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| // Copyright Epic Games, Inc. All Rights Reserved. | |
| class UPhysicalMaterial; | |
| /** | |
| * ULyraRangedWeaponInstance | |
| * | |
| * A piece of equipment representing a ranged weapon spawned and applied to a pawn | |
| */ | |
| UCLASS() | |
| class ULyraRangedWeaponInstance : public ULyraWeaponInstance, public ILyraAbilitySourceInterface | |
| { | |
| GENERATED_BODY() | |
| public: | |
| ULyraRangedWeaponInstance(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); | |
| virtual void PostLoad() override; | |
| virtual void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override; | |
| void UpdateDebugVisualization(); | |
| int32 GetBulletsPerCartridge() const | |
| { | |
| return BulletsPerCartridge; | |
| } | |
| /** Returns the current spread angle (in degrees, diametrical) */ | |
| float GetCalculatedSpreadAngle() const | |
| { | |
| return CurrentSpreadAngle; | |
| } | |
| float GetCalculatedSpreadAngleMultiplier() const | |
| { | |
| return bHasFirstShotAccuracy ? 0.0f : CurrentSpreadAngleMultiplier; | |
| } | |
| bool HasFirstShotAccuracy() const | |
| { | |
| return bHasFirstShotAccuracy; | |
| } | |
| float GetSpreadExponent() const | |
| { | |
| return SpreadExponent; | |
| } | |
| float GetMaxDamageRange() const | |
| { | |
| return MaxDamageRange; | |
| } | |
| float GetBulletTraceSweepRadius() const | |
| { | |
| return BulletTraceSweepRadius; | |
| } | |
| protected: | |
| UPROPERTY(VisibleAnywhere, Category = "Spread|Fire Params") | |
| float Debug_MinHeat = 0.0f; | |
| UPROPERTY(VisibleAnywhere, Category = "Spread|Fire Params") | |
| float Debug_MaxHeat = 0.0f; | |
| UPROPERTY(VisibleAnywhere, Category="Spread|Fire Params", meta=(ForceUnits=deg)) | |
| float Debug_MinSpreadAngle = 0.0f; | |
| UPROPERTY(VisibleAnywhere, Category="Spread|Fire Params", meta=(ForceUnits=deg)) | |
| float Debug_MaxSpreadAngle = 0.0f; | |
| UPROPERTY(VisibleAnywhere, Category="Spread Debugging") | |
| float Debug_CurrentHeat = 0.0f; | |
| UPROPERTY(VisibleAnywhere, Category="Spread Debugging", meta = (ForceUnits=deg)) | |
| float Debug_CurrentSpreadAngle = 0.0f; | |
| // The current *combined* spread angle multiplier | |
| UPROPERTY(VisibleAnywhere, Category = "Spread Debugging", meta=(ForceUnits=x)) | |
| float Debug_CurrentSpreadAngleMultiplier = 1.0f; | |
| // Spread exponent, affects how tightly shots will cluster around the center line | |
| // when the weapon has spread (non-perfect accuracy). Higher values will cause shots | |
| // to be closer to the center (default is 1.0 which means uniformly within the spread range) | |
| UPROPERTY(EditAnywhere, BlueprintReadOnly, meta=(ClampMin=0.1), Category="Spread|Fire Params") | |
| float SpreadExponent = 1.0f; | |
| // A curve that maps the heat to the spread angle | |
| // The X range of this curve typically sets the min/max heat range of the weapon | |
| // The Y range of this curve is used to define the min and maximum spread angle | |
| UPROPERTY(EditAnywhere, Category = "Spread|Fire Params") | |
| FRuntimeFloatCurve HeatToSpreadCurve; | |
| // A curve that maps the current heat to the amount a single shot will further 'heat up' | |
| // This is typically a flat curve with a single data point indicating how much heat a shot adds, | |
| // but can be other shapes to do things like punish overheating by adding progressively more heat. | |
| UPROPERTY(EditAnywhere, Category="Spread|Fire Params") | |
| FRuntimeFloatCurve HeatToHeatPerShotCurve; | |
| // A curve that maps the current heat to the heat cooldown rate per second | |
| // This is typically a flat curve with a single data point indicating how fast the heat | |
| // wears off, but can be other shapes to do things like punish overheating by slowing down | |
| // recovery at high heat. | |
| UPROPERTY(EditAnywhere, Category="Spread|Fire Params") | |
| FRuntimeFloatCurve HeatToCoolDownPerSecondCurve; | |
| // Time since firing before spread cooldown recovery begins (in seconds) | |
| UPROPERTY(EditAnywhere, Category="Spread|Fire Params", meta=(ForceUnits=s)) | |
| float SpreadRecoveryCooldownDelay = 0.0f; | |
| // Should the weapon have perfect accuracy when both player and weapon spread are at their minimum value | |
| UPROPERTY(EditAnywhere, Category="Spread|Fire Params") | |
| bool bAllowFirstShotAccuracy = false; | |
| // Multiplier when in an aiming camera mode | |
| UPROPERTY(EditAnywhere, Category="Spread|Player Params", meta=(ForceUnits=x)) | |
| float SpreadAngleMultiplier_Aiming = 1.0f; | |
| // Multiplier when standing still or moving very slowly | |
| // (starts to fade out at StandingStillSpeedThreshold, and is gone completely by StandingStillSpeedThreshold + StandingStillToMovingSpeedRange) | |
| UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Spread|Player Params", meta=(ForceUnits=x)) | |
| float SpreadAngleMultiplier_StandingStill = 1.0f; | |
| // Rate at which we transition to/from the standing still accuracy (higher values are faster, though zero is instant; @see FInterpTo) | |
| UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Spread|Player Params") | |
| float TransitionRate_StandingStill = 5.0f; | |
| // Speeds at or below this are considered standing still | |
| UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Spread|Player Params", meta=(ForceUnits="cm/s")) | |
| float StandingStillSpeedThreshold = 80.0f; | |
| // Speeds no more than this above StandingStillSpeedThreshold are used to feather down the standing still bonus until it's back to 1.0 | |
| UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Spread|Player Params", meta=(ForceUnits="cm/s")) | |
| float StandingStillToMovingSpeedRange = 20.0f; | |
| // Multiplier when crouching, smoothly blended to based on TransitionRate_Crouching | |
| UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Spread|Player Params", meta=(ForceUnits=x)) | |
| float SpreadAngleMultiplier_Crouching = 1.0f; | |
| // Rate at which we transition to/from the crouching accuracy (higher values are faster, though zero is instant; @see FInterpTo) | |
| UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Spread|Player Params") | |
| float TransitionRate_Crouching = 5.0f; | |
| // Spread multiplier while jumping/falling, smoothly blended to based on TransitionRate_JumpingOrFalling | |
| UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Spread|Player Params", meta=(ForceUnits=x)) | |
| float SpreadAngleMultiplier_JumpingOrFalling = 1.0f; | |
| // Rate at which we transition to/from the jumping/falling accuracy (higher values are faster, though zero is instant; @see FInterpTo) | |
| UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Spread|Player Params") | |
| float TransitionRate_JumpingOrFalling = 5.0f; | |
| // Number of bullets to fire in a single cartridge (typically 1, but may be more for shotguns) | |
| UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Weapon Config") | |
| int32 BulletsPerCartridge = 1; | |
| // The maximum distance at which this weapon can deal damage | |
| UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Weapon Config", meta=(ForceUnits=cm)) | |
| float MaxDamageRange = 25000.0f; | |
| // The radius for bullet traces sweep spheres (0.0 will result in a line trace) | |
| UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Weapon Config", meta=(ForceUnits=cm)) | |
| float BulletTraceSweepRadius = 0.0f; | |
| // A curve that maps the distance (in cm) to a multiplier on the base damage from the associated gameplay effect | |
| // If there is no data in this curve, then the weapon is assumed to have no falloff with distance | |
| UPROPERTY(EditAnywhere, Category = "Weapon Config") | |
| FRuntimeFloatCurve DistanceDamageFalloff; | |
| // List of special tags that affect how damage is dealt | |
| // These tags will be compared to tags in the physical material of the thing being hit | |
| // If more than one tag is present, the multipliers will be combined multiplicatively | |
| UPROPERTY(EditAnywhere, Category = "Weapon Config") | |
| TMap<FGameplayTag, float> MaterialDamageMultiplier; | |
| private: | |
| // Time since this weapon was last fired (relative to world time) | |
| double LastFireTime = 0.0; | |
| // The current heat | |
| float CurrentHeat = 0.0f; | |
| // The current spread angle (in degrees, diametrical) | |
| float CurrentSpreadAngle = 0.0f; | |
| // Do we currently have first shot accuracy? | |
| bool bHasFirstShotAccuracy = false; | |
| // The current *combined* spread angle multiplier | |
| float CurrentSpreadAngleMultiplier = 1.0f; | |
| // The current standing still multiplier | |
| float StandingStillMultiplier = 1.0f; | |
| // The current jumping/falling multiplier | |
| float JumpFallMultiplier = 1.0f; | |
| // The current crouching multiplier | |
| float CrouchingMultiplier = 1.0f; | |
| public: | |
| void Tick(float DeltaSeconds); | |
| //~ULyraEquipmentInstance interface | |
| virtual void OnEquipped(); | |
| virtual void OnUnequipped(); | |
| //~End of ULyraEquipmentInstance interface | |
| void AddSpread(); | |
| //~ILyraAbilitySourceInterface interface | |
| virtual float GetDistanceAttenuation(float Distance, const FGameplayTagContainer* SourceTags = nullptr, const FGameplayTagContainer* TargetTags = nullptr) const override; | |
| virtual float GetPhysicalMaterialAttenuation(const UPhysicalMaterial* PhysicalMaterial, const FGameplayTagContainer* SourceTags = nullptr, const FGameplayTagContainer* TargetTags = nullptr) const override; | |
| //~End of ILyraAbilitySourceInterface interface | |
| private: | |
| void ComputeSpreadRange(float& MinSpread, float& MaxSpread); | |
| void ComputeHeatRange(float& MinHeat, float& MaxHeat); | |
| inline float ClampHeat(float NewHeat) | |
| { | |
| float MinHeat; | |
| float MaxHeat; | |
| ComputeHeatRange(/*out*/ MinHeat, /*out*/ MaxHeat); | |
| return FMath::Clamp(NewHeat, MinHeat, MaxHeat); | |
| } | |
| // Updates the spread and returns true if the spread is at minimum | |
| bool UpdateSpread(float DeltaSeconds); | |
| // Updates the multipliers and returns true if they are at minimum | |
| bool UpdateMultipliers(float DeltaSeconds); | |
| }; | |