void AZombieCharacter::DisableDotEffectIfNecessary(bool ForceStop)
{
	//Disables the dot effect is necessary (ie dot timer has been depleted)
	//If ForceStop is active it forces the dot effect to stop even if the dot timer is still active
	UWorld* World = GetWorld();
	//Forced stop of dot effect
	if (ForceStop && World && OurCharacter && World->GetTimerManager().IsTimerActive(DotTimerHandle))
	{
		GLog->Log("Stopping Dot Effect...");
		World->GetTimerManager().ClearTimer(DotTimerHandle);

		ParticleSystemComponent->Deactivate();
		//ZombieDebuffComp->SetFireParticleEnabled(false);

		bHasDot = false;

	}
	else
	{	//Disable effect due to time out
		if (World && OurCharacter &&
			World->GetTimerManager().IsTimerActive(DotTimerHandle) && 
			World->GetTimeSeconds() - DotApplicationTime>=OurCharacter->DotDuration)
		{
			World->GetTimerManager().ClearTimer(DotTimerHandle);
		
			ParticleSystemComponent->Deactivate();
			//ZombieDebuffComp->SetFireParticleEnabled(false);

			bHasDot = false;
		}
	}

	
	//ParticleSystemComponent->Deactivate();
	
}
void UGameplayTask_WaitDelay::Activate()
{
	UWorld* World = GetWorld();
	TimeStarted = World->GetTimeSeconds();

	// Use a dummy timer handle as we don't need to store it for later but we don't need to look for something to clear
	FTimerHandle TimerHandle;
	World->GetTimerManager().SetTimer(TimerHandle, this, &UGameplayTask_WaitDelay::OnTimeFinish, Time, false);
}
void AZombieCharacter::ApplyDotEffect(float DamageAmount)
{
	//Applies the damage over time effect on zombie and sets up the corresponding particle template
	//Moreover, initializes the dot timer handle so certain damage is applied over-time.
	if (!bHasDot)
	{
		AZombieController* ZCon = Cast<AZombieController>(GetController());
		if (ZCon)
		{
			
			//Calculating the tick damage that we're going to apply in the zombie
			//based on the given damage amount.
			float DotTimer = OurCharacter->DotDuration;

			float TickDamage = DamageAmount / DotTimer;

			//The delegate that is binded to the apply damage function
			FTimerDelegate Delegate;
			Delegate.BindUFunction<AZombieCharacter, float>(this, FName("ApplyDamage"), TickDamage);

			//Enabling the dot effect..
			UWorld* World = GetWorld();
			if (World && OurCharacter)
			{
				World->GetTimerManager().SetTimer(DotTimerHandle, Delegate, DotTickInSeconds, true);
				DotApplicationTime = World->GetTimeSeconds();
				GLog->Log("Dot application seconds:" + FString::SanitizeFloat(DotApplicationTime));
				bHasDot = true;

				//Resets the particle system template
				if(ParticleSystemComponent)
				{
					ParticleSystemComponent->SetTemplate(FireEffectParticleTemplate);
					ParticleSystemComponent->Activate(true);
					//Activate the fire particles
					/*ParticleSystemComponent->Deactivate();
					ParticleSystemComponent->Template = FireEffectParticleTemplate;
					ParticleSystemComponent->Activate(true);*/
					//ZombieDebuffComp->SetFireParticleEnabled(true);
					
				}
				
			}
		}
	}
}
Esempio n. 4
4
void UGAWaitAction::Activate()
{
	OnInitialized.Broadcast();
	if (GEngine)
	{
		GEngine->AddOnScreenDebugMessage(0, 1, FColor::Red, FString("ObjectName: ") + GetName());
	}
	if (TaskOwner && TaskOwner->GetWorld())
	{
		UWorld* World = TaskOwner->GetWorld();
		TimeStarted = World->GetTimeSeconds();

