diff --git a/.idea/.idea.SkyFrontier.dir/.idea/encodings.xml b/.idea/.idea.SkyFrontier.dir/.idea/encodings.xml new file mode 100644 index 0000000..df87cf9 --- /dev/null +++ b/.idea/.idea.SkyFrontier.dir/.idea/encodings.xml @@ -0,0 +1,4 @@ + + + + \ No newline at end of file diff --git a/.idea/.idea.SkyFrontier.dir/.idea/indexLayout.xml b/.idea/.idea.SkyFrontier.dir/.idea/indexLayout.xml new file mode 100644 index 0000000..7b08163 --- /dev/null +++ b/.idea/.idea.SkyFrontier.dir/.idea/indexLayout.xml @@ -0,0 +1,8 @@ + + + + + + + + \ No newline at end of file diff --git a/.idea/.idea.SkyFrontier.dir/.idea/projectSettingsUpdater.xml b/.idea/.idea.SkyFrontier.dir/.idea/projectSettingsUpdater.xml new file mode 100644 index 0000000..4bb9f4d --- /dev/null +++ b/.idea/.idea.SkyFrontier.dir/.idea/projectSettingsUpdater.xml @@ -0,0 +1,6 @@ + + + + + \ No newline at end of file diff --git a/.idea/.idea.SkyFrontier.dir/.idea/vcs.xml b/.idea/.idea.SkyFrontier.dir/.idea/vcs.xml new file mode 100644 index 0000000..94a25f7 --- /dev/null +++ b/.idea/.idea.SkyFrontier.dir/.idea/vcs.xml @@ -0,0 +1,6 @@ + + + + + + \ No newline at end of file diff --git a/.idea/.idea.SkyFrontier.dir/.idea/workspace.xml b/.idea/.idea.SkyFrontier.dir/.idea/workspace.xml new file mode 100644 index 0000000..239ff89 --- /dev/null +++ b/.idea/.idea.SkyFrontier.dir/.idea/workspace.xml @@ -0,0 +1,128 @@ + + + + SkyFrontier.uproject + + + + + + + + + + + + + { + "keyToString": { + "RunOnceActivity.OpenProjectViewOnStart": "true", + "RunOnceActivity.ShowReadmeOnStart": "true", + "WebServerToolWindowFactoryState": "false", + "vue.rearranger.settings.migration": "true" + } +} + + + + + + + + + 1669821824482 + + + + + + + + + + + + + \ No newline at end of file diff --git a/Config/DefaultEngine.ini b/Config/DefaultEngine.ini index 86f38d6..731ffbe 100644 --- a/Config/DefaultEngine.ini +++ b/Config/DefaultEngine.ini @@ -15,3 +15,60 @@ +ActiveGameNameRedirects=(OldGameName="/Script/TP_Blank",NewGameName="/Script/SkyFrontier") +ActiveClassRedirects=(OldClassName="TP_BlankGameModeBase",NewClassName="SkyFrontierGameModeBase") +[/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. ") ++Profiles=(Name="WaterBodyCollision",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="",CustomResponses=((Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="Default Water Collision Profile (Created by Water Plugin)") +-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 ed34ab4..05a1a08 100644 --- a/Config/DefaultInput.ini +++ b/Config/DefaultInput.ini @@ -85,6 +85,7 @@ +ActionMappings=(ActionName="Shooting",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_FaceButton_Left) +ActionMappings=(ActionName="Ability",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=LeftShift) +ActionMappings=(ActionName="Ability",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_FaceButton_Right) ++ActionMappings=(ActionName="GetDamaged",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=P) +ActionMappings=(ActionName="ResetCamera",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=R) +ActionMappings=(ActionName="ResetCamera",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_RightThumbstick) +AxisMappings=(AxisName="Roll",Scale=1.000000,Key=Q) @@ -98,9 +99,9 @@ +AxisMappings=(AxisName="MoveRight",Scale=1.000000,Key=Gamepad_RightShoulder) +AxisMappings=(AxisName="MoveRight",Scale=-1.000000,Key=Gamepad_LeftShoulder) +AxisMappings=(AxisName="CameraInputsY",Scale=1.000000,Key=MouseY) -+AxisMappings=(AxisName="CameraInputsX",Scale=1.000000,Key=MouseX) +AxisMappings=(AxisName="CameraInputsY",Scale=1.000000,Key=Gamepad_RightY) +AxisMappings=(AxisName="CameraInputsX",Scale=1.000000,Key=Gamepad_RightX) ++AxisMappings=(AxisName="CameraInputsX",Scale=1.000000,Key=MouseX) DefaultPlayerInputClass=/Script/Engine.PlayerInput