Merge remote-tracking branch 'origin/master'
This commit is contained in:
commit
105caa0b0e
BIN
Content/Legumix/Drops/BP_AmmoPack.uasset
(Stored with Git LFS)
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Content/Legumix/Drops/BP_AmmoPack.uasset
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Content/Legumix/Drops/BP_HealthPack.uasset
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Content/Legumix/Drops/BP_HealthPack.uasset
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Content/Legumix/Drops/BP_ItemDrop.uasset
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Content/Legumix/Drops/BP_ItemDrop.uasset
(Stored with Git LFS)
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Content/Legumix/Drops/C_AmmoPackDropRate.uasset
(Stored with Git LFS)
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Content/Legumix/Drops/C_AmmoPackDropRate.uasset
(Stored with Git LFS)
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Content/Legumix/Spawner/DT_WavePreset.uasset
(Stored with Git LFS)
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Content/Legumix/Spawner/DT_WavePreset.uasset
(Stored with Git LFS)
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Content/Legumix/Spawner/LVL_TestSpawn.umap
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Content/Legumix/Spawner/LVL_TestSpawn.umap
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10
Source/LegumeMix/Private/Ammo/LMAmmoPack.cpp
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10
Source/LegumeMix/Private/Ammo/LMAmmoPack.cpp
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|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
|
||||
#include "Ammo/LMAmmoPack.h"
|
||||
|
||||
|
||||
ALMAmmoPack::ALMAmmoPack()
|
||||
{
|
||||
PrimaryActorTick.bCanEverTick = false;
|
||||
}
|
61
Source/LegumeMix/Private/Ammo/LMItemDropComponent.cpp
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61
Source/LegumeMix/Private/Ammo/LMItemDropComponent.cpp
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@ -0,0 +1,61 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
|
||||
#include "Ammo/LMItemDropComponent.h"
|
||||
|
||||
#include "LMHealthPack.h"
|
||||
#include "Ammo/LMAmmoPack.h"
|
||||
#include "Kismet/GameplayStatics.h"
|
||||
#include "Player/LMPlayer.h"
|
||||
#include "Weapon/LMWeaponManager.h"
|
||||
#include "Windows/WindowsApplication.h"
|
||||
|
||||
|
||||
ULMItemDropComponent::ULMItemDropComponent()
|
||||
{
|
||||
PrimaryComponentTick.bCanEverTick = false;
|
||||
}
|
||||
|
||||
void ULMItemDropComponent::TryDropItems()
|
||||
{
|
||||
float Result = FMath::RandRange(0.f, 100.f);
|
||||
|
||||
if (DropChanceHealthPack >= Result)
|
||||
{
|
||||
SpawnHealth();
|
||||
}
|
||||
|
||||
if (ALMPlayer* Player = Cast<ALMPlayer>(UGameplayStatics::GetPlayerCharacter(GetWorld(), 0)))
|
||||
{
|
||||
Result = FMath::RandRange(0.f, 1.f);
|
||||
const FLMAmmoData Ammo = Player->GetWeaponManager()->GetAmmoData(AmmoType);
|
||||
const float Percentage = static_cast<float>(Ammo.AmmoCount) / static_cast<float>(Ammo.MaxAmmo);
|
||||
const float DropChance = DropChanceAtRemainingAmmo->GetFloatValue(Percentage);
|
||||
|
||||
FString Random = FString::Printf(TEXT("Drop Chance of %f for ammo (%i / %i) %f with random at %f"), DropChance, Ammo.AmmoCount, Ammo.MaxAmmo, Percentage, Result);
|
||||
GEngine->AddOnScreenDebugMessage(INDEX_NONE, 5.f, FColor::Green, Random);
