void AMobileOpenCVCharacter::OnFire()
{ 
	// try and fire a projectile
	if (ProjectileClass != NULL)
	{
		const FRotator SpawnRotation = GetControlRotation();
		// MuzzleOffset is in camera space, so transform it to world space before offsetting from the character location to find the final muzzle position
		const FVector SpawnLocation = GetActorLocation() + SpawnRotation.RotateVector(GunOffset);

		UWorld* const World = GetWorld();
		if (World != NULL)
		{
			// spawn the projectile at the muzzle
			World->SpawnActor<AMobileOpenCVProjectile>(ProjectileClass, SpawnLocation, SpawnRotation);
		}
	}

	// try and play the sound if specified
	if (FireSound != NULL)
	{
		UGameplayStatics::PlaySoundAtLocation(this, FireSound, GetActorLocation());
	}

	// try and play a firing animation if specified
	if(FireAnimation != NULL)
	{
		// Get the animation object for the arms mesh
		UAnimInstance* AnimInstance = Mesh1P->GetAnimInstance();
		if(AnimInstance != NULL)
		{
			AnimInstance->Montage_Play(FireAnimation, 1.f);
		}
	}

}
void AMurphysLawCharacter::Fire()
{
	// check if we have a weapon equipped
	if (HasWeaponEquipped())
	{
		// if the weapon has been able to fire
		if (GetEquippedWeapon()->Fire(this))
		{
			// Stop the character from running
			SetIsRunning(false);

			// try and play a firing animation if specified
			if (FireAnimation != nullptr)
			{
				// Get the animation object for the arms mesh
				UAnimInstance* AnimInstance = Mesh1P->GetAnimInstance();
				if (AnimInstance != nullptr)
				{
					AnimInstance->Montage_Play(FireAnimation, 1.f);
				}
			}

			// check for bullet collisions
			ComputeBulletCollisions();
		}

		// We reload the weapon if it is empty and we have bullets left in our inventory
		if (ShouldReload())
		{
			Reload();
		}
	}
}
void AFP_FirstPersonCharacter::OnFire()
{
	// Play a sound if there is one
	if (FireSound != NULL)
	{
		UGameplayStatics::PlaySoundAtLocation(this, FireSound, GetActorLocation());
	}

	// try and play a firing animation if specified
	if(FireAnimation != NULL)
	{
		// Get the animation object for the arms mesh
		UAnimInstance* AnimInstance = Mesh1P->GetAnimInstance();
		if(AnimInstance != NULL)
		{
			AnimInstance->Montage_Play(FireAnimation, 1.f);
		}
	}

	// Now send a trace from the end of our gun to see if we should hit anything
	APlayerController* PlayerController = Cast<APlayerController>(GetController());
	
	// Calculate the direction of fire and the start location for trace
	FVector CamLoc;
	FRotator CamRot;
	PlayerController->GetPlayerViewPoint(CamLoc, CamRot);
	const FVector ShootDir = CamRot.Vector();

	FVector StartTrace = FVector::ZeroVector;
	if (PlayerController)
	{
		FRotator UnusedRot;
		PlayerController->GetPlayerViewPoint(StartTrace, UnusedRot);

		// Adjust trace so there is nothing blocking the ray between the camera and the pawn, and calculate distance from adjusted start
		StartTrace = StartTrace + ShootDir * ((GetActorLocation() - StartTrace) | ShootDir);
	}

	// Calculate endpoint of trace
	const FVector EndTrace = StartTrace + ShootDir * WeaponRange;

	// Check for impact
	const FHitResult Impact = WeaponTrace(StartTrace, EndTrace);

	// Deal with impact
	AActor* DamagedActor = Impact.GetActor();
	UPrimitiveComponent* DamagedComponent = Impact.GetComponent();

	// If we hit an actor, with a component that is simulating physics, apply an impulse
	if ((DamagedActor != NULL) && (DamagedActor != this) && (DamagedComponent != NULL) && DamagedComponent->IsSimulatingPhysics())
	{
		DamagedComponent->AddImpulseAtLocation(ShootDir*WeaponDamage, Impact.Location);
	}
}
void AShaderPluginDemoCharacter::OnFire()
{
	//Try to set a texture to the object we hit!
	FHitResult HitResult;
	FVector StartLocation = FirstPersonCameraComponent->GetComponentLocation();
	FRotator Direction = FirstPersonCameraComponent->GetComponentRotation();
	FVector EndLocation = StartLocation + Direction.Vector() * 10000;
	FCollisionQueryParams QueryParams;
	QueryParams.AddIgnoredActor(this);

