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8.55 kB
| // Copyright Epic Games, Inc. All Rights Reserved. | |
| UE_DEFINE_GAMEPLAY_TAG_STATIC(TAG_Lyra_Weapon_SteadyAimingCamera, "Lyra.Weapon.SteadyAimingCamera"); | |
| ULyraRangedWeaponInstance::ULyraRangedWeaponInstance(const FObjectInitializer& ObjectInitializer) | |
| : Super(ObjectInitializer) | |
| { | |
| HeatToHeatPerShotCurve.EditorCurveData.AddKey(0.0f, 1.0f); | |
| HeatToCoolDownPerSecondCurve.EditorCurveData.AddKey(0.0f, 2.0f); | |
| } | |
| void ULyraRangedWeaponInstance::PostLoad() | |
| { | |
| Super::PostLoad(); | |
| UpdateDebugVisualization(); | |
| } | |
| void ULyraRangedWeaponInstance::PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) | |
| { | |
| Super::PostEditChangeProperty(PropertyChangedEvent); | |
| UpdateDebugVisualization(); | |
| } | |
| void ULyraRangedWeaponInstance::UpdateDebugVisualization() | |
| { | |
| ComputeHeatRange(/*out*/ Debug_MinHeat, /*out*/ Debug_MaxHeat); | |
| ComputeSpreadRange(/*out*/ Debug_MinSpreadAngle, /*out*/ Debug_MaxSpreadAngle); | |
| Debug_CurrentHeat = CurrentHeat; | |
| Debug_CurrentSpreadAngle = CurrentSpreadAngle; | |
| Debug_CurrentSpreadAngleMultiplier = CurrentSpreadAngleMultiplier; | |
| } | |
| void ULyraRangedWeaponInstance::OnEquipped() | |
| { | |
| Super::OnEquipped(); | |
| // Start heat in the middle | |
| float MinHeatRange; | |
| float MaxHeatRange; | |
| ComputeHeatRange(/*out*/ MinHeatRange, /*out*/ MaxHeatRange); | |
| CurrentHeat = (MinHeatRange + MaxHeatRange) * 0.5f; | |
| // Derive spread | |
| CurrentSpreadAngle = HeatToSpreadCurve.GetRichCurveConst()->Eval(CurrentHeat); | |
| // Default the multipliers to 1x | |
| CurrentSpreadAngleMultiplier = 1.0f; | |
| StandingStillMultiplier = 1.0f; | |
| JumpFallMultiplier = 1.0f; | |
| CrouchingMultiplier = 1.0f; | |
| } | |
| void ULyraRangedWeaponInstance::OnUnequipped() | |
| { | |
| Super::OnUnequipped(); | |
| } | |
| void ULyraRangedWeaponInstance::Tick(float DeltaSeconds) | |
| { | |
| APawn* Pawn = GetPawn(); | |
| check(Pawn != nullptr); | |
| const bool bMinSpread = UpdateSpread(DeltaSeconds); | |
| const bool bMinMultipliers = UpdateMultipliers(DeltaSeconds); | |
| bHasFirstShotAccuracy = bAllowFirstShotAccuracy && bMinMultipliers && bMinSpread; | |
| UpdateDebugVisualization(); | |
| } | |
| void ULyraRangedWeaponInstance::ComputeHeatRange(float& MinHeat, float& MaxHeat) | |
| { | |
| float Min1; | |
| float Max1; | |
| HeatToHeatPerShotCurve.GetRichCurveConst()->GetTimeRange(/*out*/ Min1, /*out*/ Max1); | |
| float Min2; | |
| float Max2; | |
| HeatToCoolDownPerSecondCurve.GetRichCurveConst()->GetTimeRange(/*out*/ Min2, /*out*/ Max2); | |
| float Min3; | |
| float Max3; | |
| HeatToSpreadCurve.GetRichCurveConst()->GetTimeRange(/*out*/ Min3, /*out*/ Max3); | |
| MinHeat = FMath::Min(FMath::Min(Min1, Min2), Min3); | |
| MaxHeat = FMath::Max(FMath::Max(Max1, Max2), Max3); | |
