float shotspersecond = 7.f;
void AMyfirstgameCharacter::startfire()
{
OnFire();
GetWorldTimerManager().SetTimer(autofirehandle, this, &AMyfirstgameCharacter::startfire, (1/ shotspersecond), true);
}
void AMyfirstgameCharacter::stopfire()
{
GetWorldTimerManager().ClearTimer(autofirehandle);
}
void AMyfirstgameCharacter::onreload()
{
{
if (ammopool <= 0 || loadedammo >= 30) { return; }
if (ammopool < (30 - loadedammo))
{
loadedammo = loadedammo + ammopool;
ammopool = 0;
}
else
{
ammopool = ammopool - (30 - loadedammo);
loadedammo = 30;
int32 loadedmammo = 30;
int32 ammopool = 30;
}
}
AMyfirstgameCharacter::AMyfirstgameCharacter()
{ <-
// Set size for collision capsule
GetCapsuleComponent()->InitCapsuleSize(55.f, 96.0f);
// set our turn rates for input
BaseTurnRate = 45.f;
BaseLookUpRate = 45.f;
// Create a CameraComponent
FirstPersonCameraComponent = CreateDefaultSubobject<UCameraComponent>(TEXT("FirstPersonCamera"));
FirstPersonCameraComponent->SetupAttachment(GetCapsuleComponent());
FirstPersonCameraComponent->RelativeLocation = FVector(-39.56f, 1.75f, 64.f); // Position the camera
FirstPersonCameraComponent->bUsePawnControlRotation = true;
// Create a mesh component that will be used when being viewed from a '1st person' view (when controlling this pawn)
Mesh1P = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("CharacterMesh1P"));
Mesh1P->SetOnlyOwnerSee(true);
Mesh1P->SetupAttachment(FirstPersonCameraComponent);
Mesh1P->bCastDynamicShadow = false;
Mesh1P->CastShadow = false;
Mesh1P->RelativeRotation = FRotator(1.9f, -19.19f, 5.2f);
Mesh1P->RelativeLocation = FVector(-0.5f, -4.4f, -155.7f);
// Create a gun mesh component
FP_Gun = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("FP_Gun"));
FP_Gun->SetOnlyOwnerSee(true); // only the owning player will see this mesh
FP_Gun->bCastDynamicShadow = false;
FP_Gun->CastShadow = false;
// FP_Gun->SetupAttachment(Mesh1P, TEXT("GripPoint"));
FP_Gun->SetupAttachment(RootComponent);
FP_MuzzleLocation = CreateDefaultSubobject<USceneComponent>(TEXT("MuzzleLocation"));
FP_MuzzleLocation->SetupAttachment(FP_Gun);
FP_MuzzleLocation->SetRelativeLocation(FVector(0.2f, 48.4f, -10.6f));
// Default offset from the character location for projectiles to spawn
GunOffset = FVector(100.0f, 0.0f, 10.0f);
// Note: The ProjectileClass and the skeletal mesh/anim blueprints for Mesh1P, FP_Gun, and VR_Gun
// are set in the derived blueprint asset named MyCharacter to avoid direct content references in C++.
// Create VR Controllers.
R_MotionController = CreateDefaultSubobject<UMotionControllerComponent>(TEXT("R_MotionController"));
R_MotionController->Hand = EControllerHand::Right;
R_MotionController->SetupAttachment(RootComponent);
L_MotionController = CreateDefaultSubobject<UMotionControllerComponent>(TEXT("L_MotionController"));
L_MotionController->SetupAttachment(RootComponent);
// Create a gun and attach it to the right-hand VR controller.
// Create a gun mesh component
VR_Gun = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("VR_Gun"));
VR_Gun->SetOnlyOwnerSee(true); // only the owning player will see this mesh
VR_Gun->bCastDynamicShadow = false;
VR_Gun->CastShadow = false;
VR_Gun->SetupAttachment(R_MotionController);
VR_Gun->SetRelativeRotation(FRotator(0.0f, -90.0f, 0.0f));
VR_MuzzleLocation = CreateDefaultSubobject<USceneComponent>(TEXT("VR_MuzzleLocation"));
VR_MuzzleLocation->SetupAttachment(VR_Gun);
VR_MuzzleLocation->SetRelativeLocation(FVector(0.000004, 53.999992, 10.000000));
VR_MuzzleLocation->SetRelativeRotation(FRotator(0.0f, 90.0f, 0.0f)); // Counteract the rotation of the VR gun model.
