Пример #1
0
void AShotgun::ProjectileFire()
{
	Super::ProjectileFire();

	if (BulletClass != NULL)
	{
		FActorSpawnParameters SpawnParams;
		SpawnParams.Owner = this;
		SpawnParams.Instigator = Instigator;
		FVector BulletLoc = WeaponMesh->GetSocketLocation("BulletOrigin");
		FRotator BulletRot = WeaponMesh->GetSocketRotation("BulletOrigin");

		const int32 RandomSeed = FMath::Rand();
		FRandomStream WeaponRandomStream(RandomSeed);
		const float SpreadCone = FMath::DegreesToRadians(WeaponConfig.WeaponSpread * 0.5);
		FVector ShootDir = WeaponRandomStream.VRandCone(BulletRot.Vector(), SpreadCone, SpreadCone);
		ShootDir.Z = 0;

		ABullet* const Bullet = GetWorld()->SpawnActor<ABullet>(BulletClass, BulletLoc, BulletRot, SpawnParams);
		if (Bullet)
		{
			Bullet->InitVelocity(ShootDir);
			Bullet->SetDamage(5.0f);
		}
	}

	bCanShoot = false;
	UWorld* const World = GetWorld();
	if (World != NULL)
	{
		World->GetTimerManager().SetTimer(TimeHandle_ShootCooldownExpired, this, &AMyPawnWeapon::ShootCooldownExpired, WeaponConfig.TimeBetweenShots);
	}
}
Пример #2
0
void ABaseWeapon::Instant_Fire()
{
	const int32 RandomSeed = FMath::Rand();
	FRandomStream WeaponRandomStream(RandomSeed);
	const float CurrentSpread = WeaponConfig.WeaponSpread;
	const float SpreadCone = FMath::DegreesToRadians(WeaponConfig.WeaponSpread * 0.5);
	const FVector AimDir = MyPawn->GetActorForwardVector();
	const FVector StartTrace = MyPawn->GetActorLocation();
	const FVector ShootDir = WeaponRandomStream.VRandCone(AimDir, SpreadCone, SpreadCone);
	FVector EndTrace;

	if (Target)
	{
		FVector TargetDir = (MyPawn->GetActorLocation() - Target->GetActorLocation());
		TargetDir.Normalize();
		FVector ShootDir2 = WeaponRandomStream.VRandCone(-TargetDir, SpreadCone, SpreadCone);
		EndTrace = StartTrace + ShootDir2 * WeaponConfig.WeaponRange;
	}
	else
	{
		EndTrace = StartTrace + ShootDir * WeaponConfig.WeaponRange;
	}

	const FHitResult Impact = WeaponTrace(StartTrace, EndTrace);
	SpawnParticle(EndTrace);
	HitActor = Cast<AActor>(Impact.GetActor());

	//DrawDebugLine(GetWorld(), StartTrace, EndTrace, FColor::Red, false, 1.0f);

	if (HitActor)
	{
		Server_DealDamage(Impact, ShootDir, WeaponConfig);
	}
}
Пример #3
0
void AWeapon::FireProjectile()
{
	FHitResult ObjectHit(EForceInit::ForceInit);
	FVector CameraLocation;
	FRotator CameraRotation;
	WeaponOwner->Controller->GetPlayerViewPoint(CameraLocation, CameraRotation);
	const FVector TraceStart = CameraLocation;
	const FVector TraceDirection = CameraRotation.Vector();

	FRandomStream WeaponRandomStream(FMath::Rand());
	const float SpreadCone = FMath::DegreesToRadians(Config.Spread * 0.5);
	const FVector ShotDirection = WeaponRandomStream.VRandCone(TraceDirection, SpreadCone, SpreadCone);
	const FVector TraceEnd = TraceStart + ShotDirection * Config.Range;

	FCollisionQueryParams TraceParams(FName(TEXT("TraceShot")), true, this);
	TraceParams.AddIgnoredActor(WeaponOwner);

	//Weapon Recoil Calculation
	WeaponOwner->AddControllerPitchInput(-(Config.Recoil));
	if (FMath::FRand() >= 0.65f)
	{
		WeaponOwner->AddControllerYawInput(Config.Recoil);
	}
	else
	{
		WeaponOwner->AddControllerYawInput(-(Config.Recoil));
	}

	const UWorld* World = GetWorld();

	//debug code start//////////////////////////////////

	if (GEngine)
	{
		//GEngine->AddOnScreenDebugMessage(0, 5.f, FColor::Yellow, ShotDirection.ToString());
	}

	DrawDebugLine(
		World,
		TraceStart,
		TraceEnd,
		FColor(255, 0, 0),
		false, 3, 0,
		3.0
		);

	//debug code end////////////////////////////////////

	bool HitDetected = false;
	if (World)
	{
		HitDetected = World->LineTraceSingle(ObjectHit, TraceStart, TraceEnd, ECollisionChannel::ECC_WorldDynamic, TraceParams);
		if (HitDetected)
		{
			DoDamage(ObjectHit);
		}
	}
}
Пример #4
0
void AWeapon::Instant_Fire()
{

		const int32 RandomSeed = FMath::Rand();
		FRandomStream WeaponRandomStream(RandomSeed);
		const float CurrentSpread = WeaponConfig.WeaponSpread;
		const float SpreadCone = FMath::DegreesToRadians(WeaponConfig.WeaponSpread * 0.5);
		const FVector AimDir = WeaponMesh->GetSocketRotation("MF").Vector();
		const FVector StartTrace = WeaponMesh->GetSocketLocation("MF");
		const FVector ShootDir = WeaponRandomStream.VRandCone(AimDir, SpreadCone, SpreadCone);
		const FVector EndTrace = StartTrace + ShootDir * WeaponConfig.WeaponRange;
		const FHitResult Impact = WeaponTrace(StartTrace, EndTrace);