| } | |
| void ULyraRangedWeaponInstance::ComputeSpreadRange(float& MinSpread, float& MaxSpread) | |
| { | |
| HeatToSpreadCurve.GetRichCurveConst()->GetValueRange(/*out*/ MinSpread, /*out*/ MaxSpread); | |
| } | |
| void ULyraRangedWeaponInstance::AddSpread() | |
| { | |
| // Sample the heat up curve | |
| const float HeatPerShot = HeatToHeatPerShotCurve.GetRichCurveConst()->Eval(CurrentHeat); | |
| CurrentHeat = ClampHeat(CurrentHeat + HeatPerShot); | |
| // Map the heat to the spread angle | |
| CurrentSpreadAngle = HeatToSpreadCurve.GetRichCurveConst()->Eval(CurrentHeat); | |
| UpdateDebugVisualization(); | |
| } | |
| float ULyraRangedWeaponInstance::GetDistanceAttenuation(float Distance, const FGameplayTagContainer* SourceTags, const FGameplayTagContainer* TargetTags) const | |
| { | |
| const FRichCurve* Curve = DistanceDamageFalloff.GetRichCurveConst(); | |
| return Curve->HasAnyData() ? Curve->Eval(Distance) : 1.0f; | |
| } | |
| float ULyraRangedWeaponInstance::GetPhysicalMaterialAttenuation(const UPhysicalMaterial* PhysicalMaterial, const FGameplayTagContainer* SourceTags, const FGameplayTagContainer* TargetTags) const | |
| { | |
| float CombinedMultiplier = 1.0f; | |
| if (const UPhysicalMaterialWithTags* PhysMatWithTags = Cast<const UPhysicalMaterialWithTags>(PhysicalMaterial)) | |
| { | |
| for (const FGameplayTag MaterialTag : PhysMatWithTags->Tags) | |
| { | |
| if (const float* pTagMultiplier = MaterialDamageMultiplier.Find(MaterialTag)) | |
| { | |
| CombinedMultiplier *= *pTagMultiplier; | |
| } | |
| } | |
| } | |
| return CombinedMultiplier; | |
| } | |
| bool ULyraRangedWeaponInstance::UpdateSpread(float DeltaSeconds) | |
| { | |
| const float TimeSinceFired = GetWorld()->TimeSince(LastFireTime); | |
| if (TimeSinceFired > SpreadRecoveryCooldownDelay) | |
| { | |
| const float CooldownRate = HeatToCoolDownPerSecondCurve.GetRichCurveConst()->Eval(CurrentHeat); | |
| CurrentHeat = ClampHeat(CurrentHeat - (CooldownRate * DeltaSeconds)); | |
| CurrentSpreadAngle = HeatToSpreadCurve.GetRichCurveConst()->Eval(CurrentHeat); | |
| } | |
| float MinSpread; | |
| float MaxSpread; | |
| ComputeSpreadRange(/*out*/ MinSpread, /*out*/ MaxSpread); | |
| return FMath::IsNearlyEqual(CurrentSpreadAngle, MinSpread, KINDA_SMALL_NUMBER); | |
| } | |
| bool ULyraRangedWeaponInstance::UpdateMultipliers(float DeltaSeconds) | |
| { | |
| const float MultiplierNearlyEqualThreshold = 0.05f; | |
| APawn* Pawn = GetPawn(); | |
| check(Pawn != nullptr); | |
| UCharacterMovementComponent* CharMovementComp = Cast<UCharacterMovementComponent>(Pawn->GetMovementComponent()); | |
| // See if we are standing still, and if so, smoothly apply the bonus | |
| const float PawnSpeed = Pawn->GetVelocity().Size(); | |
| const float MovementTargetValue = FMath::GetMappedRangeValueClamped( | |