		// Use a dummy timer handle as we don't need to store it for later but we don't need to look for something to clear
		FTimerHandle TimerHandle;
		World->GetTimerManager().SetTimer(TimerHandle, this, &UGAWaitAction::OnTimeFinish, Time, false);
	}
}
Esempio n. 5
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void AMainCharacter::StartFire()
{
	UWorld* World = GetWorld();

	if (World)
	{
		if (CurrentWeapon != NULL)
		{
			if (CurrentWeapon->Config.bIsAutomatic == true)
			{
				World->GetTimerManager().SetTimer(
					AutomaticFireTimerHandle,
					this,
					&AMainCharacter::FireWeapon,
					CurrentWeapon->Config.FireRate,
					true,
					0.0f);
			}
			else if (bFireIsReady)
			{
				World->GetTimerManager().ClearTimer(SingleFireTimerHandle);
				World->GetTimerManager().SetTimer(
					SingleFireTimerHandle,
					this,
					&AMainCharacter::FireIsReady,
					CurrentWeapon->Config.FireRate,
					true,
					CurrentWeapon->Config.FireRate);
				FireWeapon();
				bFireIsReady = false;
			}
		}
	}
}
class UKismetAIAsyncTaskProxy* UKismetAIHelperLibrary::CreateMoveToProxyObject(class UObject* WorldContextObject, APawn* Pawn, FVector Destination, AActor* TargetActor, float AcceptanceRadius, bool bStopOnOverlap)
{
	check(WorldContextObject);
	if (!Pawn)
	{
		return NULL;
	}
	UKismetAIAsyncTaskProxy* MyObj = NULL;
	AAIController* AIController = Cast<AAIController>(Pawn->GetController());
	if (AIController)
	{
		MyObj = NewObject<UKismetAIAsyncTaskProxy>();
		FNavPathSharedPtr Path = TargetActor ? AIController->FindPath(TargetActor, true) : AIController->FindPath(Destination, true);
		if (Path.IsValid())
		{
			MyObj->AIController = AIController;
			MyObj->AIController->ReceiveMoveCompleted.AddDynamic(MyObj, &UKismetAIAsyncTaskProxy::OnMoveCompleted);
			MyObj->MoveRequestId = MyObj->AIController->RequestMove(Path, TargetActor, AcceptanceRadius, bStopOnOverlap);
		}
		else
		{
			UWorld* World = GEngine->GetWorldFromContextObject( WorldContextObject );
			World->GetTimerManager().SetTimer(MyObj, &UKismetAIAsyncTaskProxy::OnNoPath, 0.1, false);
		}
	}
	return MyObj;
}
void AZombieCharacter::ApplySlowEffect()
{
	//Applies the slow effect on zombie and sets up the slow timer
	//as well as the right particle template

	if (!bHasSlow)
	{
		DisableDotEffectIfNecessary(true);
		bHasSlow = true;

		float SlowSpeed = InitialMaxWalkSpeed * (1 - SlowPercentage);

		//Activating slow
		GetCharacterMovement()->MaxWalkSpeed = SlowSpeed;

		//Reseting the slow particle template
		ParticleSystemComponent->SetTemplate(SlowEffectParticleTemplate);
		ParticleSystemComponent->Activate(true);

		GLog->Log("Applied slow effect on zombie.");

		//Initializing the slow timer handle
		UWorld* World = GetWorld();
		if (World && OurCharacter)
		{
			World->GetTimerManager().SetTimer(SlowTimerHandle, this, &AZombieCharacter::DisableSlowEffect, SlowEffectDuration);
		}
	}
}
void ANetworkController::BeginPlay() {
	// TODO: Move this to a more fitting place
	FMath::RandInit(FPlatformTime::Cycles());
	FMath::SRandInit(FPlatformTime::Cycles());

	FIPv4Address Address = FIPv4Address::InternalLoopback;
	uint32 Port = 5062;

	TcpServerSocket = FTcpSocketBuilder(TEXT("Controlling TCP Socket"))
		.AsReusable()
		.AsNonBlocking()
		.BoundToAddress(Address)
		.BoundToPort(Port)
		.Listening(8)
		.Build();

	int32 NewSize = 0;
	TcpServerSocket->SetReceiveBufferSize(2 * 1024 * 1024, NewSize);

	if (!TcpServerSocket) {
		GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, FString::Printf(TEXT("Listen socket could not be created! ~> %s %d"), *Address.ToText().ToString(), Port));
		return;
	}

	Listener = new FTcpListener(*TcpServerSocket);

