Download LyraStarterGame/Source/LyraGame/Weapons/LyraWeaponStateComponent.h from Alexhas2/unitysamples: direct link, hf CLI and curl.
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3.17 kB
| // Copyright Epic Games, Inc. All Rights Reserved. | |
| class UObject; | |
| struct FFrame; | |
| struct FGameplayAbilityTargetDataHandle; | |
| struct FGameplayEffectContextHandle; | |
| struct FHitResult; | |
| // Hit markers are shown for ranged weapon impacts in the reticle | |
| // A 'successful' hit marker is shown for impacts that damaged an enemy | |
| struct FLyraScreenSpaceHitLocation | |
| { | |
| /** Hit location in viewport screenspace */ | |
| FVector2D Location; | |
| FGameplayTag HitZone; | |
| bool bShowAsSuccess = false; | |
| }; | |
| struct FLyraServerSideHitMarkerBatch | |
| { | |
| FLyraServerSideHitMarkerBatch() { } | |
| FLyraServerSideHitMarkerBatch(uint8 InUniqueId) : | |
| UniqueId(InUniqueId) | |
| { } | |
| TArray<FLyraScreenSpaceHitLocation> Markers; | |
| uint8 UniqueId = 0; | |
| }; | |
| // Tracks weapon state and recent confirmed hit markers to display on screen | |
| UCLASS() | |
| class ULyraWeaponStateComponent : public UControllerComponent | |
| { | |
| GENERATED_BODY() | |
| public: | |
| ULyraWeaponStateComponent(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); | |
| virtual void TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override; | |
| UFUNCTION(Client, Reliable) | |
| void ClientConfirmTargetData(uint16 UniqueId, bool bSuccess, const TArray<uint8>& HitReplaces); | |
| void AddUnconfirmedServerSideHitMarkers(const FGameplayAbilityTargetDataHandle& InTargetData, const TArray<FHitResult>& FoundHits); | |
| /** Updates this player's last damage instigated time */ | |
| void UpdateDamageInstigatedTime(const FGameplayEffectContextHandle& EffectContext); | |
| /** Gets the array of most recent locations this player instigated damage, in screen-space */ | |
| void GetLastWeaponDamageScreenLocations(TArray<FLyraScreenSpaceHitLocation>& WeaponDamageScreenLocations) | |
| { | |
| WeaponDamageScreenLocations = LastWeaponDamageScreenLocations; | |
| } | |
| /** Returns the elapsed time since the last (outgoing) damage hit notification occurred */ | |
| double GetTimeSinceLastHitNotification() const; | |
| int32 GetUnconfirmedServerSideHitMarkerCount() const | |
| { | |
| return UnconfirmedServerSideHitMarkers.Num(); | |
| } | |
| protected: | |
| // This is called to filter hit results to determine whether they should be considered as a successful hit or not | |
| // The default behavior is to treat it as a success if being done to a team actor that belongs to a different team | |
| // to the owning controller's pawn | |
| virtual bool ShouldShowHitAsSuccess(const FHitResult& Hit) const; | |
| virtual bool ShouldUpdateDamageInstigatedTime(const FGameplayEffectContextHandle& EffectContext) const; | |
| void ActuallyUpdateDamageInstigatedTime(); | |
| private: | |
| /** Last time this controller instigated weapon damage */ | |
| double LastWeaponDamageInstigatedTime = 0.0; | |
| /** Screen-space locations of our most recently instigated weapon damage (the confirmed hits) */ | |
| TArray<FLyraScreenSpaceHitLocation> LastWeaponDamageScreenLocations; | |
| /** The unconfirmed hits */ | |
| TArray<FLyraServerSideHitMarkerBatch> UnconfirmedServerSideHitMarkers; | |
| }; | |