
);
|
| 67 |
+
}
|
| 68 |
+
}
|
LyraStarterGame/Plugins/GameFeatures/ShooterExplorer/Config/Tags/ShooterExplorerTags.ini
ADDED
|
@@ -0,0 +1,45 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
[/Script/GameplayTags.GameplayTagsList]
|
| 2 |
+
GameplayTagList=(Tag="Explorer",DevComment="")
|
| 3 |
+
GameplayTagList=(Tag="Explorer.SmartObject.Activity",DevComment="")
|
| 4 |
+
GameplayTagList=(Tag="Explorer.SmartObject.Activity.Actions",DevComment="")
|
| 5 |
+
GameplayTagList=(Tag="Explorer.SmartObject.Activity.Actions.Emote",DevComment="")
|
| 6 |
+
GameplayTagList=(Tag="Explorer.SmartObject.Activity.Actions.Sit",DevComment="")
|
| 7 |
+
GameplayTagList=(Tag="Explorer.SmartObject.Activity.Actions.Eat",DevComment="")
|
| 8 |
+
GameplayTagList=(Tag="Explorer.SmartObject.Activity.Actions.Sleep",DevComment="")
|
| 9 |
+
GameplayTagList=(Tag="Explorer.SmartObject.Activity.Actions.Sleep.AtNight",DevComment="")
|
| 10 |
+
GameplayTagList=(Tag="Explorer.SmartObject.Activity.Actions.Sleep.DayTime",DevComment="")
|
| 11 |
+
GameplayTagList=(Tag="Explorer.SmartObject.Activity.General",DevComment="")
|
| 12 |
+
GameplayTagList=(Tag="Explorer.SmartObject.Activity.General.Default",DevComment="")
|
| 13 |
+
GameplayTagList=(Tag="Explorer.Mood.Awesome",DevComment="")
|
| 14 |
+
GameplayTagList=(Tag="Explorer.Mood.Angry",DevComment="")
|
| 15 |
+
GameplayTagList=(Tag="Explorer.Mood.Grumpy",DevComment="")
|
| 16 |
+
GameplayTagList=(Tag="Explorer.Mood.Happy",DevComment="")
|
| 17 |
+
GameplayTagList=(Tag="Explorer.Mood.None",DevComment="")
|
| 18 |
+
GameplayTagList=(Tag="Explorer.SmartObject.Event",DevComment="")
|
| 19 |
+
GameplayTagList=(Tag="Explorer.SmartObject.Event.Interaction",DevComment="")
|
| 20 |
+
GameplayTagList=(Tag="Explorer.SmartObject.Event.Interaction.Ended",DevComment="")
|
| 21 |
+
GameplayTagList=(Tag="Explorer.SmartObject.Event.Interaction.Scripted",DevComment="")
|
| 22 |
+
GameplayTagList=(Tag="Explorer.SmartObject.Event.Interaction.Scripted.ToDisable",DevComment="")
|
| 23 |
+
GameplayTagList=(Tag="Explorer.SmartObject.Event.Interaction.Scripted.ToEnable",DevComment="")
|
| 24 |
+
GameplayTagList=(Tag="Explorer.SmartObject.Event.Interaction.Started",DevComment="")
|
| 25 |
+
GameplayTagList=(Tag="Explorer.SmartObject.Event.Interaction.Required",DevComment="")
|
| 26 |
+
GameplayTagList=(Tag="Explorer.SmartObject.Event.Interaction.Required.ToEnable",DevComment="")
|
| 27 |
+
GameplayTagList=(Tag="Explorer.SmartObject.Event.Interaction.Required.ToDisable",DevComment="")
|
| 28 |
+
GameplayTagList=(Tag="Explorer.SmartObject.Interact",DevComment="")
|
| 29 |
+
GameplayTagList=(Tag="Explorer.SmartObject.Interact.NPC",DevComment="")
|
| 30 |
+
GameplayTagList=(Tag="Explorer.SmartObject.Interact.Player",DevComment="")
|
| 31 |
+
GameplayTagList=(Tag="Explorer.SmartObject.Slot",DevComment="")
|
| 32 |
+
GameplayTagList=(Tag="Explorer.SmartObject.Slot.Sync",DevComment="")