	if (GetWorld()->LineTraceSingleByChannel(HitResult, StartLocation, EndLocation, ECC_Visibility, QueryParams))
	{
		TArray<UStaticMeshComponent*> StaticMeshComponents = TArray<UStaticMeshComponent*>();
		AActor* HitActor = HitResult.GetActor();

		if (NULL != HitActor)
		{
			HitActor->GetComponents<UStaticMeshComponent>(StaticMeshComponents);
			for (int32 i = 0; i < StaticMeshComponents.Num(); i++)
			{
				UStaticMeshComponent* CurrentStaticMeshPtr = StaticMeshComponents[i];
				CurrentStaticMeshPtr->SetMaterial(0, MaterialToApplyToClickedObject);
				UMaterialInstanceDynamic* MID = CurrentStaticMeshPtr->CreateAndSetMaterialInstanceDynamic(0);
				UTexture* CastedRenderTarget = Cast<UTexture>(RenderTarget);
				MID->SetTextureParameterValue("InputTexture", CastedRenderTarget);
			}
		}
	}

	// try and play the sound if specified
	if (FireSound != NULL)
	{
		UGameplayStatics::PlaySoundAtLocation(this, FireSound, GetActorLocation());
	}

	// try and play a firing animation if specified
	if (FireAnimation != NULL)
	{
		// Get the animation object for the arms mesh
		UAnimInstance* AnimInstance = Mesh1P->GetAnimInstance();
		if (AnimInstance != NULL)
		{
			AnimInstance->Montage_Play(FireAnimation, 1.f);
		}
	}
}
void ATotemCharacter::OnFire()
{
	//only server can spawn projectile theoretically
	// try and fire a projectile
	if (ProjectileClass != NULL || FireProjectileClass != NULL)
	{
		const FRotator SpawnRotation = GetControlRotation();
		// MuzzleOffset is in camera space, so transform it to world space before offsetting from the character location to find the final muzzle position
		const FVector SpawnLocation = GetActorLocation() + SpawnRotation.RotateVector(GunOffset);

		UWorld* const World = GetWorld();
		if (World != NULL)
		{
			//to add owner and instigator information
			FActorSpawnParameters SpawnParams;
			SpawnParams.Owner = Cast<ATotemPlayerController>(Controller);
			SpawnParams.Instigator = Instigator;
			//When the server function is called by serve, it also execute. 
			ServerSpawnProjectile(SpawnLocation, SpawnRotation, SpawnParams.Owner, SpawnParams.Instigator);
			// spawn the projectile at the muzzle single player version
			//World->SpawnActor<ATotemProjectile>(ProjectileClass, SpawnLocation, SpawnRotation, SpawnParams);
		}
	}


	// try and play the sound if specified
	if (FireSound != NULL)
	{
		UGameplayStatics::PlaySoundAtLocation(this, FireSound, GetActorLocation());
	}

	// try and play a firing animation if specified
	if (FireAnimation != NULL)
	{
		// Get the animation object for the arms mesh
		UAnimInstance* AnimInstance = Mesh1P->GetAnimInstance();
		if (AnimInstance != NULL)
		{
			AnimInstance->Montage_Play(FireAnimation, 1.f);
		}
	}

}
void AGWWeaponRanged::OnRep_ReloadBeign()
{
	OnReloadBegin();
	if (ReloadAnimation)
	{
		IIGISkeletalMesh* skelMeshInt = Cast<IIGISkeletalMesh>(Instigator);
		if (!skelMeshInt)
			return;

		UAnimInstance* AnimInst = skelMeshInt->GetMasterSkeletalMesh()->GetAnimInstance();
		if (!AnimInst)
			return;
		float montageLenght = ReloadAnimation->CalculateSequenceLength();

		float multiplier = montageLenght / ReloadTime;

		AnimInst->Montage_Play(ReloadAnimation, multiplier);
	}
}
void AUDKPresentationCharacter::OnFire()
{ 
	if (CharacterMovement->IsMovingOnGround()) {
		ammo = maxAmmo;
	}
	if (ammo <= 0) return;
	// try and fire a projectile
	if (ProjectileClass != NULL)
	{
		const FRotator SpawnRotation = GetControlRotation();
		// MuzzleOffset is in camera space, so transform it to world space before offsetting from the character location to find the final muzzle position
		const FVector SpawnLocation = GetActorLocation() + SpawnRotation.RotateVector(GunOffset);

		ammo--;
		CharacterMovement->Velocity = GetControlRotation().Vector()*(-1000) + 0.5f * CharacterMovement->Velocity;