| /*InputRange=*/ FVector2D(StandingStillSpeedThreshold, StandingStillSpeedThreshold + StandingStillToMovingSpeedRange), | |
| /*OutputRange=*/ FVector2D(SpreadAngleMultiplier_StandingStill, 1.0f), | |
| /*Alpha=*/ PawnSpeed); | |
| StandingStillMultiplier = FMath::FInterpTo(StandingStillMultiplier, MovementTargetValue, DeltaSeconds, TransitionRate_StandingStill); | |
| const bool bStandingStillMultiplierAtMin = FMath::IsNearlyEqual(StandingStillMultiplier, SpreadAngleMultiplier_StandingStill, SpreadAngleMultiplier_StandingStill*0.1f); | |
| // See if we are crouching, and if so, smoothly apply the bonus | |
| const bool bIsCrouching = (CharMovementComp != nullptr) && CharMovementComp->IsCrouching(); | |
| const float CrouchingTargetValue = bIsCrouching ? SpreadAngleMultiplier_Crouching : 1.0f; | |
| CrouchingMultiplier = FMath::FInterpTo(CrouchingMultiplier, CrouchingTargetValue, DeltaSeconds, TransitionRate_Crouching); | |
| const bool bCrouchingMultiplierAtTarget = FMath::IsNearlyEqual(CrouchingMultiplier, CrouchingTargetValue, MultiplierNearlyEqualThreshold); | |
| // See if we are in the air (jumping/falling), and if so, smoothly apply the penalty | |
| const bool bIsJumpingOrFalling = (CharMovementComp != nullptr) && CharMovementComp->IsFalling(); | |
| const float JumpFallTargetValue = bIsJumpingOrFalling ? SpreadAngleMultiplier_JumpingOrFalling : 1.0f; | |
| JumpFallMultiplier = FMath::FInterpTo(JumpFallMultiplier, JumpFallTargetValue, DeltaSeconds, TransitionRate_JumpingOrFalling); | |
| const bool bJumpFallMultiplerIs1 = FMath::IsNearlyEqual(JumpFallMultiplier, 1.0f, MultiplierNearlyEqualThreshold); | |
| // Determine if we are aiming down sights, and apply the bonus based on how far into the camera transition we are | |
| float AimingAlpha = 0.0f; | |
| if (const ULyraCameraComponent* CameraComponent = ULyraCameraComponent::FindCameraComponent(Pawn)) | |
| { | |
| float TopCameraWeight; | |
| FGameplayTag TopCameraTag; | |
| CameraComponent->GetBlendInfo(/*out*/ TopCameraWeight, /*out*/ TopCameraTag); | |
| AimingAlpha = (TopCameraTag == TAG_Lyra_Weapon_SteadyAimingCamera) ? TopCameraWeight : 0.0f; | |
| } | |
| const float AimingMultiplier = FMath::GetMappedRangeValueClamped( | |
| /*InputRange=*/ FVector2D(0.0f, 1.0f), | |
| /*OutputRange=*/ FVector2D(1.0f, SpreadAngleMultiplier_Aiming), | |
| /*Alpha=*/ AimingAlpha); | |
| const bool bAimingMultiplierAtTarget = FMath::IsNearlyEqual(AimingMultiplier, SpreadAngleMultiplier_Aiming, KINDA_SMALL_NUMBER); | |
| // Combine all the multipliers | |
| const float CombinedMultiplier = AimingMultiplier * StandingStillMultiplier * CrouchingMultiplier * JumpFallMultiplier; | |
| CurrentSpreadAngleMultiplier = CombinedMultiplier; | |
| // need to handle these spread multipliers indicating we are not at min spread | |
| return bStandingStillMultiplierAtMin && bCrouchingMultiplierAtTarget && bJumpFallMultiplerIs1 && bAimingMultiplierAtTarget; | |
| } | |