GASATHON/Project/Source/Gasa/Characters/GasaCharacter.cpp

99 lines
2.7 KiB
C++

#include "GasaCharacter.h"
#include "AbilitySystemComponent.h"
#include "Camera/CameraComponent.h"
#include "Components/CapsuleComponent.h"
#include "GameFramework/CharacterMovementComponent.h"
#include "GameFramework/SpringArmComponent.h"
#include "Kismet/KismetSystemLibrary.h"
#include "AbilitySystem/GasaAbilitySystemComponent.h"
#include "Game/GasaLevelScriptActor.h"
void AGasaCharacter::SetHighlight(EHighlight Desired)
{
HighlightState = Desired;
}
AGasaCharacter::AGasaCharacter()
{
PrimaryActorTick.bCanEverTick = false;
HighlightColor = FLinearColor(0.8, 0.32, 0.05f, 1.f);
UCharacterMovementComponent*
Movement = GetCharacterMovement();
Movement->bOrientRotationToMovement = true;
Movement->bConstrainToPlane = true;
Movement->bSnapToPlaneAtStart = true;
Movement->RotationRate = FRotator(0.0, 400.f, 0.0);
bUseControllerRotationPitch = false;
bUseControllerRotationRoll = false;
bUseControllerRotationYaw = false;
USceneComponent* root_component = GetRootComponent();
USkeletalMeshComponent* mesh = GetMesh();
Weapon = CreateDefaultSubobject<USkeletalMeshComponent>("Weapon");
Weapon->SetupAttachment(mesh, FName("WeaponAttach"));
Weapon->SetCollisionEnabled(ECollisionEnabled::NoCollision);
if (bAutoAbilitySystem)
{
AbilitySystem = CreateDefaultSubobject<UGasaAbilitySystemComp>("Ability System");
AbilitySystem->SetIsReplicated(true);
Attributes = CreateDefaultSubobject<UAttributeSet>("Attributes");
}
}
void AGasaCharacter::BeginPlay()
{
Super::BeginPlay();
}
void AGasaCharacter::Tick(float DeltaSeconds)
{
Super::Tick(DeltaSeconds);
USkeletalMeshComponent* mesh = GetMesh();
switch (HighlightState)
{
case EHighlight::Disabled:
{
mesh->SetRenderCustomDepth(false);
mesh->SetCustomDepthStencilValue(0.f);
Weapon->SetRenderCustomDepth(false);
Weapon->SetCustomDepthStencilValue(0.f);
}
break;
case EHighlight::Enabled:
{
mesh->SetRenderCustomDepth(true);
mesh->SetCustomDepthStencilValue(HighlightStencilDepth);
Weapon->SetRenderCustomDepth(true);
Weapon->SetCustomDepthStencilValue(HighlightStencilDepth);
APostProcessVolume* PPV = Gasa::GetLevelActor(this)->GlobalPPV;
TObjectPtr<UObject> Blendable = PPV->Settings.WeightedBlendables.Array[0].Object;
UMaterialInstanceDynamic*
MID = Cast<UMaterialInstanceDynamic>(Blendable);
MID->SetVectorParameterValue("Depth Highlight Color", HighlightColor);
#if 0
UCapsuleComponent* Capsule = GetCapsuleComponent();
UKismetSystemLibrary::DrawDebugCapsule(this
, Capsule->GetComponentLocation()
, Capsule->GetScaledCapsuleHalfHeight()^
, Capsule->GetScaledCapsuleRadius()
, Capsule->GetComponentRotation()
, HighlightColor
, 0.f
, 1.f
);
#endif
}
break;
}
}