DefaultInputComponentClass=/Script/Engine.InputComponent DefaultTouchInterface=/Engine/MobileResources/HUD/DefaultVirtualJoysticks.DefaultVirtualJoysticks diff --git a/Content/Assets/Items/MagneticShield_BP.uasset b/Content/Assets/Items/MagneticShield_BP.uasset new file mode 100644 index 0000000..e6ea81e --- /dev/null +++ b/Content/Assets/Items/MagneticShield_BP.uasset Binary files differ diff --git a/Content/Assets/Items/OverCharge_BP.uasset b/Content/Assets/Items/OverCharge_BP.uasset new file mode 100644 index 0000000..79b0299 --- /dev/null +++ b/Content/Assets/Items/OverCharge_BP.uasset Binary files differ diff --git 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b/Content/VigilanteContent/Vehicles/East_Fighter_Su30/SK_East_Fighter_Su30.uasset new file mode 100644 index 0000000..eee4dd3 --- /dev/null +++ b/Content/VigilanteContent/Vehicles/East_Fighter_Su30/SK_East_Fighter_Su30.uasset Binary files differ diff --git a/SkyFrontier.uproject b/SkyFrontier.uproject index 6003fa6..d69af13 100644 --- a/SkyFrontier.uproject +++ b/SkyFrontier.uproject @@ -7,7 +7,10 @@ { "Name": "SkyFrontier", "Type": "Runtime", - "LoadingPhase": "Default" + "LoadingPhase": "Default", + "AdditionalDependencies": [ + "Engine" + ] } ], "Plugins": [ @@ -19,6 +22,18 @@ "Name": "UniversalCameraPlugin", "Enabled": true, "MarketplaceURL": "com.epicgames.launcher://ue/marketplace/product/a9172fdfc87c464eae3a49860ee2610f" + }, + { + "Name": "Landmass", + "Enabled": true + }, + { + "Name": "Water", + "Enabled": true + }, + { + "Name": "ShallowWater", + "Enabled": true } ] } \ No newline at end of file diff --git a/Source/SkyFrontier/Private/DamageSystem.cpp b/Source/SkyFrontier/Private/DamageSystem.cpp new file mode 100644 index 0000000..6ffce29 --- /dev/null +++ b/Source/SkyFrontier/Private/DamageSystem.cpp @@ -0,0 +1,54 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "DamageSystem.h" + +// Sets default values for this component's properties +UDamageSystem::UDamageSystem() +{ + PrimaryComponentTick.bCanEverTick = false; + PrimaryComponentTick.bStartWithTickEnabled = false; +} + + +// Called when the game starts +void UDamageSystem::BeginPlay() +{ + Super::BeginPlay(); + ShootingDamage = 20; + MissileDamage = 50; + +} + +float UDamageSystem::GetShootingDamage() const +{ + return ShootingDamage; +} + +float UDamageSystem::GetMissileDamage() const +{ + return MissileDamage; +} + +void UDamageSystem::MultiplyDamage(const float Amount) +{ + if(Amount >= 0) + { + ShootingDamage *= Amount; + MissileDamage *= Amount; + + OnIncreaseDamageEvent.Broadcast(Amount); + } +} + +void UDamageSystem::RestoreDamage(const float Amount) +{ + if(Amount >= 0) + { + ShootingDamage /= Amount; + MissileDamage /= Amount; + + OnIncreaseDamageEvent.Broadcast(Amount); + } +} + diff --git a/Source/SkyFrontier/Private/HealthSystem.cpp b/Source/SkyFrontier/Private/HealthSystem.cpp new file mode 100644 index 0000000..3643f42 --- /dev/null +++ b/Source/SkyFrontier/Private/HealthSystem.cpp @@ -0,0 +1,96 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "HealthSystem.h" + +UHealthSystem::UHealthSystem() +{ + PrimaryComponentTick.bCanEverTick = false; + PrimaryComponentTick.bStartWithTickEnabled = false; +} + +void UHealthSystem::BeginPlay() +{ + Super::BeginPlay(); + + Health = MaxHealth; + Shield = 0; +} + +float UHealthSystem::GetHealth() const +{ + return Health; +} + +float UHealthSystem::GetMaxHealth() const +{ + return MaxHealth; +} + +float UHealthSystem::GetHealthAsPercentage() const +{ + return Health / MaxHealth; +} + +float UHealthSystem::GetShield() const +{ + return Shield; +} + +void UHealthSystem::ModifyHealth(const float Amount) +{ + if(Amount == 0) + return; + + Health += Amount; + + Amount > 0 ? OnDamageHealedEvent.Broadcast(Amount) : OnDamageTakenEvent.Broadcast(Amount); +} + +void