|
||||
if (DropChance >= Result)
|
||||
{
|
||||
SpawnAmmo();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ULMItemDropComponent::SpawnAmmo()
|
||||
{
|
||||
FActorSpawnParameters SpawnParams;
|
||||
SpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButAlwaysSpawn;
|
||||
|
||||
ALMAmmoPack* Pack = GetWorld()->SpawnActor<ALMAmmoPack>(AmmoPack, GetOwner()->GetActorTransform(), SpawnParams);
|
||||
}
|
||||
|
||||
void ULMItemDropComponent::SpawnHealth()
|
||||
{
|
||||
FActorSpawnParameters SpawnParams;
|
||||
SpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButAlwaysSpawn;
|
||||
|
||||
ALMHealthPack* Pack = GetWorld()->SpawnActor<ALMHealthPack>(HealthPack, GetOwner()->GetActorTransform(), SpawnParams);
|
||||
}
|
||||
|
||||
|
||||
|
11
Source/LegumeMix/Private/LMHealthPack.cpp
Normal file
11
Source/LegumeMix/Private/LMHealthPack.cpp
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@ -0,0 +1,11 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
|
||||
#include "LMHealthPack.h"
|
||||
|
||||
|
||||
ALMHealthPack::ALMHealthPack()
|
||||
{
|
||||
PrimaryActorTick.bCanEverTick = false;
|
||||
}
|
||||
|
25
Source/LegumeMix/Private/LMItemDrop.cpp
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25
Source/LegumeMix/Private/LMItemDrop.cpp
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@ -0,0 +1,25 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
|
||||
#include "LMItemDrop.h"
|
||||
|
||||
|
||||
ALMItemDrop::ALMItemDrop()
|
||||
{
|
||||
PrimaryActorTick.bCanEverTick = true;
|
||||
StaticMeshComponent = CreateDefaultSubobject<UStaticMeshComponent>("MeshComponent");
|
||||
RootComponent = StaticMeshComponent;
|
||||
}
|
||||
|
||||
void ALMItemDrop::BeginPlay()
|
||||
{
|
||||
Super::BeginPlay();
|
||||
GetWorldTimerManager().SetTimer(DespawnHandle, this, &ALMItemDrop::Despawn, TimeBeforeDespawn);
|
||||
}
|
||||
|
||||
void ALMItemDrop::Despawn()
|
||||
{
|
||||
GetWorldTimerManager().ClearTimer(DespawnHandle);
|
||||
Destroy();
|
||||
}
|
||||
|
@ -14,7 +14,7 @@ ALMSpawnPosition::ALMSpawnPosition()
|
||||
|
||||
}
|
||||
|
||||
bool ALMSpawnPosition::CanSpawn() const
|
||||
bool ALMSpawnPosition::CanSpawn()
|
||||
{
|
||||
return !IsPlayerVisible() && !IsOnCooldow;
|
||||
}
|
||||
@ -59,7 +59,7 @@ bool ALMSpawnPosition::IsPlayerVisible() const
|
||||
if (bHit)
|
||||
{
|
||||
//UE_LOG(LogTemp, Warning, TEXT("LineTrace Hit: %s"), *HitResult.GetActor()->GetName());
|
||||
return HitResult.GetActor() == Player; // Retourne true uniquement si l'acteur touché est le joueur
|
||||
return (HitResult.GetActor() == Player && !IsOnCooldow); // Retourne true uniquement si l'acteur touché est le joueur
|
||||
}
|
||||
|
||||
//UE_LOG(LogTemp, Warning, TEXT("LineTrace: No Hit"));
|
||||
@ -69,12 +69,14 @@ bool ALMSpawnPosition::IsPlayerVisible() const
|
||||
void ALMSpawnPosition::StarCooldown()
|
||||
{
|
||||
IsOnCooldow = true;
|
||||
UE_LOG(LogTemp, Warning, TEXT("Spawner Cooldown"));
|
||||
GetWorld()->GetTimerManager().SetTimer(ProcessCooldown, this, &ALMSpawnPosition::EndCooldown, TimerCooldown, false);
|
||||
}
|
||||
|
||||
void ALMSpawnPosition::EndCooldown()
|
||||
{
|
||||
IsOnCooldow = false;
|
||||
UE_LOG(LogTemp, Warning, TEXT("Spawner End Cooldown"));
|
||||
}
|
||||
|
||||
|
||||
|
@ -37,7 +37,7 @@ void ALMWaveManager::SpawnEnemy(ALMSpawnPosition* spawnPosition)