	Listener->OnConnectionAccepted().BindUObject(this, &ANetworkController::ConnectionAccepted);

	//GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Yellow, FString::Printf(TEXT("Listening to %s:%d"), *Address.ToText().ToString(), Port));

	UWorld* World = GetWorld();
	World->GetTimerManager().SetTimer(SendDataTimerHandle, this, &ANetworkController::SendData, 1.0f, true);
}
void APartyBeaconHost::NotifyReservationEventNextFrame(FOnReservationUpdate& ReservationEvent)
{
	UWorld* World = GetWorld();
	check(World);

	// Calling this on next tick to protect against re-entrance
	World->GetTimerManager().SetTimerForNextTick(FTimerDelegate::CreateLambda([ReservationEvent](){ ReservationEvent.ExecuteIfBound(); }));
}
	void AbortLatentActions(UActorComponent* OwnerOb, const UObject* Ob)
	{
		if (OwnerOb && !OwnerOb->HasAnyFlags(RF_BeginDestroyed) && OwnerOb->GetOwner())
		{
			UWorld* MyWorld = OwnerOb->GetOwner()->GetWorld();
			MyWorld->GetLatentActionManager().RemoveActionsForObject(Ob);
			MyWorld->GetTimerManager().ClearAllTimersForObject(Ob);
		}
	}
Esempio n. 11
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void AMainCharacter::EndFire()
{
	UWorld* World = GetWorld();
	if (World)
	{
		World->GetTimerManager().PauseTimer(AutomaticFireTimerHandle);
		World->GetTimerManager().ClearTimer(AutomaticFireTimerHandle);
	}
}
void UAvoidanceManager::RequestUpdateTimer()
{
	UWorld* MyWorld = Cast<UWorld>(GetOuter());
	if (!bRequestedUpdateTimer && MyWorld)
	{
		bRequestedUpdateTimer = true;
		MyWorld->GetTimerManager().SetTimer(TimerHandle_RemoveOutdatedObjects, this, &UAvoidanceManager::RemoveOutdatedObjects, DefaultTimeToLive * 0.5f, false);
	}
}
FTimerHandle UUpdateManager::DelayResponse(DelayCb&& Delegate, float Delay)
{
	FTimerHandle TimerHandle;

	UWorld* World = GetWorld();
	if (ensure(World != nullptr))
	{
		World->GetTimerManager().SetTimer(TimerHandle, MoveTemp(Delegate), Delay, false, -1.f);
	}

	return TimerHandle;
}
Esempio n. 14
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void AZanshinBasicArrow::StuckOnPlayer(UPrimitiveComponent* OtherComp)
{
	if (OtherComp != NULL) {
		RootComponent->AttachTo(OtherComp, FName(*OtherComp->GetName()), EAttachLocation::KeepWorldPosition);
	}

	//Timer for the Deactivation
	UWorld* World = GetWorld();
	if (World) {
		World->GetTimerManager().SetTimer(DeactivateTimerHandle, this, &AZanshinBasicArrow::NetMulticast_DeactivateTrails, DeactivationDelay);
	}
}
void ANetworkController::EndPlay(const EEndPlayReason::Type EndPlayReason) {
	UWorld* World = GetWorld();
	World->GetTimerManager().ClearTimer(SendDataTimerHandle);
	Listener->Stop();
	delete Listener;
	Listener = NULL;
	TcpServerSocket->Close();

	if (TcpSocket) {
		TcpSocket->Close();
	}
}
bool AGameplayCueNotify_Actor::Recycle()
{
    bHasHandledOnActiveEvent = false;
    bHasHandledWhileActiveEvent = false;
    bHasHandledOnRemoveEvent = false;
    ClearOwnerDestroyedDelegate();
    if (FinishTimerHandle.IsValid())
    {
        FinishTimerHandle.Invalidate();
    }

    // End timeline components
    TInlineComponentArray<UTimelineComponent*> TimelineComponents(this);
    for (UTimelineComponent* Timeline : TimelineComponents)
    {
        if (Timeline)
        {
            // May be too spammy, but want to call visibility to this. Maybe make this editor only?
            if (Timeline->IsPlaying())
            {
                ABILITY_LOG(Warning, TEXT("GameplayCueNotify_Actor %s had active timelines when it was recycled."), *GetName());
            }

