diff --git a/Config/DefaultEngine.ini b/Config/DefaultEngine.ini index c3238f1..3f9fee3 100755 --- a/Config/DefaultEngine.ini +++ b/Config/DefaultEngine.ini @@ -10,3 +10,60 @@ AppliedDefaultGraphicsPerformance=Maximum [/Script/EngineSettings.GameMapsSettings] GlobalDefaultGameMode=/Game/GameModeBase_BP.GameModeBase_BP_C +[/Script/Engine.CollisionProfile] +-Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision",bCanModify=False) +-Profiles=(Name="BlockAll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=,HelpMessage="WorldStatic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False) +-Profiles=(Name="OverlapAll",CollisionEnabled=QueryOnly,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False) +-Profiles=(Name="BlockAllDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=,HelpMessage="WorldDynamic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False) +-Profiles=(Name="OverlapAllDynamic",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False) +-Profiles=(Name="IgnoreOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that ignores Pawn and Vehicle. All other channels will be set to default.",bCanModify=False) +-Profiles=(Name="OverlapOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that overlaps Pawn, Camera, and Vehicle. All other channels will be set to default. ",bCanModify=False) +-Profiles=(Name="Pawn",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Pawn",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object. Can be used for capsule of any playerable character or AI. ",bCanModify=False) +-Profiles=(Name="Spectator",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="WorldStatic",Response=ECR_Block),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore)),HelpMessage="Pawn object that ignores all other actors except WorldStatic.",bCanModify=False) +-Profiles=(Name="CharacterMesh",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object that is used for Character Mesh. All other channels will be set to default.",bCanModify=False) +-Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors",bCanModify=False) +-Profiles=(Name="Destructible",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Destructible",CustomResponses=,HelpMessage="Destructible actors",bCanModify=False) +-Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.",bCanModify=False) +-Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is invisible.",bCanModify=False) +-Profiles=(Name="Trigger",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that is used for trigger. All other channels will be set to default.",bCanModify=False) +-Profiles=(Name="Ragdoll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Simulating Skeletal Mesh Component. All other channels will be set to default.",bCanModify=False) +-Profiles=(Name="Vehicle",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Vehicle",CustomResponses=,HelpMessage="Vehicle object that blocks Vehicle, WorldStatic, and WorldDynamic. All other channels will be set to default.",bCanModify=False) +-Profiles=(Name="UI",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Block),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False) ++Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision") ++Profiles=(Name="BlockAll",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=,HelpMessage="WorldStatic object that blocks all actors by default. All new custom channels will use its own default response. ") ++Profiles=(Name="OverlapAll",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ") ++Profiles=(Name="BlockAllDynamic",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=,HelpMessage="WorldDynamic object that blocks all actors by default. All new custom channels will use its own default response. ") ++Profiles=(Name="OverlapAllDynamic",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that overlaps all actors by default. All new custom