|
||||
|
||||
if (!tempEnemy)
|
||||
{
|
||||
UE_LOG(LogTemp, Error, TEXT("Failed to spawn enemy!"));
|
||||
//UE_LOG(LogTemp, Error, TEXT("Failed to spawn enemy!"));
|
||||
return;
|
||||
}
|
||||
spawnPosition->StarCooldown();
|
||||
@ -50,7 +50,7 @@ void ALMWaveManager::SpawnEnemy(ALMSpawnPosition* spawnPosition)
|
||||
|
||||
//bind la method ennemydead à la death de l'ennemis
|
||||
tempEnemy->OnEnemyDeath.AddDynamic(this, &ALMWaveManager::EnemyDead);
|
||||
UE_LOG(LogTemp, Error, TEXT("Succes to spawn and bind on death method"));
|
||||
//UE_LOG(LogTemp, Error, TEXT("Succes to spawn and bind on death method"));
|
||||
|
||||
EnemySpawned++;
|
||||
EnemiesPerType[RandomIndex]--;
|
||||
@ -65,15 +65,9 @@ void ALMWaveManager::EnemyDead(ALMEnemy* enemyToRemoveFromLife)
|
||||
|
||||
bool ALMWaveManager::RemainsEnemyToSpawn()
|
||||
{
|
||||
int TotalEnemies = 0;
|
||||
|
||||
for (int EnemyCount : EnemiesPerType)
|
||||
{
|
||||
TotalEnemies += EnemyCount;
|
||||
}
|
||||
bool stillToSpawn = TotalEnemies !=0;
|
||||
bool no = EnemyAliveList.Num() < MaxEnemyInstantiate;
|
||||
return EnemyNumberInWave != EnemySpawned && no && stillToSpawn;
|
||||
bool StillToSpawn = TotalOfEnemyToStillSpawn() !=0;
|
||||
bool NoEnemyLeftToSpawn = EnemyAliveList.Num() < MaxEnemyInstantiate;
|
||||
return EnemyNumberInWave != EnemySpawned && NoEnemyLeftToSpawn && StillToSpawn;
|
||||
}
|
||||
|
||||
void ALMWaveManager::CheckForSpawnerOK()
|
||||
@ -88,6 +82,17 @@ void ALMWaveManager::CheckForSpawnerOK()
|
||||
}
|
||||
}
|
||||
|
||||
int ALMWaveManager::TotalOfEnemyToStillSpawn()
|
||||
{
|
||||
int TotalEnemies = 0;
|
||||
|
||||
for (int EnemyCount : EnemiesPerType)
|
||||
{
|
||||
TotalEnemies += EnemyCount;
|
||||
}
|
||||
return TotalEnemies;
|
||||
}
|
||||
|
||||
void ALMWaveManager::GetRandomDataWaveRow()
|
||||
{
|
||||
TArray<FName> RowNames = WaveDatePreset->GetRowNames();
|
||||
@ -97,17 +102,18 @@ void ALMWaveManager::GetRandomDataWaveRow()
|
||||
|
||||
CurrentWaveName = WaveName.ToString();
|
||||
FLMWaveStructure* InfoWaveRow = WaveDatePreset->FindRow<FLMWaveStructure>(WaveName, "");
|
||||
|
||||
//InternalEnemyRatio = InfoWaveRow->WaveComposition;
|
||||
|
||||
EnemyNumberInWave = InfoWaveRow->EnemyCount;
|
||||
MaxEnemyInstantiate = InfoWaveRow->MaxEnemyCount;
|
||||
|
||||
|
||||
AllEnemyType.Empty();
|
||||
for (const FLMEnemyRatio& EnemyRatio : InfoWaveRow->WaveComposition)
|
||||
{
|
||||
// Ajoute chaque EnemyType à la liste
|
||||
AllEnemyType.Add(EnemyRatio.EnemyType);
|
||||
}
|
||||
|
||||
EnemiesPerType.Empty();
|
||||
// Récupère les ratios (NbEnemy) et calcule leur somme
|
||||
int32 TotalRatio = 0;
|
||||
for (const FLMEnemyRatio& EnemyRatio : InfoWaveRow->WaveComposition)
|
||||
@ -140,23 +146,29 @@ void ALMWaveManager::GetRandomDataWaveRow()
|
||||
void ALMWaveManager::Tick(float DeltaTime)
|
||||
{
|
||||
Super::Tick(DeltaTime);
|
||||
if(RemainsEnemyToSpawn())
|
||||
if(!OnCooldown)
|
||||
{
|
||||
CheckForSpawnerOK();
|
||||
if(SpawnPositionsOK.Num() > 0)
|
||||
if(RemainsEnemyToSpawn())
|
||||
{
|
||||
//Choose spawnpoint to spawn
|
||||
int32 RandomIndex = FMath::RandRange(0, SpawnPositionsOK.Num() - 1);
|
||||
SpawnEnemy(SpawnPositionsOK[RandomIndex]);
|
||||
EnemySpawned++;
|
||||
CheckForSpawnerOK();
|
||||
if(SpawnPositionsOK.Num() > 0)
|
||||
{
|
||||