            Timeline->SetPlaybackPosition(0.f, false, false);
            Timeline->Stop();
        }
    }

    UWorld* MyWorld = GetWorld();
    if (MyWorld)
    {
        // Note, ::Recycle is called on CDOs too, so that even "new" GCs start off in a recycled state.
        // So, its ok if there is no valid world here, just skip the stuff that has to do with worlds.
        if (MyWorld->GetLatentActionManager().GetNumActionsForObject(this))
        {
            // May be too spammy, but want ot call visibility to this. Maybe make this editor only?
            ABILITY_LOG(Warning, TEXT("GameplayCueNotify_Actor %s has active latent actions (Delays, etc) when it was recycled."), *GetName());
        }

        // End latent actions
        MyWorld->GetLatentActionManager().RemoveActionsForObject(this);

        // End all timers
        MyWorld->GetTimerManager().ClearAllTimersForObject(this);
    }

    // Clear owner, hide, detach from parent
    SetOwner(nullptr);
    SetActorHiddenInGame(true);
    DetachRootComponentFromParent();

    return true;
}
Esempio n. 17
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void AWeapon::Fire(){
	if (bCanFire){
		if (FireSound)
		UGameplayStatics::PlaySoundAtLocation(this, FireSound, GetActorLocation());
		bIsFiring = true;
		FireFunction();
		bCanFire = false;
		UWorld* world = GetWorld();
		if (world){
			world->GetTimerManager().SetTimer(TimerHandle_ShotIntervalExpired, this, &AWeapon::Reload, intervalBetweenFire);
		}
	}
}
Esempio n. 18
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void AZanshinAIController::OnPullString()
{
	AZanshinBot* character = Cast<AZanshinBot>(GetPawn());
	if (character) {
		character->OnPullString();

		UWorld* World = GetWorld();
		if (World) {
			PullStringTime = 0.15f;
			World->GetTimerManager().SetTimer(PullStringTimerHandle, this, &AZanshinAIController::OnFire, PullStringTime);
		}
	}
}
Esempio n. 19
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void AMainCharacter::EquipWeapon(int32 NewInventorySlot)
{
	UWorld* World = GetWorld();
	World->GetTimerManager().PauseTimer(AutomaticFireTimerHandle);
	World->GetTimerManager().ClearTimer(AutomaticFireTimerHandle);
	FActorSpawnParameters SpawnParameters;
	SpawnParameters.Owner = this;
	SpawnParameters.Instigator = Instigator;
	if (CurrentWeapon != NULL)
	{
		if (Inventory[NewInventorySlot] != NULL)
		{
			if (Inventory[NewInventorySlot]->GetDefaultObject<AWeapon>()->Config.Name != CurrentWeapon->Config.Name)
			{
				WeaponAmmoStorage[CurrentInventorySlot].CurrentSpareAmmo = CurrentWeapon->Config.CurrentSpareAmmo;
				WeaponAmmoStorage[CurrentInventorySlot].CurrentMagazineAmmo = CurrentWeapon->Config.CurrentMagazineAmmo;
				CurrentWeapon->Destroy();
				AWeapon* Spawner = GetWorld()->SpawnActor<AWeapon>(Inventory[NewInventorySlot], SpawnParameters);
				if (Spawner != nullptr)
				{
					Spawner->CollisionComponent->SetCollisionEnabled(ECollisionEnabled::NoCollision);
					Spawner->AttachRootComponentTo(FirstPersonMesh, "Equip", EAttachLocation::SnapToTarget);
					CurrentWeapon = Spawner;
					if (WeaponAmmoStorage[NewInventorySlot].CurrentSpareAmmo != -1 && WeaponAmmoStorage[NewInventorySlot].CurrentMagazineAmmo != -1)
					{
						CurrentWeapon->Config.CurrentSpareAmmo = WeaponAmmoStorage[NewInventorySlot].CurrentSpareAmmo;
						CurrentWeapon->Config.CurrentMagazineAmmo = WeaponAmmoStorage[NewInventorySlot].CurrentMagazineAmmo;
					}
					CurrentInventorySlot = NewInventorySlot;
				}
			}
			else
			{
				GEngine->AddOnScreenDebugMessage(0, 5.f, FColor::Yellow, "Weapon is already equiped!");
			}
		}
	}
	else
	{
		AWeapon* Spawner = GetWorld()->SpawnActor<AWeapon>(Inventory[NewInventorySlot], SpawnParameters);
		if (Spawner)
		{
			Spawner->CollisionComponent->SetCollisionEnabled(ECollisionEnabled::NoCollision);
			Spawner->AttachRootComponentTo(FirstPersonMesh, "Equip", EAttachLocation::SnapToTarget);
			CurrentWeapon = Spawner;
			CurrentInventorySlot = NewInventorySlot;
		}
	}
}
UAIAsyncTaskBlueprintProxy* UAIBlueprintHelperLibrary::CreateMoveToProxyObject(UObject* WorldContextObject, APawn* Pawn, FVector Destination, AActor* TargetActor, float AcceptanceRadius, bool bStopOnOverlap)
{
	check(WorldContextObject);
	if (!Pawn)
	{
		return NULL;
	}
	UAIAsyncTaskBlueprintProxy* MyObj = NULL;
	AAIController* AIController = Cast<AAIController>(Pawn->GetController());
	if (AIController)
	{
		UWorld* World = GEngine->GetWorldFromContextObject( WorldContextObject );
		MyObj = NewObject<UAIAsyncTaskBlueprintProxy>(World);