		ProcessInstantHit(Impact, StartTrace, ShootDir, RandomSeed, CurrentSpread);


}
void AShooterWeapon_Instant::FireWeapon()
{
    const int32 RandomSeed = FMath::Rand();
    FRandomStream WeaponRandomStream(RandomSeed);
    const float CurrentSpread = GetCurrentSpread();
    const float ConeHalfAngle = FMath::DegreesToRadians(CurrentSpread * 0.5f);

    const FVector AimDir = GetAdjustedAim();
    const FVector StartTrace = GetCameraDamageStartLocation(AimDir);
    const FVector ShootDir = WeaponRandomStream.VRandCone(AimDir, ConeHalfAngle, ConeHalfAngle);
    const FVector EndTrace = StartTrace + ShootDir * InstantConfig.WeaponRange;

    const FHitResult Impact = WeaponTrace(StartTrace, EndTrace);
    ProcessInstantHit(Impact, StartTrace, ShootDir, RandomSeed, CurrentSpread);

    CurrentFiringSpread = FMath::Min(InstantConfig.FiringSpreadMax, CurrentFiringSpread + InstantConfig.FiringSpreadIncrement);
}
Пример #6
0
void ABaseWeapon::fireTargetingRaycasts()
{

	const int32 RandomSeed = FMath::Rand();
	FRandomStream WeaponRandomStream(RandomSeed);
	const float CurrentSpread = 2.0f;
	const float SpreadCone = FMath::DegreesToRadians(CurrentSpread * 0.5f);

	FVector Up_StartTrace = (MyPawn->GetActorLocation() + (MyPawn->GetActorForwardVector() * 500)) + (MyPawn->GetActorUpVector() * 30);
	FVector Up_Dir = MyPawn->GetActorForwardVector();
	FVector Up_EndTrace = Up_StartTrace + Up_Dir * (WeaponConfig.WeaponRange);

	FVector Down_StartTrace = (MyPawn->GetActorLocation() + (MyPawn->GetActorForwardVector() * 500)) + (MyPawn->GetActorUpVector() * -30);
	FVector Down_Dir = MyPawn->GetActorForwardVector();
	FVector Down_EndTrace = Down_StartTrace + Down_Dir * (WeaponConfig.WeaponRange);

	FVector Left_StartTrace = (MyPawn->GetActorLocation() + (MyPawn->GetActorForwardVector() * 500)) + (MyPawn->GetActorRightVector() * -30);
	FVector Left_Dir = MyPawn->GetActorForwardVector();
	FVector Left_EndTrace = Left_StartTrace + Left_Dir * (WeaponConfig.WeaponRange);

	FVector Right_StartTrace = (MyPawn->GetActorLocation() + (MyPawn->GetActorForwardVector() * 500)) + (MyPawn->GetActorRightVector() * 30);
	FVector Right_Dir = MyPawn->GetActorForwardVector();
	FVector Right_EndTrace = Right_StartTrace + Right_Dir * (WeaponConfig.WeaponRange);

	FName TraceTag("TraceTag");

	FCollisionQueryParams TraceParams(TraceTag, true, this);

	TraceParams.bTraceAsyncScene = true;
	TraceParams.bReturnPhysicalMaterial = true;
	TraceParams.AddIgnoredActor(MyPawn);
	TraceParams.TraceTag = TraceTag;

	GetWorld()->LineTraceSingleByChannel(Up_hit, Up_StartTrace, Up_EndTrace, COLLISION_TARGET, TraceParams);
	//DrawDebugLine(GetWorld(), Up_StartTrace, Up_EndTrace, FColor::Cyan, false, -1.0f, 0, 2);

	GetWorld()->LineTraceSingleByChannel(Down_hit, Down_StartTrace, Down_EndTrace, COLLISION_TARGET, TraceParams);
	//DrawDebugLine(GetWorld(), Down_StartTrace, Down_EndTrace, FColor::Cyan, false, -1.0f, 0, 2);

	GetWorld()->LineTraceSingleByChannel(Left_hit, Left_StartTrace, Left_EndTrace, COLLISION_TARGET, TraceParams);
	//DrawDebugLine(GetWorld(), Left_StartTrace, Left_EndTrace, FColor::Cyan, false, -1.0f, 0, 2);

	GetWorld()->LineTraceSingleByChannel(Right_hit, Right_StartTrace, Right_EndTrace, COLLISION_TARGET, TraceParams);
	//DrawDebugLine(GetWorld(), Right_StartTrace, Right_EndTrace, FColor::Cyan, false, -1.0f, 0, 2);

}
void AShooterWeapon_Instant::SimulateInstantHit(const FVector& ShotOrigin, int32 RandomSeed, float ReticleSpread)
{
    FRandomStream WeaponRandomStream(RandomSeed);
    const float ConeHalfAngle = FMath::DegreesToRadians(ReticleSpread * 0.5f);

    const FVector StartTrace = ShotOrigin;
    const FVector AimDir = GetAdjustedAim();
    const FVector ShootDir = WeaponRandomStream.VRandCone(AimDir, ConeHalfAngle, ConeHalfAngle);
    const FVector EndTrace = StartTrace + ShootDir * InstantConfig.WeaponRange;

    FHitResult Impact = WeaponTrace(StartTrace, EndTrace);
    if (Impact.bBlockingHit)
    {
        SpawnImpactEffects(Impact);
        SpawnTrailEffect(Impact.ImpactPoint);
    }
    else
    {
        SpawnTrailEffect(EndTrace);
    }
}