UHealthSystem::TakeDamage(const float Amount) +{ + if(Amount > 0) + { + Health -= Amount; + + OnDamageTakenEvent.Broadcast(Amount); + } +} + +void UHealthSystem::RecoverHealth(const float Amount) +{ + if(Amount > 0) + { + Health += Amount; + if (Health >= MaxHealth) + { + Health = MaxHealth; + } + + OnDamageHealedEvent.Broadcast(Amount); + } +} + +void UHealthSystem::ReceiveShield(const float Amount) +{ + if(Amount >= 0) + { + Shield += Amount; + + OnShieldReceiveEvent.Broadcast(Amount); + } +} + +void UHealthSystem::RemoveShield(const float Amount) +{ + if(Amount >= 0) + { + Shield -= Amount; + + if (Shield < 0) + { + Shield = 0; + } + OnShieldReceiveEvent.Broadcast(Amount); + } +} \ No newline at end of file diff --git a/Source/SkyFrontier/Public/DamageSystem.h b/Source/SkyFrontier/Public/DamageSystem.h new file mode 100644 index 0000000..3f660d8 --- /dev/null +++ b/Source/SkyFrontier/Public/DamageSystem.h @@ -0,0 +1,45 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "Components/ActorComponent.h" +#include "DamageSystem.generated.h" + +DECLARE_EVENT_OneParam(UCPP_DamageComponent, IncreaseDamageEvent, float ) +DECLARE_EVENT_OneParam(UCPP_DamageComponent, DecreaseDamageEvent, float ) + +UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) ) +class SKYFRONTIER_API UDamageSystem : public UActorComponent +{ + GENERATED_BODY() + +public: + UDamageSystem(); + + UFUNCTION(BlueprintPure) + float GetShootingDamage() const; + UFUNCTION(BlueprintPure) + float GetMissileDamage() const; + + UFUNCTION(BlueprintCallable) + void MultiplyDamage(float Amount); + UFUNCTION(BlueprintCallable) + void RestoreDamage(float Amount); + +protected: + // Called when the game starts + virtual void BeginPlay() override; + +public: // Events + IncreaseDamageEvent OnIncreaseDamageEvent; + DecreaseDamageEvent OnDecreaseDamageEvent; + +private: // This can be protected if we want to subclass the Health Component + + UPROPERTY(EditAnywhere) + float ShootingDamage; + UPROPERTY(EditAnywhere) + float MissileDamage; + +}; diff --git a/Source/SkyFrontier/Public/HealthSystem.h b/Source/SkyFrontier/Public/HealthSystem.h new file mode 100644 index 0000000..3f5377b --- /dev/null +++ b/Source/SkyFrontier/Public/HealthSystem.h @@ -0,0 +1,62 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "Components/ActorComponent.h" +#include "HealthSystem.generated.h" + +DECLARE_EVENT_OneParam(UCPP_HealthComponent, DamageTakenEvent, float ) +DECLARE_EVENT_OneParam(UCPP_HealthComponent, HealDamageEvent, float ) +DECLARE_EVENT_OneParam(UCPP_HealthComponent, ShieldReceiveEvent, float ) + +UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) ) +class SKYFRONTIER_API UHealthSystem : public UActorComponent +{ + GENERATED_BODY() + +public: + // Sets default values for this component's properties + UHealthSystem(); + + UFUNCTION(BlueprintPure) + float GetHealth() const; + UFUNCTION(BlueprintPure) + float GetMaxHealth() const; + UFUNCTION(BlueprintPure) + float GetHealthAsPercentage() const; + UFUNCTION(BlueprintPure) + float GetShield() const; + + UFUNCTION(BlueprintCallable) + void ModifyHealth(float Amount); + + UFUNCTION(BlueprintCallable) + void TakeDamage(float Amount); + UFUNCTION(BlueprintCallable) + void RecoverHealth(float Amount); + UFUNCTION(BlueprintCallable) + void ReceiveShield(float Amount); + UFUNCTION(BlueprintCallable) + void RemoveShield(float Amount); + +protected: // Functions + + virtual void BeginPlay() override; + +public: // Events + + DamageTakenEvent OnDamageTakenEvent; + HealDamageEvent OnDamageHealedEvent; + ShieldReceiveEvent OnShieldReceiveEvent; + +private: // This can be protected if we want to subclass the Health Component + + UPROPERTY(VisibleAnywhere) + float Health; + UPROPERTY(EditAnywhere) + float MaxHealth; + UPROPERTY(VisibleAnywhere) + float Shield; + +};