// Uncomment the following line to turn motion controllers on by default:
//bUsingMotionControllers = true;
}
void AMyfirstgameCharacter::BeginPlay()
{
// Call the base class
Super::BeginPlay();
//Attach gun mesh component to Skeleton, doing it here because the skeleton is not yet created in the constructor
FP_Gun->AttachToComponent(Mesh1P, FAttachmentTransformRules(EAttachmentRule::SnapToTarget, true), TEXT("GripPoint"));
// Show or hide the two versions of the gun based on whether or not we're using motion controllers.
if (bUsingMotionControllers)
{
VR_Gun->SetHiddenInGame(false, true);
Mesh1P->SetHiddenInGame(true, true);
}
else
{
VR_Gun->SetHiddenInGame(true, true);
Mesh1P->SetHiddenInGame(false, true);
}
}
//////////////////////////////////////////////////////////////////////////
// Input
void AMyfirstgameCharacter::SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent)
{
// set up gameplay key bindings
check(PlayerInputComponent);
PlayerInputComponent->BindAction("Jump", IE_Pressed, this, &ACharacter::Jump);
PlayerInputComponent->BindAction("Jump", IE_Released, this, &ACharacter::StopJumping);
//InputComponent->BindTouch(EInputEvent::IE_Pressed, this, &AMyfirstgameCharacter::TouchStarted);
if (EnableTouchscreenMovement(PlayerInputComponent) == false)
{
PlayerInputComponent->BindAction("Fire", IE_Pressed, this, &AMyfirstgameCharacter::startfire);
} PlayerInputComponent->BindAction("Fire", IE_Released, this, &AMyfirstgameCharacter::stopfire);
PlayerInputComponent->BindAction("reload", IE_Pressed, this, &AMyfirstgameCharacter::onreload);
PlayerInputComponent->BindAction("ResetVR", IE_Pressed, this, &AMyfirstgameCharacter::OnResetVR);
PlayerInputComponent->BindAxis("MoveForward", this, &AMyfirstgameCharacter::MoveForward);
PlayerInputComponent->BindAxis("MoveRight", this, &AMyfirstgameCharacter::MoveRight);
// We have 2 versions of the rotation bindings to handle different kinds of devices differently
// "turn" handles devices that provide an absolute delta, such as a mouse.
// "turnrate" is for devices that we choose to treat as a rate of change, such as an analog joystick
PlayerInputComponent->BindAxis("Turn", this, &APawn::AddControllerYawInput);
PlayerInputComponent->BindAxis("TurnRate", this, &AMyfirstgameCharacter::TurnAtRate);
PlayerInputComponent->BindAxis("LookUp", this, &APawn::AddControllerPitchInput);
PlayerInputComponent->BindAxis("LookUpRate", this, &AMyfirstgameCharacter::LookUpAtRate);
}
void AMyfirstgameCharacter::OnFire()
{
FVector startlocation = GetActorLocation();
FVector endlocation = startlocation + (FirstPersonCameraComponent->GetForwardVector()* 4000.f);
FHitResult hitresult;
FCollisionQueryParams collisionparams;
collisionparams.AddIgnoredActor(this);
GetWorld()->LineTraceSingleByChannel(hitresult, startlocation, endlocation, ECC_Visibility, collisionparams);
UKismetSystemLibrary::DrawDebugLine(GetWorld(), startlocation,hitresult.Location, FColor::Green, 5.f, 2.f);
// try and play the sound if specified
if (FireSound != NULL)
{
UGameplayStatics::PlaySoundAtLocation(this, FireSound, GetActorLocation());
}
// try and play a firing animation if specified
if (FireAnimation != NULL)
{
// Get the animation object for the arms mesh
UAnimInstance* AnimInstance = Mesh1P->GetAnimInstance();
if (AnimInstance != NULL)
{
AnimInstance->Montage_Play(FireAnimation, 1.f);
}
}
}
void AMyfirstgameCharacter::OnResetVR()
{
UHeadMountedDisplayFunctionLibrary::ResetOrientationAndPosition();
}
void AMyfirstgameCharacter::BeginTouch(const ETouchIndex::Type FingerIndex, const FVector Location)
{
if (TouchItem.bIsPressed == true)
{
return;
}
TouchItem.bIsPressed = true;
TouchItem.FingerIndex = FingerIndex;
TouchItem.Location = Location;
TouchItem.bMoved = false;
}
void AMyfirstgameCharacter::EndTouch(const ETouchIndex::Type FingerIndex, const FVector Location)
{
if (TouchItem.bIsPressed == false)
{
return;
}
if ((FingerIndex == TouchItem.FingerIndex) && (TouchItem.bMoved == false))
{
OnFire();
}
TouchItem.bIsPressed = false;
}
//Commenting this section out to be consistent with FPS BP template.
