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Gun.h
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Gun.h
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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "Gun.generated.h"
UENUM(BlueprintType, Category = "WeaponType")
enum EWeaponType
{
EBT_Shotgun UMETA(DisplayName = "Shotgun"),
EBT_AsaultRifle UMETA(DisplayName = "Asault Rifle"),
EBT_Complete UMETA(DisplayName = "Complete")
};
//DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FDamageIndicator, float, Damage, FVector, Location);
class ACharacterBaseClass;
class AController;
class APlayerCharacter;
UCLASS()
class BIGHEADGUYGAME_API AGun : public AActor
{
GENERATED_BODY()
public:
AGun();
//Functions
void RequestShooting();
void RequestReloading();
void ReleaseTrigger();
void AimDownSight();
void ReleaseAim();
void OwnerIsCrouching();
void OwnerIsUNCrouching();
void ChangeOwner();
void ActivebCanUseWeaponTimer();
void SetTRUEbCanUseWeapon();
void SetFALSEbCanUseWeapon();
//Get functions
UFUNCTION(BlueprintPure)
int32 GetGunAccuracyValue()const;
UFUNCTION(BlueprintPure)
int32 GetCurrentAmmo()const;
UFUNCTION(BlueprintPure)
float GetReloadingTimer();
UFUNCTION(BlueprintPure)
EWeaponType GetWeaponType();
UFUNCTION(BlueprintPure)
FVector GetWeaponGripLocation();
UFUNCTION(BlueprintPure)
FRotator GetWeaponGripRotation();
UPROPERTY(EditAnywhere, BlueprintReadWrite)
TEnumAsByte<EWeaponType> WeaponType;//= EBT_AsaultRifle;
//UPROPERTY(BlueprintAssignable, Category = "DamageIndicator")
// FDamageIndicator IndicateDamageDelegate;
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
private:
// Visuals
UPROPERTY(EditAnywhere)
USkeletalMeshComponent* GunMesh;
UPROPERTY(EditAnywhere)
UParticleSystem* MuzzleFlash;
UPROPERTY(EditAnywhere)
USoundBase* MuzzleSound;
UPROPERTY(EditAnywhere)
USoundBase* ImpactSound;
UPROPERTY(EditAnywhere)
UParticleSystem* ImpactEffect;
//Gun_Properties
//floats
UPROPERTY(EditAnywhere)
float MaxRange = 1000;
UPROPERTY(EditAnywhere)
float NoDamageFalloffRange = 70;
UPROPERTY(EditAnywhere)
float DamageFalloffRate=1;
UPROPERTY(EditAnywhere)
float DefaultDamage = 20;
UPROPERTY(EditAnywhere)
float DefaultAmmo = 30;
UPROPERTY(EditAnywhere)
float MovementAccuracyValueMultiplier=10;
UPROPERTY(EditAnywhere)
float CrosshairshrinkDelayAfterShooting=0.1f;
UPROPERTY(EditAnywhere)
float ShotingCrosshairGrowingSpeed=300;
UPROPERTY(EditAnywhere)
float ShotingCrosshairShrinkingSpeed=1;
UPROPERTY(EditAnywhere)
float AimingCrosshairGrowingSpeed = 300;
UPROPERTY(EditAnywhere)
float AimingCrosshairShrinkingSpeed = 1;
UPROPERTY(EditAnywhere)
float ShootingDelay = 1;
UPROPERTY(EditAnywhere)
float ReloadTime = 3;
UPROPERTY(EditAnywhere)
float PullOutTime = 0.3f;
UPROPERTY(EditAnywhere)
float FirstShotAccuracyBeginTime = 0.3f;
UPROPERTY(EditAnywhere)
int32 ShotgunShootingBulletCount;
UPROPERTY(EditAnywhere)
int32 DefaultAccuracyValue=50;
UPROPERTY(EditAnywhere)
int32 DefaultShootingAccuracyValueIncrease=15;
UPROPERTY(EditAnywhere)
int32 DefaultShootingWhileCrouchAccuracyValueIncrease = 10;
UPROPERTY(EditAnywhere)
int32 DefaultAimDownsightAccuracyValueDecrease = 35;
UPROPERTY(EditAnywhere)
int32 DefaultCrouchingAccuracyValueDecrease = 15;
UPROPERTY(EditAnywhere)
int32 DefaultAmmoQuantity = 30;
UPROPERTY(EditAnywhere)
int32 MinAccuracyValue = 3;
int32 AccuracyValue;
int32 ShootingAccuracyValueIncrease=0;
int32 AimDownsightAccuracyValueDecrease = 0;
int32 CrouchingAccuracyValueDecrease=0;
int32 CurrentAmmo;
float Damage;
//bools
//Properties
UPROPERTY(EditAnywhere)
bool AutomaticFire = false;
UPROPERTY(EditAnywhere)
bool StandingFirstShotAccuracy = false;
UPROPERTY(EditAnywhere)
bool CrouchingStandingFirstShotAccuracy = false;
//CodeBools
bool bShootingAllowed = true;
bool bShootingAccuracyInterp;
bool bIsAimingDownsight=false;
bool bOwnerIsCrouching=false;
bool bUseCrosshairShrinkTimer=true;
bool bCanUseWeapon = false;
bool bFirstShotAccuracy = false;
bool bCanUseFirstShotAccuracyTimer = true;
//Time
FTimerHandle ShootDelayHandle;
FTimerHandle CrosshairRecoverAfterShootingHandle;
FTimerHandle ReloadingHandle;
FTimerHandle PullOutWeaponHandle;
FTimerHandle FirstShotAccuracyHandle;
//Other
APlayerCharacter* GunPlayerOwner;
ACharacterBaseClass* GunOwner;
AController* OwnerController;
FVector WeaponGripLocation;
FRotator WeaponGripRotation;
//Action Functions
void Shoot();
void SpreadShoot();
void Reload();
void CalculateAccuracy();
void CrosshairGrowth(float DeltaTime, int32& AccuracyLenght, int32 GoalAccuracyLenght, float Speed);
void CrosshairShrink(float DeltaTime, int32& AccuracyLenght, int32 GoalAccuracyLenght, float Speed);
void SetFALSEbShootingAccuracyInterp();
void SetTRUEbFirstShotAccuracy();
bool POVGunTrace(FHitResult& Hit, FVector& ShotDirection);
bool GunTrace(FHitResult& Hit, FVector& ShotDirection);
//Get Functions
//Validation functions
void AllowShooting();
};