//Choose spawnpoint to spawn
|
||||
int32 RandomIndex = FMath::RandRange(0, SpawnPositionsOK.Num() - 1);
|
||||
SpawnEnemy(SpawnPositionsOK[RandomIndex]);
|
||||
}
|
||||
return;
|
||||
}
|
||||
if(TotalOfEnemyToStillSpawn() == 0 && EnemyAliveList.Num() == 0)
|
||||
{
|
||||
//lauch break time
|
||||
// Lance un breaktime avant de relancer une wave
|
||||
UE_LOG(LogTemp, Warning, TEXT("Start a new wave"));
|
||||
OnCooldown = true;
|
||||
GetWorld()->GetTimerManager().SetTimer(BreakTimer, this, &ALMWaveManager::StartWave, BreakTime, false);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
//lauch break time
|
||||
// Lance un timer de 3 secondes avant d'appeler StartWave()
|
||||
GetWorld()->GetTimerManager().SetTimer(BreakTimer, this, &ALMWaveManager::StartWave, BreakTime, false);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
@ -164,4 +176,5 @@ void ALMWaveManager::StartWave()
|
||||
{
|
||||
GetRandomDataWaveRow();
|
||||
EnemySpawned = 0;
|
||||
OnCooldown = false;
|
||||
}
|
||||
|
@ -143,6 +143,11 @@ int ULMWeaponManager::GetAmmoCount(const EAmmoType AmmoType)
|
||||
return 0;
|
||||
}
|
||||
|
||||
FLMAmmoData& ULMWeaponManager::GetAmmoData(const EAmmoType AmmoType)
|
||||
{
|
||||
return AmmoData[AmmoType];
|
||||
}
|
||||
|
||||
void ULMWeaponManager::Fire()
|
||||
{
|
||||
ALMWeaponBase* Weapon = GetCurrentWeapon();
|
||||
|
24
Source/LegumeMix/Public/Ammo/LMAmmoPack.h
Normal file
24
Source/LegumeMix/Public/Ammo/LMAmmoPack.h
Normal file
@ -0,0 +1,24 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "LMAmmoType.h"
|
||||
#include "LMItemDrop.h"
|
||||
#include "LMAmmoPack.generated.h"
|
||||
|
||||
UCLASS()
|
||||
class LEGUMEMIX_API ALMAmmoPack : public ALMItemDrop
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Legumix, meta=(AllowPrivateAccess=true, ClampMin=0))
|
||||
int AmmoCount = 6;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Legumix, meta=(AllowPrivateAccess=true))
|
||||
EAmmoType AmmoType = EAmmoType::EAT_CornAmmo;
|
||||
|
||||
public:
|
||||
ALMAmmoPack();
|
||||
};
|
42
Source/LegumeMix/Public/Ammo/LMItemDropComponent.h
Normal file
42
Source/LegumeMix/Public/Ammo/LMItemDropComponent.h
Normal file
@ -0,0 +1,42 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "LMAmmoType.h"
|
||||
#include "Components/ActorComponent.h"
|
||||
#include "LMItemDropComponent.generated.h"
|
||||
|
||||
class ALMAmmoPack;
|
||||
class ALMHealthPack;
|
||||
|
||||
UCLASS(Blueprintable, ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
|
||||
class LEGUMEMIX_API ULMItemDropComponent : public UActorComponent
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
private:
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Legumix, meta=(AllowPrivateAccess=true))
|
||||
TObjectPtr<UCurveFloat> DropChanceAtRemainingAmmo;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Legumix, meta=(AllowPrivateAccess=true, ClampMin=0, ClampMax=100, UIMin=0, UIMax=100))
|
||||
float DropChanceHealthPack = 10.f;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Legumix, meta=(AllowPrivateAccess=true))
|
||||
EAmmoType AmmoType = EAmmoType::EAT_CornAmmo;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Legumix, meta=(AllowPrivateAccess=true))
|
||||
TSubclassOf<ALMAmmoPack> AmmoPack;
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Legumix, meta=(AllowPrivateAccess=true))
|
||||
TSubclassOf<ALMHealthPack> HealthPack;
