Files
Cog/Source/CogSample/CogSampleCharacter.h
T
2023-10-09 02:20:52 -04:00

307 lines
12 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "AbilitySystemInterface.h"
#include "ActiveGameplayEffectHandle.h"
#include "AttributeSet.h"
#include "CogSampleDefines.h"
#include "CogInterfaceAllegianceActor.h"
#include "CogInterfaceDebugFilteredActor.h"
#include "CogSampleDamageEvent.h"
#include "CogSampleTargetableInterface.h"
#include "CogSampleTeamInterface.h"
#include "GameFramework/Character.h"
#include "GameplayAbilitySpecHandle.h"
#include "GameplayTagContainer.h"
#include "InputActionValue.h"
#include "CogSampleCharacter.generated.h"
class UAbilitySystemComponent;
class UCogAbilitySystemComponent;
class UCameraComponent;
class UGameplayAbility;
class UGameplayEffect;
class UInputAction;
class UInputMappingContext;
class USpringArmComponent;
struct FActiveGameplayEffect;
struct FCogSampleRootMotionParams;
struct FGameplayEffectSpec;
struct FOnAttributeChangeData;
DECLARE_DYNAMIC_MULTICAST_DELEGATE_ThreeParams(FCogSampleCooldownUpdateEventDelegate, const UGameplayAbility*, Ability, float, Duration, float, TimeRemaining);
//--------------------------------------------------------------------------------------------------------------------------
USTRUCT(BlueprintType)
struct FActiveAbilityInfo
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, BlueprintReadOnly)
TSubclassOf<UGameplayAbility> Ability;
UPROPERTY(EditAnywhere, BlueprintReadOnly)
UInputAction* InputAction = nullptr;
};
//--------------------------------------------------------------------------------------------------------------------------
USTRUCT(BlueprintType)
struct FPassiveAbilityInfo
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, BlueprintReadOnly)
TSubclassOf<UGameplayAbility> Ability;
UPROPERTY(EditAnywhere, BlueprintReadOnly)
bool ActivateWhenGiven = false;
};
//--------------------------------------------------------------------------------------------------------------------------
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FCogSampleCharacterEventDelegate, ACogSampleCharacter*, Character);
//--------------------------------------------------------------------------------------------------------------------------
UCLASS(config=Game)
class ACogSampleCharacter : public ACharacter
, public IAbilitySystemInterface
, public ICogInterfacesDebugFilteredActor
, public ICogInterfacesAllegianceActor
, public ICogSampleTeamInterface
, public ICogSampleTargetableInterface
{
GENERATED_BODY()
public:
ACogSampleCharacter(const FObjectInitializer& ObjectInitializer);
//----------------------------------------------------------------------------------------------------------------------
// ACharacter overrides
//----------------------------------------------------------------------------------------------------------------------
virtual void PostInitializeComponents() override;
virtual void BeginPlay() override;
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
virtual void MarkComponentsAsPendingKill() override;
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
virtual void PossessedBy(AController* NewController) override;
virtual void UnPossessed() override;
virtual void AcknowledgePossession(AController* NewController);
virtual void AcknowledgeUnpossession();
//----------------------------------------------------------------------------------------------------------------------
// IAbilitySystemInterface overrides
//----------------------------------------------------------------------------------------------------------------------
UFUNCTION(BlueprintPure)
UAbilitySystemComponent* GetAbilitySystemComponent() const override;
//----------------------------------------------------------------------------------------------------------------------
// ICogInterfacesAllegianceActor overrides
//----------------------------------------------------------------------------------------------------------------------
ECogInterfacesAllegiance GetAllegianceWithOtherActor(const AActor* OtherActor) const override;
//----------------------------------------------------------------------------------------------------------------------
// ICogSampleTargetInterface overrides
//----------------------------------------------------------------------------------------------------------------------
virtual FVector GetTargetLocation() const override;
virtual void GetTargetCapsules(TArray<const UCapsuleComponent*>& Capsules) const override;
//----------------------------------------------------------------------------------------------------------------------
// Team
//----------------------------------------------------------------------------------------------------------------------
UFUNCTION(BlueprintPure)
virtual int32 GetTeam() const override { return Team; }
UFUNCTION(BlueprintCallable)
void SetTeamID(int32 Value);
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Team, Replicated, meta = (AllowPrivateAccess = "true"))
int32 Team = 0;
//----------------------------------------------------------------------------------------------------------------------
// Camera
//----------------------------------------------------------------------------------------------------------------------
USpringArmComponent* GetCameraBoom() const { return CameraBoom; }
UCameraComponent* GetFollowCamera() const { return FollowCamera; }
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
USpringArmComponent* CameraBoom;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