		UWorld* const World = GetWorld();
		if (World != NULL)
		{
			// spawn the projectile at the muzzle
			World->SpawnActor<AUDKPresentationProjectile>(ProjectileClass, SpawnLocation, SpawnRotation);
		}
	}

	// try and play the sound if specified
	if (FireSound != NULL)
	{
		UGameplayStatics::PlaySoundAtLocation(this, FireSound, GetActorLocation());
	}

	// try and play a firing animation if specified
	if(FireAnimation != NULL)
	{
		// Get the animation object for the arms mesh
		UAnimInstance* AnimInstance = Mesh1P->GetAnimInstance();
		if(AnimInstance != NULL)
		{
			AnimInstance->Montage_Play(FireAnimation, 1.f);
		}
	}

}
Exemple #8
0
void AGun::OnEquip()
{
	Super::OnEquip();

	if (WeaponEquipAnimation)
	{
		Mesh->GetAnimInstance()->Montage_Play(WeaponEquipAnimation, 1.f);
	}

	if (PlayerEquipAnimation)
	{
		UAnimInstance* AnimInstance = Cast<AFPSCodeCharacter>(UGameplayStatics::GetPlayerCharacter(this, 0))->GetMesh1P()->GetAnimInstance();

		if (AnimInstance)
		{
			AnimInstance->Montage_Play(PlayerEquipAnimation, 1.f);
		}
	}

}
Exemple #9
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void AGun::Reload()
{
	if (!IsReloading)
	{
		if (CurrentAmmo < MagSize && TotalAmmo > 0)
		{
			IsReloading = true;

			//Playing Reload animation on weapon
			if (WeaponReloadAnimation)
			{
				Mesh->GetAnimInstance()->Montage_Play(WeaponReloadAnimation, 1.f);
			}

			//Playing Reload animation montage on player
			if (PlayerReloadAnimation)
			{
				UAnimInstance* AnimInstance = Cast<AFPSCodeCharacter>(UGameplayStatics::GetPlayerCharacter(this, 0))->GetMesh1P()->GetAnimInstance();

				if (AnimInstance)
				{
					bCanAttack = false;

					float AnimTime = AnimInstance->Montage_Play(PlayerReloadAnimation, 1.f);

					FTimerHandle AnimHandle;
                      
					GetWorld()->GetTimerManager().SetTimer(AnimHandle, this, &AGun::SetAmmoValues, AnimTime);      //Set timer to apply reloaded ammo values when animation is done
				}
				else
				{
					SetAmmoValues();
				}
			}
			else
			{
				SetAmmoValues();
			}
		}
	}
}
Exemple #10
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float ACharacter::PlayAnimMontage(class UAnimMontage* AnimMontage, float InPlayRate, FName StartSectionName)
{
    UAnimInstance * AnimInstance = (Mesh)? Mesh->GetAnimInstance() : NULL;
    if( AnimMontage && AnimInstance )
    {
        float const Duration = AnimInstance->Montage_Play(AnimMontage, InPlayRate);

        if (Duration > 0.f)
        {
            // Start at a given Section.
            if( StartSectionName != NAME_None )
            {
                AnimInstance->Montage_JumpToSection(StartSectionName, AnimMontage);
            }

            return Duration;
        }
    }

    return 0.f;
}
void ABETCharacter::OnFire()
{ 
	if (Weapon){
		Weapon->Fire();
	}

	// try and play the sound if specified
	if (Weapon->FireSound != NULL)
	{
		UGameplayStatics::PlaySoundAtLocation(this, Weapon->FireSound, GetActorLocation());
	}

	// try and play a firing animation if specified
	if (Weapon->FireAnimation != NULL)
	{
		// Get the animation object for the arms mesh
		UAnimInstance* AnimInstance = Mesh1P->GetAnimInstance();
		if (AnimInstance != NULL)
		{
			AnimInstance->Montage_Play(Weapon->FireAnimation, 1.f);
		}
	}
}
Exemple #12
0
void AWizardsCharacter::OnFire()
{
	if (!mySpellBook.IsValidIndex(0)) {
		UE_LOG(LogTemp, Warning, TEXT("Spell Gathering Needed!"));
		newCharactersSpells();
	}
	if (Mana > mySpellBook[currSpell].spellCost) {
		Mana -= mySpellBook[currSpell].spellCost;
		// try and fire a projectile

		if (mySpellBook[currSpell].spellType == 0)
		{
			const FRotator SpawnRotation = GetControlRotation();
			const FVector SpawnLocation = GetActorLocation() + SpawnRotation.RotateVector(GunOffset);