channels will use its own default response. ") ++Profiles=(Name="IgnoreOnlyPawn",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that ignores Pawn and Vehicle. All other channels will be set to default.") ++Profiles=(Name="OverlapOnlyPawn",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that overlaps Pawn, Camera, and Vehicle. All other channels will be set to default. ") ++Profiles=(Name="Pawn",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object. Can be used for capsule of any playerable character or AI. ") ++Profiles=(Name="Spectator",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="WorldStatic"),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore)),HelpMessage="Pawn object that ignores all other actors except WorldStatic.") ++Profiles=(Name="CharacterMesh",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object that is used for Character Mesh. All other channels will be set to default.") ++Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors") ++Profiles=(Name="Destructible",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Destructible",CustomResponses=,HelpMessage="Destructible actors") ++Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.") ++Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is invisible.") ++Profiles=(Name="Trigger",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that is used for trigger. All other channels will be set to default.") ++Profiles=(Name="Ragdoll",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Simulating Skeletal Mesh Component. All other channels will be set to default.") ++Profiles=(Name="Vehicle",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Vehicle",CustomResponses=,HelpMessage="Vehicle object that blocks Vehicle, WorldStatic, and WorldDynamic. All other channels will be set to default.") ++Profiles=(Name="UI",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility"),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ") ++DefaultChannelResponses=(Channel=ECC_GameTraceChannel1,DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False,Name="Character") +-ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall") +-ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn") +-ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic") +-ProfileRedirects=(OldName="SkeletalMeshActor",NewName="PhysicsActor") +-ProfileRedirects=(OldName="InvisibleActor",NewName="InvisibleWallDynamic") ++ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall") ++ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn") ++ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic") ++ProfileRedirects=(OldName="SkeletalMeshActor",NewName="PhysicsActor") ++ProfileRedirects=(OldName="InvisibleActor",NewName="InvisibleWallDynamic") +-CollisionChannelRedirects=(OldName="Static",NewName="WorldStatic") +-CollisionChannelRedirects=(OldName="Dynamic",NewName="WorldDynamic") +-CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle") +-CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn") ++CollisionChannelRedirects=(OldName="Static",NewName="WorldStatic") ++CollisionChannelRedirects=(OldName="Dynamic",NewName="WorldDynamic") ++CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle") ++CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn") + diff --git a/Config/DefaultInput.ini b/Config/DefaultInput.ini index c725b25..1627dcd 100755 --- a/Config/DefaultInput.ini +++ b/Config/DefaultInput.ini @@ -1,5 +1,18 @@ + [/Script/Engine.InputSettings] +-AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) +-AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) +-AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) +-AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) +-AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f)) +-AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) @@ -64,12 +77,6 @@ +AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Touch",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +AxisConfig=(AxisKeyName="ValveIndex_Right_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +AxisConfig=(AxisKeyName="ValveIndex_Right_Grip_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) -+AxisConfig=(AxisKeyName="ValveIndex_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) -+AxisConfig=(AxisKeyName="ValveIndex_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) -+AxisConfig=(AxisKeyName="ValveIndex_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) -+AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) -+AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) -+AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) bAltEnterTogglesFullscreen=True bF11TogglesFullscreen=True bUseMouseForTouch=False @@ -84,11 +91,15 @@ DefaultViewportMouseCaptureMode=CapturePermanently_IncludingInitialMouseDown DefaultViewportMouseLockMode=LockOnCapture FOVScale=0.011110 DoubleClickTime=0.200000 ++ActionMappings=(ActionName="Shoot",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=LeftMouseButton) ++ActionMappings=(ActionName="Shoot",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_RightTrigger) +AxisMappings=(AxisName="MoveForward",Scale=1.000000,Key=W) +AxisMappings=(AxisName="MoveForward",Scale=-1.000000,Key=S) +AxisMappings=(AxisName="MoveRight",Scale=1.000000,Key=D) +AxisMappings=(AxisName="MoveRight",Scale=-1.000000,Key=A) ++AxisMappings=(AxisName="MoveForward",Scale=1.000000,Key=Gamepad_LeftY) ++AxisMappings=(AxisName="MoveRight",Scale=1.000000,Key=Gamepad_LeftX) DefaultTouchInterface=/Engine/MobileResources/HUD/DefaultVirtualJoysticks.DefaultVirtualJoysticks +-ConsoleKeys=Tilde +ConsoleKeys=Tilde - diff --git a/Content/BasePawn_BP.uasset b/Content/BasePawn_BP.uasset index 97886e2..eb2115e 100755 Binary files a/Content/BasePawn_BP.uasset and b/Content/BasePawn_BP.uasset differ diff --git a/Content/GameModeBase_BP.uasset b/Content/GameModeBase_BP.uasset index 4a57dc4..f5d85d2 100755 Binary files a/Content/GameModeBase_BP.uasset and b/Content/GameModeBase_BP.uasset differ diff --git a/Content/PlayerPawn_BP.uasset b/Content/PlayerPawn_BP.uasset index f49db00..208fe39 100755 Binary files a/Content/PlayerPawn_BP.uasset and b/Content/PlayerPawn_BP.uasset differ diff --git a/Content/PresidentMaterial.uasset b/Content/PresidentMaterial.uasset new file mode 100755 index 0000000..2bb0abb Binary files /dev/null and b/Content/PresidentMaterial.uasset differ diff --git 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files /dev/null and b/Content/sA_Megapack_v1/sA_StylizedAttacksPack/Models/SM_GroundCrackAura3a.uasset differ diff --git a/Content/sA_Megapack_v1/sA_StylizedAttacksPack/Models/SM_Hemi_Sphere.uasset b/Content/sA_Megapack_v1/sA_StylizedAttacksPack/Models/SM_Hemi_Sphere.uasset new file mode 100755 index 0000000..df1ba18 Binary files /dev/null and b/Content/sA_Megapack_v1/sA_StylizedAttacksPack/Models/SM_Hemi_Sphere.uasset differ diff --git a/Content/sA_Megapack_v1/sA_StylizedAttacksPack/Models/SM_LongPlane.uasset b/Content/sA_Megapack_v1/sA_StylizedAttacksPack/Models/SM_LongPlane.uasset new file mode 100755 index 0000000..6290d5d Binary files /dev/null and b/Content/sA_Megapack_v1/sA_StylizedAttacksPack/Models/SM_LongPlane.uasset differ diff --git a/Content/sA_Megapack_v1/sA_StylizedAttacksPack/Models/SM_Meteor.uasset b/Content/sA_Megapack_v1/sA_StylizedAttacksPack/Models/SM_Meteor.uasset new file mode 100755 index 0000000..9a3c685 Binary files /dev/null and b/Content/sA_Megapack_v1/sA_StylizedAttacksPack/Models/SM_Meteor.uasset differ diff --git a/Content/sA_Megapack_v1/sA_StylizedAttacksPack/Models/SM_Meteor_Windy.uasset b/Content/sA_Megapack_v1/sA_StylizedAttacksPack/Models/SM_Meteor_Windy.uasset new file mode 100755 index 0000000..996e1d8 Binary files /dev/null and