		FAIMoveRequest MoveReq;
		MoveReq.SetUsePathfinding(true);
		MoveReq.SetAcceptanceRadius(AcceptanceRadius);
		MoveReq.SetStopOnOverlap(bStopOnOverlap);
		if (TargetActor)
		{
			MoveReq.SetGoalActor(TargetActor);
		}
		else
		{
			MoveReq.SetGoalLocation(Destination);
		}
		
		FPathFindingQuery Query;
		const bool bValidQuery = AIController->PreparePathfinding(MoveReq, Query);

		if (bValidQuery)
		{
			const FAIRequestID RequestID = AIController->RequestPathAndMove(MoveReq, Query);
			if (RequestID.IsValid())
			{
				MyObj->AIController = AIController;
				MyObj->AIController->ReceiveMoveCompleted.AddDynamic(MyObj, &UAIAsyncTaskBlueprintProxy::OnMoveCompleted);
				MyObj->MoveRequestId = RequestID;
			}
			else
			{
				World->GetTimerManager().SetTimer(MyObj->TimerHandle_OnNoPath, MyObj, &UAIAsyncTaskBlueprintProxy::OnNoPath, 0.1f, false);
			}
		}
	}
	return MyObj;
}
void UFunctionalTestingManager::TriggerFirstValidTest()
{
	UWorld* World = GetWorld();
	bIsRunning = World != NULL && World->GetNavigationSystem() != NULL;

	if (bInitialDelayApplied == true && (bWaitForNavigationBuildFinish == false || UNavigationSystem::IsNavigationBeingBuilt(World) == false))
	{
		bIsRunning = RunFirstValidTest();
		if (bIsRunning == false)
		{
			AllTestsDone();
		}
	}
	else
	{
		bInitialDelayApplied = true;
		static const float WaitingTime = 0.25f;
		World->GetTimerManager().SetTimer(this, &UFunctionalTestingManager::TriggerFirstValidTest, WaitingTime);
	}
}
void AGameplayCueNotify_Actor::GameplayCueFinishedCallback()
{
    UWorld* MyWorld = GetWorld();
    if (MyWorld) // Teardown cases in PIE may cause the world to be invalid
    {
        if (FinishTimerHandle.IsValid())
        {
            MyWorld->GetTimerManager().ClearTimer(FinishTimerHandle);
            FinishTimerHandle.Invalidate();
        }

        // Make sure OnRemoved has been called at least once if WhileActive was called (for possible cleanup)
        if (bHasHandledWhileActiveEvent && !bHasHandledOnRemoveEvent)
        {
            // Force onremove to be called with null parameters
            bHasHandledOnRemoveEvent = true;
            OnRemove(nullptr, FGameplayCueParameters());
        }
    }

    UAbilitySystemGlobals::Get().GetGameplayCueManager()->NotifyGameplayCueActorFinished(this);
}