117 lines
3.6 KiB
C++
117 lines
3.6 KiB
C++
// Copyright Echo Devgroup
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#include "Character/AuraCharacterBase.h"
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#include "AbilitySystemComponent.h"
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#include "AbilitySystem/AuraAbilitySystemComponent.h"
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#include "Aura/Aura.h"
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#include "Components/CapsuleComponent.h"
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AAuraCharacterBase::AAuraCharacterBase()
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{
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PrimaryActorTick.bCanEverTick = false;
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GetCapsuleComponent()->SetCollisionResponseToChannel(ECC_Camera, ECR_Ignore); //Make it so that the Capsule for Character doesn't block the camera.
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GetCapsuleComponent()->SetGenerateOverlapEvents(false);
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GetMesh()->SetCollisionResponseToChannel(ECC_Camera, ECR_Ignore); //Make it so that the Character Mesh doesn't block the Camera
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GetMesh()->SetCollisionResponseToChannel(ECC_PROJECTILE, ECR_Overlap); //
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GetMesh()->SetGenerateOverlapEvents(true);
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Weapon = CreateDefaultSubobject<USkeletalMeshComponent>("Weapon");
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Weapon->SetupAttachment(GetMesh(), FName("WeaponHandSocket"));
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Weapon->SetCollisionEnabled(ECollisionEnabled::NoCollision);
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}
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UAbilitySystemComponent* AAuraCharacterBase::GetAbilitySystemComponent() const
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{
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return AbilitySystemComponent;
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}
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UAnimMontage* AAuraCharacterBase::GetHitReactMontage_Implementation()
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{
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return HitReactMontage;
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}
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void AAuraCharacterBase::Die()
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{
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Weapon->DetachFromComponent(FDetachmentTransformRules(EDetachmentRule::KeepWorld, true));
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MulticastHandleDeath();
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}
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void AAuraCharacterBase::MulticastHandleDeath_Implementation()
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{
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Weapon->SetSimulatePhysics(true);
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Weapon->SetCollisionEnabled(ECollisionEnabled::PhysicsOnly);
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Weapon->SetEnableGravity(true);
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GetMesh()->SetSimulatePhysics(true);
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GetMesh()->SetEnableGravity(true);
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GetMesh()->SetCollisionEnabled(ECollisionEnabled::PhysicsOnly);
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GetMesh()->SetCollisionResponseToChannel(ECC_WorldStatic, ECR_Block);
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GetCapsuleComponent()->SetCollisionEnabled(ECollisionEnabled::NoCollision);
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Dissolve();
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}
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void AAuraCharacterBase::BeginPlay()
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{
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Super::BeginPlay();
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}
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FVector AAuraCharacterBase::GetCombatSocketLocation()
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{
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return Weapon->GetSocketLocation(WeaponTipSocketName);
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}
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void AAuraCharacterBase::InitAbilityActorInfo()
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{
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}
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void AAuraCharacterBase::ApplyEffectToSelf(TSubclassOf<UGameplayEffect> GameplayEffectClass, float Level) const
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{
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check(IsValid(GetAbilitySystemComponent()));
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check(GameplayEffectClass);
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FGameplayEffectContextHandle ContextHandle = GetAbilitySystemComponent()->MakeEffectContext();
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ContextHandle.AddSourceObject(this);
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const FGameplayEffectSpecHandle SpecHandle = GetAbilitySystemComponent()->MakeOutgoingSpec(GameplayEffectClass,Level, ContextHandle);
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GetAbilitySystemComponent()->ApplyGameplayEffectSpecToTarget(*SpecHandle.Data.Get(), GetAbilitySystemComponent());
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}
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void AAuraCharacterBase::InitializeDefaultAttributes() const
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{
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ApplyEffectToSelf(DefaultPrimaryAttributes,1.f);
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ApplyEffectToSelf(DefaultSecondaryAttributes, 1.f);
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ApplyEffectToSelf(DefaultVitalAttributes, 1.f);
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}
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void AAuraCharacterBase::AddCharacterAbilities()
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{
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UAuraAbilitySystemComponent* AuraASC = CastChecked<UAuraAbilitySystemComponent>(AbilitySystemComponent);
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if (!HasAuthority()) return;
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AuraASC->AddCharacterAbilities(StartupAbilities);
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}
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void AAuraCharacterBase::Dissolve()
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{
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if (IsValid(DissolveMaterialInstance))
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{
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UMaterialInstanceDynamic* DynamicMatInst = UMaterialInstanceDynamic::Create(DissolveMaterialInstance, this);
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GetMesh()->SetMaterial(0, DynamicMatInst);
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StartDissolveTimeline(DynamicMatInst);
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}
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if (IsValid(WeaponDissolveMaterialInstance))
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{
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UMaterialInstanceDynamic* DynamicMatInst = UMaterialInstanceDynamic::Create(WeaponDissolveMaterialInstance, this);
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Weapon->SetMaterial(0, DynamicMatInst);
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StartWeaponDissolveTimeline(DynamicMatInst);
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}
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}
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