b/Content/sA_Megapack_v1/sA_StylizedAttacksPack/Models/SM_Meteor_Windy.uasset differ diff --git a/Content/sA_Megapack_v1/sA_StylizedAttacksPack/Models/SM_Plane.uasset b/Content/sA_Megapack_v1/sA_StylizedAttacksPack/Models/SM_Plane.uasset new file mode 100755 index 0000000..06d6003 Binary files /dev/null and b/Content/sA_Megapack_v1/sA_StylizedAttacksPack/Models/SM_Plane.uasset differ diff --git a/Content/sA_Megapack_v1/sA_StylizedAttacksPack/Models/SM_Spiral.uasset b/Content/sA_Megapack_v1/sA_StylizedAttacksPack/Models/SM_Spiral.uasset new file mode 100755 index 0000000..91aa971 Binary files /dev/null and b/Content/sA_Megapack_v1/sA_StylizedAttacksPack/Models/SM_Spiral.uasset differ diff --git a/PresidentsBrigade.sln b/PresidentsBrigade.sln index b55fc7e..06d68a6 100755 --- a/PresidentsBrigade.sln +++ b/PresidentsBrigade.sln @@ -3,67 +3,85 @@ Microsoft Visual Studio Solution File, Format Version 12.00 # Visual Studio Version 16 VisualStudioVersion = 16.0.28315.86 MinimumVisualStudioVersion = 10.0.40219.1 -Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Engine", "Engine", "{5103C5E3-315C-4C37-874B-8D40FB0C4DF2}" +Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Engine", "Engine", "{94A6C6F3-99B3-346E-9557-ABF9D4064DBD}" EndProject -Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Games", "Games", "{EF25ABC6-4E6A-47FF-8F19-D9F362F20975}" +Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Games", "Games", "{8E2F6A87-1826-34F4-940C-CC23A48F9FE4}" EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "UE4", "Intermediate\ProjectFiles\UE4.vcxproj", "{D9382F70-7D46-4890-A609-A45B932320FF}" +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "PresidentsBrigade", "Intermediate\ProjectFiles\PresidentsBrigade.vcxproj", "{FC69A341-313C-41FD-9B9D-E37068DDDCED}" EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "PresidentsBrigade", "Intermediate\ProjectFiles\PresidentsBrigade.vcxproj", "{2CF5761D-D1F4-42C9-A423-DA654E7A8611}" +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "UE4", "Intermediate\ProjectFiles\UE4.vcxproj", "{304B0D85-FD5F-4CE3-A4A9-B5F6E1D396F3}" EndProject -Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Visualizers", "Visualizers", "{7AC2C1EC-1EDE-4E55-8432-75A0A78B8D96}" +Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Visualizers", "Visualizers", "{1CCEC849-CC72-4C59-8C36-2F7C38706D4C}" ProjectSection(SolutionItems) = preProject - ..\..\..\..\..\Program Files\Epic Games\UE_4.24\Engine\Extras\VisualStudioDebugging\UE4.natvis = ..\..\..\..\..\Program Files\Epic Games\UE_4.24\Engine\Extras\VisualStudioDebugging\UE4.natvis + D:\Games\Epic Games\UE_4.25\Engine\Extras\VisualStudioDebugging\UE4.natvis = D:\Games\Epic Games\UE_4.25\Engine\Extras\VisualStudioDebugging\UE4.natvis EndProjectSection EndProject Global GlobalSection(SolutionConfigurationPlatforms) = preSolution + DebugGame Editor|Android = DebugGame Editor|Android DebugGame Editor|Win32 = DebugGame Editor|Win32 DebugGame Editor|Win64 = DebugGame Editor|Win64 + DebugGame|Android = DebugGame|Android DebugGame|Win32 = DebugGame|Win32 DebugGame|Win64 = DebugGame|Win64 + Development Editor|Android = Development Editor|Android Development Editor|Win32 = Development Editor|Win32 Development Editor|Win64 = Development Editor|Win64 + Development|Android = Development|Android Development|Win32 = Development|Win32 Development|Win64 = Development|Win64 + Shipping|Android = Shipping|Android Shipping|Win32 = Shipping|Win32 Shipping|Win64 = Shipping|Win64 EndGlobalSection GlobalSection(ProjectConfigurationPlatforms) = postSolution - {D9382F70-7D46-4890-A609-A45B932320FF}.DebugGame Editor|Win32.ActiveCfg = BuiltWithUnrealBuildTool|Win32 - {D9382F70-7D46-4890-A609-A45B932320FF}.DebugGame Editor|Win64.ActiveCfg = BuiltWithUnrealBuildTool|Win32 - {D9382F70-7D46-4890-A609-A45B932320FF}.DebugGame|Win32.ActiveCfg = BuiltWithUnrealBuildTool|Win32 - {D9382F70-7D46-4890-A609-A45B932320FF}.DebugGame|Win64.ActiveCfg = BuiltWithUnrealBuildTool|Win32 - {D9382F70-7D46-4890-A609-A45B932320FF}.Development Editor|Win32.ActiveCfg = BuiltWithUnrealBuildTool|Win32 - {D9382F70-7D46-4890-A609-A45B932320FF}.Development Editor|Win64.ActiveCfg = BuiltWithUnrealBuildTool|Win32 - {D9382F70-7D46-4890-A609-A45B932320FF}.Development|Win32.ActiveCfg = BuiltWithUnrealBuildTool|Win32 - {D9382F70-7D46-4890-A609-A45B932320FF}.Development|Win64.ActiveCfg = BuiltWithUnrealBuildTool|Win32 - {D9382F70-7D46-4890-A609-A45B932320FF}.Shipping|Win32.ActiveCfg = BuiltWithUnrealBuildTool|Win32 - {D9382F70-7D46-4890-A609-A45B932320FF}.Shipping|Win64.ActiveCfg = BuiltWithUnrealBuildTool|Win32 - {2CF5761D-D1F4-42C9-A423-DA654E7A8611}.DebugGame Editor|Win32.ActiveCfg = Invalid|Win32 - {2CF5761D-D1F4-42C9-A423-DA654E7A8611}.DebugGame Editor|Win64.ActiveCfg = DebugGame_Editor|x64 - {2CF5761D-D1F4-42C9-A423-DA654E7A8611}.DebugGame Editor|Win64.Build.0 = DebugGame_Editor|x64 - {2CF5761D-D1F4-42C9-A423-DA654E7A8611}.DebugGame|Win32.ActiveCfg = DebugGame|Win32 - {2CF5761D-D1F4-42C9-A423-DA654E7A8611}.DebugGame|Win32.Build.0 = DebugGame|Win32 - {2CF5761D-D1F4-42C9-A423-DA654E7A8611}.DebugGame|Win64.ActiveCfg = DebugGame|x64 - {2CF5761D-D1F4-42C9-A423-DA654E7A8611}.DebugGame|Win64.Build.0 = DebugGame|x64 - {2CF5761D-D1F4-42C9-A423-DA654E7A8611}.Development Editor|Win32.ActiveCfg = Invalid|Win32 - {2CF5761D-D1F4-42C9-A423-DA654E7A8611}.Development Editor|Win64.ActiveCfg = Development_Editor|x64 - {2CF5761D-D1F4-42C9-A423-DA654E7A8611}.Development Editor|Win64.Build.0 = Development_Editor|x64 - {2CF5761D-D1F4-42C9-A423-DA654E7A8611}.Development|Win32.ActiveCfg = Development|Win32 - {2CF5761D-D1F4-42C9-A423-DA654E7A8611}.Development|Win32.Build.0 = Development|Win32 - {2CF5761D-D1F4-42C9-A423-DA654E7A8611}.Development|Win64.ActiveCfg = Development|x64 - {2CF5761D-D1F4-42C9-A423-DA654E7A8611}.Development|Win64.Build.0 = Development|x64 - {2CF5761D-D1F4-42C9-A423-DA654E7A8611}.Shipping|Win32.ActiveCfg = Shipping|Win32 - {2CF5761D-D1F4-42C9-A423-DA654E7A8611}.Shipping|Win32.Build.0 = Shipping|Win32 - {2CF5761D-D1F4-42C9-A423-DA654E7A8611}.Shipping|Win64.ActiveCfg = Shipping|x64 - {2CF5761D-D1F4-42C9-A423-DA654E7A8611}.Shipping|Win64.Build.0 = Shipping|x64 + {FC69A341-313C-41FD-9B9D-E37068DDDCED}.DebugGame Editor|Android.ActiveCfg = Invalid|Win32 + {FC69A341-313C-41FD-9B9D-E37068DDDCED}.DebugGame Editor|Win32.ActiveCfg = Invalid|Win32 + {FC69A341-313C-41FD-9B9D-E37068DDDCED}.DebugGame Editor|Win64.ActiveCfg = DebugGame_Editor|x64 + {FC69A341-313C-41FD-9B9D-E37068DDDCED}.DebugGame Editor|Win64.Build.0 = DebugGame_Editor|x64 + {FC69A341-313C-41FD-9B9D-E37068DDDCED}.DebugGame|Android.ActiveCfg = Android_DebugGame|Win32 + {FC69A341-313C-41FD-9B9D-E37068DDDCED}.DebugGame|Android.Build.0 = Android_DebugGame|Win32 + {FC69A341-313C-41FD-9B9D-E37068DDDCED}.DebugGame|Win32.ActiveCfg = DebugGame|Win32 + {FC69A341-313C-41FD-9B9D-E37068DDDCED}.DebugGame|Win32.Build.0 = DebugGame|Win32 + {FC69A341-313C-41FD-9B9D-E37068DDDCED}.DebugGame|Win64.ActiveCfg = DebugGame|x64 + {FC69A341-313C-41FD-9B9D-E37068DDDCED}.DebugGame|Win64.Build.0 = DebugGame|x64 + {FC69A341-313C-41FD-9B9D-E37068DDDCED}.Development Editor|Android.ActiveCfg = Invalid|Win32 + {FC69A341-313C-41FD-9B9D-E37068DDDCED}.Development Editor|Win32.ActiveCfg = Invalid|Win32 + {FC69A341-313C-41FD-9B9D-E37068DDDCED}.Development Editor|Win64.ActiveCfg = Development_Editor|x64 + {FC69A341-313C-41FD-9B9D-E37068DDDCED}.Development Editor|Win64.Build.0 = Development_Editor|x64 + {FC69A341-313C-41FD-9B9D-E37068DDDCED}.Development|Android.ActiveCfg = Android_Development|Win32 + {FC69A341-313C-41FD-9B9D-E37068DDDCED}.Development|Android.Build.0 = Android_Development|Win32 + {FC69A341-313C-41FD-9B9D-E37068DDDCED}.Development|Win32.ActiveCfg = Development|Win32 + {FC69A341-313C-41FD-9B9D-E37068DDDCED}.Development|Win32.Build.0 = Development|Win32 + {FC69A341-313C-41FD-9B9D-E37068DDDCED}.Development|Win64.ActiveCfg = Development|x64 + {FC69A341-313C-41FD-9B9D-E37068DDDCED}.Development|Win64.Build.0 = Development|x64 + {FC69A341-313C-41FD-9B9D-E37068DDDCED}.Shipping|Android.ActiveCfg = Android_Shipping|Win32 + {FC69A341-313C-41FD-9B9D-E37068DDDCED}.Shipping|Android.Build.0 = Android_Shipping|Win32 + {FC69A341-313C-41FD-9B9D-E37068DDDCED}.Shipping|Win32.ActiveCfg = Shipping|Win32 + {FC69A341-313C-41FD-9B9D-E37068DDDCED}.Shipping|Win32.Build.0 = Shipping|Win32 + {FC69A341-313C-41FD-9B9D-E37068DDDCED}.Shipping|Win64.ActiveCfg = Shipping|x64 + {FC69A341-313C-41FD-9B9D-E37068DDDCED}.Shipping|Win64.Build.0 = Shipping|x64 + {304B0D85-FD5F-4CE3-A4A9-B5F6E1D396F3}.DebugGame Editor|Android.ActiveCfg = BuiltWithUnrealBuildTool|Win32 + {304B0D85-FD5F-4CE3-A4A9-B5F6E1D396F3}.DebugGame Editor|Win32.ActiveCfg = BuiltWithUnrealBuildTool|Win32 + {304B0D85-FD5F-4CE3-A4A9-B5F6E1D396F3}.DebugGame Editor|Win64.ActiveCfg = BuiltWithUnrealBuildTool|Win32 + {304B0D85-FD5F-4CE3-A4A9-B5F6E1D396F3}.DebugGame|Android.ActiveCfg = BuiltWithUnrealBuildTool|Win32 + {304B0D85-FD5F-4CE3-A4A9-B5F6E1D396F3}.DebugGame|Win32.ActiveCfg = BuiltWithUnrealBuildTool|Win32 + {304B0D85-FD5F-4CE3-A4A9-B5F6E1D396F3}.DebugGame|Win64.ActiveCfg = BuiltWithUnrealBuildTool|Win32 + {304B0D85-FD5F-4CE3-A4A9-B5F6E1D396F3}.Development Editor|Android.ActiveCfg = BuiltWithUnrealBuildTool|Win32 + {304B0D85-FD5F-4CE3-A4A9-B5F6E1D396F3}.Development Editor|Win32.ActiveCfg = BuiltWithUnrealBuildTool|Win32 + {304B0D85-FD5F-4CE3-A4A9-B5F6E1D396F3}.Development Editor|Win64.ActiveCfg = BuiltWithUnrealBuildTool|Win32 + {304B0D85-FD5F-4CE3-A4A9-B5F6E1D396F3}.Development|Android.ActiveCfg = BuiltWithUnrealBuildTool|Win32 + {304B0D85-FD5F-4CE3-A4A9-B5F6E1D396F3}.Development|Win32.ActiveCfg = BuiltWithUnrealBuildTool|Win32 + {304B0D85-FD5F-4CE3-A4A9-B5F6E1D396F3}.Development|Win64.ActiveCfg = BuiltWithUnrealBuildTool|Win32 + {304B0D85-FD5F-4CE3-A4A9-B5F6E1D396F3}.Shipping|Android.ActiveCfg = BuiltWithUnrealBuildTool|Win32 + {304B0D85-FD5F-4CE3-A4A9-B5F6E1D396F3}.Shipping|Win32.ActiveCfg = BuiltWithUnrealBuildTool|Win32 + {304B0D85-FD5F-4CE3-A4A9-B5F6E1D396F3}.Shipping|Win64.ActiveCfg = BuiltWithUnrealBuildTool|Win32 EndGlobalSection GlobalSection(SolutionProperties) = preSolution HideSolutionNode = FALSE EndGlobalSection GlobalSection(NestedProjects) = preSolution - {D9382F70-7D46-4890-A609-A45B932320FF} = {5103C5E3-315C-4C37-874B-8D40FB0C4DF2} - {2CF5761D-D1F4-42C9-A423-DA654E7A8611} = {EF25ABC6-4E6A-47FF-8F19-D9F362F20975} + {304B0D85-FD5F-4CE3-A4A9-B5F6E1D396F3} = {94A6C6F3-99B3-346E-9557-ABF9D4064DBD} + {FC69A341-313C-41FD-9B9D-E37068DDDCED} = {8E2F6A87-1826-34F4-940C-CC23A48F9FE4} EndGlobalSection EndGlobal diff --git a/PresidentsBrigade.uproject b/PresidentsBrigade.uproject index 03982b9..51fb6bd 100755 --- a/PresidentsBrigade.uproject +++ b/PresidentsBrigade.uproject @@ -1,6 +1,6 @@ { "FileVersion": 3, - "EngineAssociation": "4.24", + "EngineAssociation": "4.25", "Category": "", "Description": "", "Modules": [ diff --git a/Source/PresidentsBrigade/BasePawn.cpp b/Source/PresidentsBrigade/BasePawn.cpp index 599bafe..7b4e227 100755 --- a/Source/PresidentsBrigade/BasePawn.cpp +++ b/Source/PresidentsBrigade/BasePawn.cpp @@ -4,6 +4,9 @@ #include "BasePawn.h" #include "Components/StaticMeshComponent.h" #include "GameFramework/FloatingPawnMovement.h" +#include "Util.h" + +#define LogInfo(Msg) Util::log_info(TEXT("ABasePawn"), Msg) // Sets default values ABasePawn::ABasePawn(const FObjectInitializer &object_initializer): @@ -11,21 +14,55 @@ ABasePawn::ABasePawn(const FObjectInitializer &object_initializer): { // Create default components. root_component = object_initializer.CreateDefaultSubobject(this, FName("Root")); - player_mesh = object_initializer.CreateDefaultSubobject(this, FName("PlayerMesh")); - movement_component = object_initializer.CreateDefaultSubobject(this, FName("MovementComponent")); - - // Setup component hierarchy. RootComponent = root_component; - player_mesh->SetupAttachment(root_component); - movement_component->UpdatedComponent = player_mesh; + + collision = object_initializer.CreateDefaultSubobject(this, FName("Collision")); + collision->SetupAttachment(RootComponent); + collision->SetCollisionProfileName(FName("Pawn")); + + player_mesh = object_initializer.CreateDefaultSubobject(this, FName("PlayerMesh")); + player_mesh->SetupAttachment(collision); + + movement_component = object_initializer.CreateDefaultSubobject(this, FName("MovementComponent")); + movement_component->UpdatedComponent = collision; PrimaryActorTick.bCanEverTick = true; + + // Set defaults. + max_health = 100; } // Called when the game starts or when spawned void ABasePawn::BeginPlay() { Super::BeginPlay(); + + /* + * Setup collision handler. + */ + collision->OnComponentHit.AddDynamic(this, &ABasePawn::handle_hit); + + /* + * Set base state. + */ + current_health = max_health; +} + +void ABasePawn::handle_hit( + UPrimitiveComponent* hit_component, + AActor* other_actor, + UPrimitiveComponent* other_component, + FVector normal_impulse, + const FHitResult& hit +) +{ + UClass* other_class = other_actor->GetClass(); + if (damage_class_map.Contains(other_class)) + { + // Update current health. + current_health -= damage_class_map[other_class]; + LogInfo(FString::Printf(TEXT("Total health %d"), current_health)); + } } UPawnMovementComponent* ABasePawn::GetMovementComponent() const @@ -37,6 +74,14 @@ UPawnMovementComponent* ABasePawn::GetMovementComponent() const void ABasePawn::Tick(float DeltaTime) { Super::Tick(DeltaTime); + + /* + * Handle death. + */ + if (current_health <= 0) + { + handle_death(); + } } void ABasePawn::handle_move_forward(float axis) @@ -55,4 +100,50 @@ void ABasePawn::handle_move_right(float axis) FVector right = FRotationMatrix(yaw).GetUnitAxis(EAxis::Y); AddMovementInput(right, axis); +} + +void ABasePawn::shoot() +{ + FVector player_location = player_mesh->GetComponentLocation(); + FRotator rotation = Controller->GetControlRotation(); + FRotator yaw(0.0f, rotation.Yaw, 0.0f); + FVector forward = FRotationMatrix(yaw).GetUnitAxis(EAxis::X) * 100; + + FVector spawn_location = player_location + forward; + FActorSpawnParameters spawnParameters; + spawnParameters.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn; + spawnParameters.Owner = this; + spawnParameters.Instigator = this; + AActor* bullet = GetWorld()->SpawnActor( + bullet_actor_class, + spawn_location, + FRotator(0,0,0), + spawnParameters + ); +} + +void ABasePawn::handle_death() +{ + /* + * Disable collision. + */ + collision->SetCollisionEnabled(ECollisionEnabled::NoCollision); + + /* + * Spawn particle effect. + */ + FVector player_location = player_mesh->GetComponentLocation(); + FActorSpawnParameters spawnParameters; + spawnParameters.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn; + AActor* bullet = GetWorld()->SpawnActor( + death_class, + player_location, + FRotator(0,0,0), + spawnParameters + ); + + /* + * Remove thyself from this world. + */ + Destroy(); } \ No newline at end of file diff --git a/Source/PresidentsBrigade/BasePawn.h b/Source/PresidentsBrigade/BasePawn.h index cca3d2c..48fcf10 100755 --- a/Source/PresidentsBrigade/BasePawn.h +++ b/Source/PresidentsBrigade/BasePawn.h @@ -4,6 +4,7 @@ #include "CoreMinimal.h" #include "GameFramework/Pawn.h" +#include "Components/BoxComponent.h" #include "BasePawn.generated.h" class UFloatingPawnMovement; @@ -21,17 +22,64 @@ public: virtual void Tick(float DeltaTime) override; virtual void handle_move_right(float axis); virtual void handle_move_forward(float axis); + virtual void shoot(); + virtual void handle_death(); protected: // Called when the game starts or when