//This allows the user to turn without using the right virtual joystick
//void AMyfirstgameCharacter::TouchUpdate(const ETouchIndex::Type FingerIndex, const FVector Location)
//{
// if ((TouchItem.bIsPressed == true) && (TouchItem.FingerIndex == FingerIndex))
// {
// if (TouchItem.bIsPressed)
// {
// if (GetWorld() != nullptr)
// {
// UGameViewportClient* ViewportClient = GetWorld()->GetGameViewport();
// if (ViewportClient != nullptr)
// {
// FVector MoveDelta = Location - TouchItem.Location;
// FVector2D ScreenSize;
// ViewportClient->GetViewportSize(ScreenSize);
// FVector2D ScaledDelta = FVector2D(MoveDelta.X, MoveDelta.Y) / ScreenSize;
// if (FMath::Abs(ScaledDelta.X) >= 4.0 / ScreenSize.X)
// {
// TouchItem.bMoved = true;
// float Value = ScaledDelta.X * BaseTurnRate;
// AddControllerYawInput(Value);
// }
// if (FMath::Abs(ScaledDelta.Y) >= 4.0 / ScreenSize.Y)
// {
// TouchItem.bMoved = true;
// float Value = ScaledDelta.Y * BaseTurnRate;
// AddControllerPitchInput(Value);
// }
// TouchItem.Location = Location;
// }
// TouchItem.Location = Location;
// }
// }
// }
//}
void AMyfirstgameCharacter::MoveForward(float Value)
{
if (Value != 0.0f)
{
// add movement in that direction
AddMovementInput(GetActorForwardVector(), Value);
}
}
void AMyfirstgameCharacter::MoveRight(float Value)
{
if (Value != 0.0f)
{
// add movement in that direction
AddMovementInput(GetActorRightVector(), Value);
}
}
void AMyfirstgameCharacter::TurnAtRate(float Rate)
{
// calculate delta for this frame from the rate information
AddControllerYawInput(Rate * BaseTurnRate * GetWorld()->GetDeltaSeconds());
}
void AMyfirstgameCharacter::LookUpAtRate(float Rate)
{
// calculate delta for this frame from the rate information
AddControllerPitchInput(Rate * BaseLookUpRate * GetWorld()->GetDeltaSeconds());
}
bool AMyfirstgameCharacter::EnableTouchscreenMovement(class UInputComponent* PlayerInputComponent)
{
bool bResult = false;
if (FPlatformMisc::GetUseVirtualJoysticks() || GetDefault<UInputSettings>()->bUseMouseForTouch)
{
bResult = true;
PlayerInputComponent->BindTouch(EInputEvent::IE_Pressed, this, &AMyfirstgameCharacter::BeginTouch);
PlayerInputComponent->BindTouch(EInputEvent::IE_Released, this, &AMyfirstgameCharacter::EndTouch);
//Commenting this out to be more consistent with FPS BP template.