|
| 33 |
+
GameplayTagList=(Tag="Explorer.SmartObject.Slot.Sync.Action",DevComment="")
|
| 34 |
+
GameplayTagList=(Tag="Explorer.SmartObject.Slot.Sync.Dependent",DevComment="")
|
| 35 |
+
GameplayTagList=(Tag="Explorer.SmartObject.Slot.Sync.Primary",DevComment="")
|
| 36 |
+
GameplayTagList=(Tag="Explorer.SmartObject.Slot.Sync.Ready",DevComment="")
|
| 37 |
+
GameplayTagList=(Tag="Explorer.SmartObject.Slot.Sync.Stop",DevComment="")
|
| 38 |
+
GameplayTagList=(Tag="Explorer.SmartObject.State",DevComment="")
|
| 39 |
+
GameplayTagList=(Tag="Explorer.SmartObject.State.Broken",DevComment="")
|
| 40 |
+
GameplayTagList=(Tag="Explorer.SmartObject.State.Enabled",DevComment="")
|
| 41 |
+
GameplayTagList=(Tag="Explorer.SmartObject.State.Interaction",DevComment="")
|
| 42 |
+
GameplayTagList=(Tag="Explorer.SmartObject.State.Interaction.Required",DevComment="")
|
| 43 |
+
GameplayTagList=(Tag="Explorer.SmartObject.State.Interaction.Required.ToDisable",DevComment="")
|
| 44 |
+
GameplayTagList=(Tag="Explorer.SmartObject.State.Interaction.Required.ToEnable",DevComment="")
|
| 45 |
+
|
LyraStarterGame/Plugins/GameFeatures/ShooterExplorer/Content/AI/StateTrees/Evaluators/EV_PlayerPosition.uasset
ADDED
|
Binary file (24.9 kB). View file
|
|
|
LyraStarterGame/Plugins/GameFeatures/ShooterExplorer/Content/AI/StateTrees/Tasks/STT_Follow.uasset
ADDED
|
Binary file (45.6 kB). View file
|
|
|
LyraStarterGame/Plugins/GameFeatures/ShooterExplorer/Content/AI/StateTrees/Tasks/STT_GetPlayerLocation.uasset
ADDED
|
Binary file (27.3 kB). View file
|
|
|
LyraStarterGame/Plugins/GameFeatures/ShooterExplorer/Content/AI/StateTrees/Tasks/STT_GoTo.uasset
ADDED
|
Binary file (48.2 kB). View file
|
|
|
LyraStarterGame/Plugins/GameFeatures/ShooterExplorer/Content/AI/StateTrees/Tasks/STT_PlayAnimMontage1.uasset
ADDED
|
Binary file (2.81 kB). View file
|
|
|
LyraStarterGame/Plugins/GameFeatures/ShooterExplorer/Content/AI/StateTrees/Tasks/STT_SimpleDebugDelays.uasset
ADDED
|
Binary file (82.5 kB). View file
|
|
|
LyraStarterGame/Plugins/GameFeatures/ShooterExplorer/Content/Blueprint/B_SimpleFollowPawn.uasset
ADDED
|
Binary file (40.1 kB). View file
|
|
|
LyraStarterGame/Plugins/GameFeatures/ShooterExplorer/Content/Blueprint/B_SimpleFollowPawn_Big.uasset
ADDED
|
Binary file (42.5 kB). View file
|
|
|
LyraStarterGame/Plugins/GameFeatures/ShooterExplorer/Content/Game/HeroData_Explorer.uasset
ADDED
|
Binary file (2.76 kB). View file
|
|
|
LyraStarterGame/Plugins/GameFeatures/ShooterExplorer/Content/Input/Abilities/AbilitySet_InventoryTest.uasset
ADDED
|
Binary file (3.48 kB). View file
|
|
|
LyraStarterGame/Plugins/GameFeatures/ShooterExplorer/Content/Input/Abilities/GA_Interact.uasset
ADDED
|
Binary file (85.5 kB). View file
|
|
|
LyraStarterGame/Plugins/GameFeatures/ShooterExplorer/Content/Input/Abilities/GA_ToggleInventory.uasset
ADDED
|
Binary file (6.96 kB). View file
|
|
|