|
||||
|
||||
public:
|
||||
ULMItemDropComponent();
|
||||
|
||||
UFUNCTION(BlueprintCallable)
|
||||
void TryDropItems();
|
||||
UFUNCTION(BlueprintCallable)
|
||||
void SpawnAmmo();
|
||||
UFUNCTION(BlueprintCallable)
|
||||
void SpawnHealth();
|
||||
};
|
20
Source/LegumeMix/Public/LMHealthPack.h
Normal file
20
Source/LegumeMix/Public/LMHealthPack.h
Normal file
@ -0,0 +1,20 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "LMItemDrop.h"
|
||||
#include "LMHealthPack.generated.h"
|
||||
|
||||
UCLASS()
|
||||
class LEGUMEMIX_API ALMHealthPack : public ALMItemDrop
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Legumix, meta=(AllowPrivateAccess=true, ClampMin=0))
|
||||
float HealthGain = 10.f;
|
||||
|
||||
public:
|
||||
ALMHealthPack();
|
||||
};
|
33
Source/LegumeMix/Public/LMItemDrop.h
Normal file
33
Source/LegumeMix/Public/LMItemDrop.h
Normal file
@ -0,0 +1,33 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "GameFramework/Actor.h"
|
||||
#include "LMItemDrop.generated.h"
|
||||
|
||||
class ULMDropData;
|
||||
|
||||
UCLASS()
|
||||
class LEGUMEMIX_API ALMItemDrop : public AActor
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
protected:
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Legumix)
|
||||
float TimeBeforeDespawn = 30.f;
|
||||
|
||||
private:
|
||||
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Legumix, meta = (AllowPrivateAccess = true))
|
||||
TObjectPtr<UStaticMeshComponent> StaticMeshComponent;
|
||||
|
||||
FTimerHandle DespawnHandle;
|
||||
|
||||
public:
|
||||
ALMItemDrop();
|
||||
virtual void BeginPlay() override;
|
||||
|
||||
protected:
|
||||
UFUNCTION(BlueprintCallable)
|
||||
void Despawn();
|
||||
};
|
@ -16,7 +16,7 @@ public:
|
||||
ALMSpawnPosition();
|
||||
|
||||
// Méthode pour vérifier si le spawn est possible
|
||||
bool CanSpawn() const;
|
||||
virtual bool CanSpawn();
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (AllowPrivateAccess = "true"), Category = "Legumix")
|
||||
float TimerCooldown = 1.5;
|
||||
void StarCooldown();
|
||||
|
@ -43,6 +43,9 @@ public:
|
||||
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Legumix")
|
||||
TArray<TSubclassOf<ALMEnemy>> AllEnemyType;
|
||||
|
||||
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Legumix")
|
||||
int EnemySpawned = 0;
|
||||
|
||||
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Legumix")
|
||||
TArray<int> EnemiesPerType;
|
||||
|
||||
@ -55,6 +58,7 @@ protected:
|
||||
virtual void EnemyDead(ALMEnemy* enemyToRemoveFromLife);
|
||||
virtual bool RemainsEnemyToSpawn();
|
||||
virtual void CheckForSpawnerOK();
|
||||
virtual int TotalOfEnemyToStillSpawn();
|
||||
|
||||
virtual void GetRandomDataWaveRow();
|
||||
|
||||
@ -64,7 +68,7 @@ public:
|
||||
|
||||
private:
|
||||
TArray<ALMSpawnPosition*> SpawnPositionsOK;
|
||||
int EnemySpawned = 0;
|
||||
|
||||
FTimerHandle BreakTimer;
|
||||
bool OnCooldown;
|
||||
};
|
||||
|
@ -38,6 +38,8 @@ public:
|
||||
bool AddAmmoType(EAmmoType AmmoType, int AmmoCount);
|
||||
UFUNCTION(BlueprintCallable, Category=Legumix)
|
||||
int GetAmmoCount(EAmmoType AmmoType);
|
||||
UFUNCTION(BlueprintCallable, Category=Legumix)
|
||||
FLMAmmoData& GetAmmoData(EAmmoType AmmoType);
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category=Legumix)
|
||||
void Fire();
|
||||
|
Reference in New Issue
Block a user