//PlayerInputComponent->BindTouch(EInputEvent::IE_Repeat, this, &AMyfirstgameCharacter::TouchUpdate);
}
return bResult;
}
.h file
UCLASS(config=Game)
class AMyfirstgameCharacter : public ACharacter
{
GENERATED_BODY()
void startfire();
void stopfire();
FTimerHandle autofirehandle;
UPROPERTY(EditDefaultsOnly)
float shotspersecond;
public:
UPROPERTY(editanywhere,blueprintreadwrite,category = ammo)
int32 loadedammo;
public:
UPROPERTY(editanywhere,blueprintreadwrite,category = ammo)
int32 ammopool;
void onreload();
/** Pawn mesh: 1st person view (arms; seen only by self) */
UPROPERTY(VisibleDefaultsOnly, Category=Mesh)
class USkeletalMeshComponent* Mesh1P;
/** Gun mesh: 1st person view (seen only by self) */
UPROPERTY(VisibleDefaultsOnly, Category = Mesh)
class USkeletalMeshComponent* FP_Gun;
/** Location on gun mesh where projectiles should spawn. */
UPROPERTY(VisibleDefaultsOnly, Category = Mesh)
class USceneComponent* FP_MuzzleLocation;
/** Gun mesh: VR view (attached to the VR controller directly, no arm, just the actual gun) */
UPROPERTY(VisibleDefaultsOnly, Category = Mesh)
class USkeletalMeshComponent* VR_Gun;
/** Location on VR gun mesh where projectiles should spawn. */
UPROPERTY(VisibleDefaultsOnly, Category = Mesh)
class USceneComponent* VR_MuzzleLocation;
/** First person camera */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
class UCameraComponent* FirstPersonCameraComponent;
/** Motion controller (right hand) */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (AllowPrivateAccess = "true"))
class UMotionControllerComponent* R_MotionController;
/** Motion controller (left hand) */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (AllowPrivateAccess = "true"))
class UMotionControllerComponent* L_MotionController;
public:
AMyfirstgameCharacter();
protected:
virtual void BeginPlay();
public:
/** Base turn rate, in deg/sec. Other scaling may affect final turn rate. */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Camera)
float BaseTurnRate;
/** Base look up/down rate, in deg/sec. Other scaling may affect final rate. */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Camera)
float BaseLookUpRate;
/** Gun muzzle's offset from the characters location */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Gameplay)
FVector GunOffset;
/** Projectile class to spawn */
UPROPERTY(EditDefaultsOnly, Category=Projectile)
TSubclassOf<class AMyfirstgameProjectile> ProjectileClass;
/** Sound to play each time we fire */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Gameplay)
class USoundBase* FireSound;
/** AnimMontage to play each time we fire */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Gameplay)
class UAnimMontage* FireAnimation;
/** Whether to use motion controller location for aiming. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Gameplay)
uint32 bUsingMotionControllers : 1;
protected:
/** Fires a projectile. */
void OnFire();
/** Resets HMD orientation and position in VR. */
void OnResetVR();
/** Handles moving forward/backward */
void MoveForward(float Val);
/** Handles stafing movement, left and right */
void MoveRight(float Val);
/**
* Called via input to turn at a given rate.
* @param Rate This is a normalized rate, i.e. 1.0 means 100% of desired turn rate
*/
void TurnAtRate(float Rate);
/**
* Called via input to turn look up/down at a given rate.
* @param Rate This is a normalized rate, i.e. 1.0 means 100% of desired turn rate
*/
void LookUpAtRate(float Rate);
struct TouchData
{
TouchData() { bIsPressed = false;Location=FVector::ZeroVector;}
bool bIsPressed;
ETouchIndex::Type FingerIndex;
FVector Location;
bool bMoved;
};
void BeginTouch(const ETouchIndex::Type FingerIndex, const FVector Location);
void EndTouch(const ETouchIndex::Type FingerIndex, const FVector Location);
void TouchUpdate(const ETouchIndex::Type FingerIndex, const FVector Location);
TouchData TouchItem;
protected:
// APawn interface
virtual void SetupPlayerInputComponent(UInputComponent* InputComponent) override;
// End of APawn interface
/*
* Configures input for touchscreen devices if there is a valid touch interface for doing so
*
* @param InputComponent The input component pointer to bind controls to
* @returns true if touch controls were enabled.
*/
bool EnableTouchscreenMovement(UInputComponent* InputComponent);
public:
/** Returns Mesh1P subobject /
FORCEINLINE class USkeletalMeshComponent GetMesh1P() const { return Mesh1P; }
/* Returns FirstPersonCameraComponent subobject */
FORCEINLINE class UCameraComponent GetFirstPersonCameraComponent() const { return FirstPersonCameraComponent; }
};