			UWorld* const World = GetWorld();
			if (World)
			{
				// spawn the projectile at the muzzle
				/*UParticleSystem* projParticle = particleList[mySpellBook[currSpell].spellEffect + mySpellBook[currSpell].spellType * 5];
				UParticleSystem* blastParticle = particleList[mySpellBook[currSpell].spellEffect + 5];
				AWizardsProjectile* wizardsSpell = World->SpawnActor<AWizardsProjectile>(ProjectileClass, SpawnLocation, SpawnRotation);// , myparams);
				wizardsSpell->SpellCreation(&mySpellBook[currSpell], projParticle, blastParticle, this);*/
				if (Role < ROLE_Authority)
				{
					ServerFireProjectile(mySpellBook[currSpell], SpawnRotation, SpawnLocation);//mySpellBook[currSpell]);
				}
				else {
					ClientFireProjectile(mySpellBook[currSpell], SpawnRotation, SpawnLocation);
				}
			}
		}
		else if (mySpellBook[currSpell].spellType == 1) {
			const FRotator SpawnRotation = FRotator(0.0);//GetControlRotation();
														 // MuzzleOffset is in camera space, so transform it to world space before offsetting from the character location to find the final muzzle position
			const FVector SpawnLocation = FVector(0.0);//GetActorLocation() + SpawnRotation.RotateVector(GunOffset);

			UWorld* const World = GetWorld();
			if (World)
			{
				// spawn the projectile at the muzzle
				/*UParticleSystem* blastParticle = particleList[mySpellBook[currSpell].spellEffect + mySpellBook[currSpell].spellType * 5];
				AWizardsBlast* wizardsSpell = World->SpawnActor<AWizardsBlast>(BlastClass, SpawnLocation, SpawnRotation);// , myparams);
				wizardsSpell->SpellCreation(blastParticle, mySpellBook[currSpell].spellSize, mySpellBook[currSpell].spellDamage, this);
				wizardsSpell->AttachRootComponentTo(GetCapsuleComponent());//Probably useful for Blasts, Rays, and Conical attacks*/
				if (Role < ROLE_Authority)
				{
					ServerFireProjectile(mySpellBook[currSpell], SpawnRotation, SpawnLocation);
				}
				else {
					ClientFireProjectile(mySpellBook[currSpell], SpawnRotation, SpawnLocation);
				}
			}
		}
		else if (mySpellBook[currSpell].spellType == 2) {
			const FRotator SpawnRotation = FRotator(0.0);//GetControlRotation();
														 // MuzzleOffset is in camera space, so transform it to world space before offsetting from the character location to find the final muzzle position
			const FVector SpawnLocation = FVector(0.0);//GetActorLocation() + SpawnRotation.RotateVector(GunOffset);

			UWorld* const World = GetWorld();
			if (World)
			{
				// spawn the projectile at the muzzle
				/*UParticleSystem* coneParticle = particleList[mySpellBook[currSpell].spellEffect + mySpellBook[currSpell].spellType * 5];
				AWizardsCone* wizardsCone = World->SpawnActor<AWizardsCone>(ConeClass, SpawnLocation, SpawnRotation);// , myparams);
				wizardsCone->SpellCreation(coneParticle, mySpellBook[currSpell].spellSize, mySpellBook[currSpell].spellDamage, this);
				wizardsCone->AttachRootComponentTo(GetCapsuleComponent());//Probably useful for Blasts, Rays, and Conical attacks
				activeAttack = Cast<AActor>(wizardsCone);*/
				if (Role < ROLE_Authority)
				{
					ServerFireProjectile(mySpellBook[currSpell], SpawnRotation, SpawnLocation);
				}
				else {
					ClientFireProjectile(mySpellBook[currSpell], SpawnRotation, SpawnLocation);
				}
			}
		}
		// God this sound is so annoying
		/*if (FireSound != NULL)
		{
		UGameplayStatics::PlaySoundAtLocation(this, FireSound, GetActorLocation());
		}*/

		// try and play a firing animation if specified
		if (FireAnimation != NULL)
		{
			// Get the animation object for the arms mesh
			UAnimInstance* AnimInstance = Mesh1P->GetAnimInstance();
			if (AnimInstance != NULL)
			{
				AnimInstance->Montage_Play(FireAnimation, 1.f);
			}
		}

	}
}