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5.43 kB
| // Copyright Epic Games, Inc. All Rights Reserved. | |
| UE_DEFINE_GAMEPLAY_TAG_STATIC(TAG_Gameplay_Zone, "Gameplay.Zone"); | |
| ULyraWeaponStateComponent::ULyraWeaponStateComponent(const FObjectInitializer& ObjectInitializer) | |
| : Super(ObjectInitializer) | |
| { | |
| SetIsReplicatedByDefault(true); | |
| PrimaryComponentTick.bStartWithTickEnabled = true; | |
| PrimaryComponentTick.bCanEverTick = true; | |
| } | |
| void ULyraWeaponStateComponent::TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) | |
| { | |
| Super::TickComponent(DeltaTime, TickType, ThisTickFunction); | |
| if (APawn* Pawn = GetPawn<APawn>()) | |
| { | |
| if (ULyraEquipmentManagerComponent* EquipmentManager = Pawn->FindComponentByClass<ULyraEquipmentManagerComponent>()) | |
| { | |
| if (ULyraRangedWeaponInstance* CurrentWeapon = Cast<ULyraRangedWeaponInstance>(EquipmentManager->GetFirstInstanceOfType(ULyraRangedWeaponInstance::StaticClass()))) | |
| { | |
| CurrentWeapon->Tick(DeltaTime); | |
| } | |
| } | |
| } | |
| } | |
| bool ULyraWeaponStateComponent::ShouldShowHitAsSuccess(const FHitResult& Hit) const | |
| { | |
| AActor* HitActor = Hit.GetActor(); | |
| //@TODO: Don't treat a hit that dealt no damage (due to invulnerability or similar) as a success | |
| UWorld* World = GetWorld(); | |
| if (ULyraTeamSubsystem* TeamSubsystem = UWorld::GetSubsystem<ULyraTeamSubsystem>(GetWorld())) | |
| { | |
| return TeamSubsystem->CanCauseDamage(GetController<APlayerController>(), Hit.GetActor()); | |
| } | |
| return false; | |
| } | |
| bool ULyraWeaponStateComponent::ShouldUpdateDamageInstigatedTime(const FGameplayEffectContextHandle& EffectContext) const | |
| { | |
| //@TODO: Implement me, for the purposes of this component we really only care about damage caused by a weapon | |
| // or projectile fired from a weapon, and should filter to that | |
| // (or perhaps see if the causer is also the source of our active reticle config) | |
| return EffectContext.GetEffectCauser() != nullptr; | |
| } | |
| void ULyraWeaponStateComponent::ClientConfirmTargetData_Implementation(uint16 UniqueId, bool bSuccess, const TArray<uint8>& HitReplaces) | |
| { | |
| for (int i = 0; i < UnconfirmedServerSideHitMarkers.Num(); i++) | |
| { | |
| FLyraServerSideHitMarkerBatch& Batch = UnconfirmedServerSideHitMarkers[i]; | |
| if (Batch.UniqueId == UniqueId) | |
| { | |
| if (bSuccess && (HitReplaces.Num() != Batch.Markers.Num())) | |
| { | |
| UWorld* World = GetWorld(); | |
| bool bFoundShowAsSuccessHit = false; | |
| int32 HitLocationIndex = 0; | |
| for (const FLyraScreenSpaceHitLocation& Entry : Batch.Markers) | |
| { | |
| if (!HitReplaces.Contains(HitLocationIndex) && Entry.bShowAsSuccess) | |
| { | |
| // Only need to do this once | |
| if (!bFoundShowAsSuccessHit) | |
| { | |
| ActuallyUpdateDamageInstigatedTime(); | |
| } | |
| bFoundShowAsSuccessHit = true; | |
| LastWeaponDamageScreenLocations.Add(Entry); | |
| } | |
| ++HitLocationIndex; | |
| } | |
| } | |
| UnconfirmedServerSideHitMarkers.RemoveAt(i); | |
| break; | |
| } | |
| } | |
| } | |
| void ULyraWeaponStateComponent::AddUnconfirmedServerSideHitMarkers(const FGameplayAbilityTargetDataHandle& InTargetData, const TArray<FHitResult>& FoundHits) | |
| { | |
| FLyraServerSideHitMarkerBatch& NewUnconfirmedHitMarker = UnconfirmedServerSideHitMarkers.Emplace_GetRef(InTargetData.UniqueId); | |
| if (APlayerController* OwnerPC = GetController<APlayerController>()) | |
| { | |
| for (const FHitResult& Hit : FoundHits) | |
| { | |
| FVector2D HitScreenLocation; | |
| if (UGameplayStatics::ProjectWorldToScreen(OwnerPC, Hit.Location, /*out*/ HitScreenLocation, /*bPlayerViewportRelative=*/ false)) | |
| { | |
| FLyraScreenSpaceHitLocation& Entry = NewUnconfirmedHitMarker.Markers.AddDefaulted_GetRef(); | |
| Entry.Location = HitScreenLocation; | |
| Entry.bShowAsSuccess = ShouldShowHitAsSuccess(Hit); | |
| // Determine the hit zone | |
| FGameplayTag HitZone; | |
| if (const UPhysicalMaterialWithTags* PhysMatWithTags = Cast<const UPhysicalMaterialWithTags>(Hit.PhysMaterial.Get())) | |
| { | |
| for (const FGameplayTag MaterialTag : PhysMatWithTags->Tags) | |
| { | |
| if (MaterialTag.MatchesTag(TAG_Gameplay_Zone)) | |
| { | |
| Entry.HitZone = MaterialTag; | |
| break; | |
| } | |
| } | |
| } | |
| } | |
| } | |
| } | |
| } | |
| void ULyraWeaponStateComponent::UpdateDamageInstigatedTime(const FGameplayEffectContextHandle& EffectContext) | |
| { | |
| if (ShouldUpdateDamageInstigatedTime(EffectContext)) | |
| { | |
| ActuallyUpdateDamageInstigatedTime(); | |
| } | |
| } | |
| void ULyraWeaponStateComponent::ActuallyUpdateDamageInstigatedTime() | |
| { | |
| // If our LastWeaponDamageInstigatedTime was not very recent, clear our LastWeaponDamageScreenLocations array | |
| UWorld* World = GetWorld(); | |
| if (World->GetTimeSeconds() - LastWeaponDamageInstigatedTime > 0.1) | |
| { | |
| LastWeaponDamageScreenLocations.Reset(); | |
| } | |
| LastWeaponDamageInstigatedTime = World->GetTimeSeconds(); | |
| } | |
| double ULyraWeaponStateComponent::GetTimeSinceLastHitNotification() const | |
| { | |
| UWorld* World = GetWorld(); | |
| return World->TimeSince(LastWeaponDamageInstigatedTime); | |
| } | |