UCameraComponent* FollowCamera;
//----------------------------------------------------------------------------------------------------------------------
// Input
//----------------------------------------------------------------------------------------------------------------------
FVector TransformInputInWorldSpace(const FVector& Input) const;
FVector GetMoveInput() const { return MoveInput; }
FVector GetMoveInputInWorldSpace() const { return MoveInputInWorldSpace; }
/** MappingContext */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
UInputMappingContext* DefaultMappingContext;
/** MappingContext */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
UInputMappingContext* GhostMappingContext;
/** Move Input Action */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
UInputAction* MoveAction;
/** Move Input Action */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
UInputAction* MoveZAction;
/** Look Input Action */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
UInputAction* LookAction;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
TArray<UInputAction*> ItemActions;
//----------------------------------------------------------------------------------------------------------------------
// Ability
//----------------------------------------------------------------------------------------------------------------------
UFUNCTION(BlueprintPure)
bool IsInitialized() const { return bIsInitialized; }
void HandleDamageReceived(const FCogSampleDamageEventParams& Params);
void HandleDamageDealt(const FCogSampleDamageEventParams& Params);
void OnKilled(AActor* InInstigator, AActor* InCauser, const FGameplayEffectSpec& InEffectSpec, float InMagnitude);
void OnRevived(AActor* InInstigator, AActor* InCauser, const FGameplayEffectSpec& InEffectSpec, float InMagnitude);
UPROPERTY(BlueprintReadOnly, Category = Ability, meta = (AllowPrivateAccess = "true"))
UAbilitySystemComponent* AbilitySystem = nullptr;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Ability)
TArray<TSubclassOf<UAttributeSet>> AttributeSets;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Ability)
TArray<FActiveAbilityInfo> ActiveAbilities;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Ability)
TArray<FPassiveAbilityInfo> PassiveAbilities;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Ability)
TArray<TSubclassOf<UGameplayEffect>> Effects;
UPROPERTY(BlueprintAssignable)
FCogSampleCharacterEventDelegate OnInitialized;
UPROPERTY(BlueprintAssignable)
FCogSampleDamageEventDelegate OnDamageDealt;
UPROPERTY(BlueprintAssignable)
FCogSampleDamageEventDelegate OnDamageReceived;
UPROPERTY(BlueprintAssignable)
FCogSampleCooldownUpdateEventDelegate OnCooldownUpdated;
//----------------------------------------------------------------------------------------------------------------------
// Root Motion
//----------------------------------------------------------------------------------------------------------------------
UFUNCTION(BlueprintCallable)
int32 ApplyRootMotion(const FCogSampleRootMotionParams& Params);
private:
friend class ACogSamplePlayerController;
UPROPERTY()
AController* InitialController = nullptr;
//----------------------------------------------------------------------------------------------------------------------
// Inputs
//----------------------------------------------------------------------------------------------------------------------
void Move(const FInputActionValue& Value);
void MoveZ(const FInputActionValue& Value);
void Look(const FInputActionValue& Value);
void OnAbilityInputStarted(const FInputActionValue& Value, int32 Index);
void OnAbilityInputCompleted(const FInputActionValue& Value, int32 Index);
void ActivateItem(const FInputActionValue& Value, int32 Index);
FVector MoveInput;
FVector MoveInputInWorldSpace;
//----------------------------------------------------------------------------------------------------------------------
// Ability
//----------------------------------------------------------------------------------------------------------------------
void TryFinishInitialize();
void InitializeAbilitySystem();
void ShutdownAbilitySystem();
void OnGameplayEffectAdded(UAbilitySystemComponent* AbilitySystemComponent, const FGameplayEffectSpec& GameplayEffectSpec, FActiveGameplayEffectHandle Handle);
void OnGameplayEffectRemoved(const FActiveGameplayEffect& RemovedGameplayEffect);
void OnCooldownEffectUpdated(const FActiveGameplayEffect& GameplayEffect, bool bIsEffectRemoved);
void OnGhostTagNewOrRemoved(const FGameplayTag InTag, int32 NewCount);
void OnScaleAttributeChanged(const FOnAttributeChangeData& Data);
void UpdateActiveAbilitySlots();
UFUNCTION()
void OnRep_ActiveAbilityHandles();
UPROPERTY(ReplicatedUsing=OnRep_ActiveAbilityHandles, Transient)
TArray<FGameplayAbilitySpecHandle> ActiveAbilityHandles;
FDelegateHandle GameplayEffectAddedHandle;
FDelegateHandle GameplayEffectRemovedHandle;
FDelegateHandle GhostTagDelegateHandle;
FDelegateHandle ScaleAttributeDelegateHandle;
bool bIsAbilitySystemInitialized = false;
bool bIsInitialized = false;
bool bIsInGhostMode = false;
//----------------------------------------------------------------------------------------------------------------------
// Root Motion
//----------------------------------------------------------------------------------------------------------------------
UFUNCTION(Reliable, Client)
void Client_ApplyRootMotion(const FCogSampleRootMotionParams& Params);
uint16 ApplyRootMotionShared(const FCogSampleRootMotionParams& Params);
};