Added ammo display
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d29abeba74
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Content/Legumix/Player/BP_Play.uasset
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Content/Legumix/Player/BP_Play.uasset
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Content/Legumix/Player/HUD/WB_MainHud.uasset
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Content/Legumix/Player/HUD/WB_MainHud.uasset
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Content/Legumix/Weapon/Shotgun/BP_Shotgun.uasset
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Content/Legumix/Weapon/Shotgun/BP_Shotgun.uasset
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@ -31,7 +31,8 @@ ALMPlayer::ALMPlayer()
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void ALMPlayer::BeginPlay()
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void ALMPlayer::BeginPlay()
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{
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{
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Super::BeginPlay();
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Super::BeginPlay();
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WeaponManager->WeaponFired.AddUniqueDynamic(this, &ALMPlayer::WeaponFired);
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WeaponManager->WeaponSwitched.AddUniqueDynamic(this, &ALMPlayer::WeaponSwitched);
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}
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}
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void ALMPlayer::PickUpAmmo(ALMAmmo* Ammo)
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void ALMPlayer::PickUpAmmo(ALMAmmo* Ammo)
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@ -78,6 +79,8 @@ void ALMPlayer::FireBullets(const FLMBulletInfo Settings)
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FHitResult OutHit = FHitResult();
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FHitResult OutHit = FHitResult();
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bool HitSomething = false;
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bool HitSomething = false;
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OnFire();
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DrawDebugLine(GetWorld(), Settings.Origin, Settings.Origin + (Settings.Direction * Settings.MaxDistance), FColor::Blue, false, 2.f);
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DrawDebugLine(GetWorld(), Settings.Origin, Settings.Origin + (Settings.Direction * Settings.MaxDistance), FColor::Blue, false, 2.f);
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for (int Shots = 0; Shots < Settings.BulletCount; Shots++)
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for (int Shots = 0; Shots < Settings.BulletCount; Shots++)
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@ -121,14 +124,3 @@ FVector ALMPlayer::GetWeaponFiringOrigin() const
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FVector ALMPlayer::GetAimVector() const { return Camera->GetForwardVector(); }
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FVector ALMPlayer::GetAimVector() const { return Camera->GetForwardVector(); }
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void ALMPlayer::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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}
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void ALMPlayer::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
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{
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Super::SetupPlayerInputComponent(PlayerInputComponent);
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}
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@ -94,6 +94,7 @@ bool ALMWeaponBase::DefaultReload()
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// TODO: Use Animations
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// TODO: Use Animations
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OnDefaultReload();
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OnDefaultReload();
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GetWorldTimerManager().SetTimer(ReloadTimer, this, &ALMWeaponBase::AllowRefire, ReloadDelay);
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GetWorldTimerManager().SetTimer(ReloadTimer, this, &ALMWeaponBase::AllowRefire, ReloadDelay);
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Player->OnReload();
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return true;
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return true;
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}
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}
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@ -120,7 +120,10 @@ void ULMWeaponManager::Fire()
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ALMWeaponBase* Weapon = GetCurrentWeapon();
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ALMWeaponBase* Weapon = GetCurrentWeapon();
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if (Weapon->State == EWeaponState::EWS_Idle)
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if (Weapon->State == EWeaponState::EWS_Idle)
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{
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Weapon->PrimaryFire();
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Weapon->PrimaryFire();
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WeaponFired.Broadcast();
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}
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}
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}
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void ULMWeaponManager::Reload()
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void ULMWeaponManager::Reload()
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@ -128,7 +131,9 @@ void ULMWeaponManager::Reload()
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ALMWeaponBase* Weapon = GetCurrentWeapon();
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ALMWeaponBase* Weapon = GetCurrentWeapon();
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if (Weapon->State == EWeaponState::EWS_Idle)
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if (Weapon->State == EWeaponState::EWS_Idle)
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{
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Weapon->Reload();
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Weapon->Reload();
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}
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}
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}
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void ULMWeaponManager::SwitchWeapon(const int Direction)
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void ULMWeaponManager::SwitchWeapon(const int Direction)
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@ -160,5 +165,6 @@ void ULMWeaponManager::SetWeapon(const int Index)
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GetCurrentWeapon()->SetActorHiddenInGame(false);
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GetCurrentWeapon()->SetActorHiddenInGame(false);
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GetCurrentWeapon()->OnEquip();
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GetCurrentWeapon()->OnEquip();
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WeaponSwitched.Broadcast();
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}
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}
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@ -21,8 +21,6 @@ class LEGUMEMIX_API ALMPlayer : public ACharacter
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public:
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public:
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// Sets default values for this character's properties
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// Sets default values for this character's properties
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ALMPlayer();
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ALMPlayer();
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virtual void Tick(float DeltaTime) override;
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virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
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UFUNCTION(BlueprintCallable)
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UFUNCTION(BlueprintCallable)
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void PickUpAmmo(ALMAmmo* Ammo);
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void PickUpAmmo(ALMAmmo* Ammo);
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@ -67,9 +65,23 @@ public:
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UFUNCTION(BlueprintCallable)
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UFUNCTION(BlueprintCallable)
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FVector GetAimVector() const;
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FVector GetAimVector() const;
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void WeaponFired();
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void WeaponReloaded();
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void WeaponSwitched();
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UFUNCTION(BlueprintImplementableEvent)
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UFUNCTION(BlueprintImplementableEvent)
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void OnEnnemyHit();
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void OnEnnemyHit();
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UFUNCTION(BlueprintImplementableEvent, Category=Legumix)
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void OnFire();
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UFUNCTION(BlueprintImplementableEvent, Category=Legumix)
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void OnReload();
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private:
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private:
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Legumix, meta = (AllowPrivateAccess = true))
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Legumix, meta = (AllowPrivateAccess = true))
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TObjectPtr<ULMWeaponManager> WeaponManager;
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TObjectPtr<ULMWeaponManager> WeaponManager;
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@ -16,6 +16,9 @@ class LEGUMEMIX_API ULMWeaponManager : public UActorComponent
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{
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{
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GENERATED_BODY()
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GENERATED_BODY()
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DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnWeaponFiredSignature);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnWeaponSwitchedSignature);
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public:
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public:
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ULMWeaponManager();
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ULMWeaponManager();
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void SetArmsMesh(USkeletalMeshComponent* Mesh) { ArmsMesh = Mesh; }
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void SetArmsMesh(USkeletalMeshComponent* Mesh) { ArmsMesh = Mesh; }
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@ -50,6 +53,12 @@ public:
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UFUNCTION(BlueprintCallable, Category="Legumix|Ammo")
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UFUNCTION(BlueprintCallable, Category="Legumix|Ammo")
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int RemoveAmmo(EAmmoType Ammo, int Count);
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int RemoveAmmo(EAmmoType Ammo, int Count);
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public:
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UPROPERTY(BlueprintAssignable, BlueprintCallable, Category=Legumix)
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FOnWeaponFiredSignature WeaponFired;
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UPROPERTY(BlueprintAssignable, BlueprintCallable, Category=Legumix)
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FOnWeaponFiredSignature WeaponSwitched;
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protected:
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protected:
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virtual void BeginPlay() override;
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virtual void BeginPlay() override;
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// virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override;
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// virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override;
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@ -74,6 +83,4 @@ private:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Legumix|Ammo", meta=(AllowPrivateAccess=true))
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Legumix|Ammo", meta=(AllowPrivateAccess=true))
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TMap<EAmmoType, FLMAmmoData> AmmoData;
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TMap<EAmmoType, FLMAmmoData> AmmoData;
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};
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};
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