spawned virtual void BeginPlay() override; + UFUNCTION() + virtual void handle_hit( + UPrimitiveComponent* hit_component, + AActor* other_actor, + UPrimitiveComponent* other_component, + FVector normal_impulse, + const FHitResult& hit + ); + virtual UPawnMovementComponent* GetMovementComponent() const; + UPROPERTY(EditAnywhere, Category="Player") + UBoxComponent* collision; + UPROPERTY(EditAnywhere, Category="Player") UStaticMeshComponent* player_mesh; UPROPERTY(EditAnywhere, Category="Player") UFloatingPawnMovement* movement_component; + /** + * Root component. + */ USceneComponent* root_component; + + /** + * Bullet class for projectiles spawned by this object. + */ + UPROPERTY(EditAnywhere, Category = "Attack") + TSubclassOf bullet_actor_class; + + /** + * Impact class for death scene. + */ + UPROPERTY(EditAnywhere, Category = "Attack") + TSubclassOf death_class; + + /** + * Classes that can do damage to this object. + */ + UPROPERTY(EditAnywhere, Category = "Attack") + TMap damage_class_map; + + /** + * Maximum health for this characater. Will spawn + * with this amount of health. + */ + UPROPERTY(EditAnywhere, Category = "Attack") + int32 max_health; + + /** + * Current health for character. + */ + int32 current_health; }; diff --git a/Source/PresidentsBrigade/PlayerPawn.cpp b/Source/PresidentsBrigade/PlayerPawn.cpp index b8cff03..92d89fc 100755 --- a/Source/PresidentsBrigade/PlayerPawn.cpp +++ b/Source/PresidentsBrigade/PlayerPawn.cpp @@ -18,4 +18,5 @@ void APlayerPawn::SetupPlayerInputComponent(UInputComponent* PlayerInputComponen Super::SetupPlayerInputComponent(PlayerInputComponent); PlayerInputComponent->BindAxis("MoveForward", this, &ABasePawn::handle_move_forward); PlayerInputComponent->BindAxis("MoveRight", this, &ABasePawn::handle_move_right); + PlayerInputComponent->BindAction("Shoot", EInputEvent::IE_Pressed, this, &ABasePawn::shoot); } \ No newline at end of file diff --git a/Source/PresidentsBrigade/Util.h b/Source/PresidentsBrigade/Util.h new file mode 100755 index 0000000..49a7bb9 --- /dev/null +++ b/Source/PresidentsBrigade/Util.h @@ -0,0 +1,56 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" + +/** + * Utility functions. + */ +class PRESIDENTSBRIGADE_API Util +{ +public: + template + static FORCEINLINE FString enum_as_string(const FString& str, TEnum value) + { + FName result; + + const UEnum* enum_ptr = FindObject(ANY_PACKAGE, *str, true); + if (!enum_ptr) + { + result = FName("Invalid Enum"); + } + else + { + result = enum_ptr->GetNameByValue((int64)value); + } + return result.ToString(); + } + + #define EnumAsString(EnumClassName, Value) RhythmUtilities::enum_as_string(FString(TEXT(#EnumClassName)), (Value)) + + static FORCEINLINE void log_error(const FString& prefix, const FString& msg) + { + const FString log = FString::Printf(TEXT("%s: INFO: %s"), *prefix, *msg); + // Log to console + UE_LOG(LogTemp, Warning, TEXT("%s"), *log); + + // Log to screen + GEngine->AddOnScreenDebugMessage( + -1, + 20.f, + FColor::Red, + FString::Printf(TEXT("%s: ERROR: %s"), *prefix, *msg) + ); + } + + static FORCEINLINE void log_info(const FString& prefix, const FString& msg) + { + const FString log = FString::Printf(TEXT("%s: INFO: %s"), *prefix, *msg); + // Log to console + UE_LOG(LogTemp, Log, TEXT("%s"), *log); + + // Log to screen + GEngine->AddOnScreenDebugMessage(-1, 3.f, FColor::Green, log); + } +}; diff --git a/todo.txt b/todo.txt new file mode 100644 index 0000000..09c4ff1 --- /dev/null +++ b/todo.txt @@ -0,0 +1,18 @@ +xAdd shooting +Add presidents car + xTakes damage + xDies + Moves around +Add enemy cars + Comes from off screen + Attacks president car +Add dash +Add netcode +Add player damage +Shoot at continuous rate when holding shoot button +Add HUD UI +Add menu +Add sounds +Add juice + Add muzzle on shoot + Camera zoom out based on screen size? Looks too small when I shrink the window