This commit is contained in:
2024-05-15 08:19:36 +02:00
commit 08c5fc0e37
306 changed files with 647 additions and 0 deletions

View File

@@ -0,0 +1,15 @@
// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.Collections.Generic;
public class TerraformingAnubisTarget : TargetRules
{
public TerraformingAnubisTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Game;
DefaultBuildSettings = BuildSettingsVersion.V4;
IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_3;
ExtraModuleNames.Add("TerraformingAnubis");
}
}

View File

@@ -0,0 +1,27 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "InteractiveObject.h"
// Sets default values
AInteractiveObject::AInteractiveObject()
{
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
StaticMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("StaticMesh"));
}
// Called when the game starts or when spawned
void AInteractiveObject::BeginPlay()
{
Super::BeginPlay();
}
// Called every frame
void AInteractiveObject::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}

View File

@@ -0,0 +1,44 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "Components/StaticMeshComponent.h"
#include "InteractiveObject.generated.h"
UENUM(BlueprintType)
enum EObjectType
{
Building UMETA(DisplayName = "Building"),
Item UMETA(DisplayName = "Item"),
Device UMETA(DisplayName = "Device")
};
UCLASS()
class TERRAFORMINGANUBIS_API AInteractiveObject : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
AInteractiveObject();
UPROPERTY(EditAnywhere, BlueprintReadWrite)
UStaticMeshComponent* StaticMesh = nullptr;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
FText Name;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
TEnumAsByte<EObjectType> ObjectType = Building;
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
};

View File

@@ -0,0 +1,13 @@
// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class TerraformingAnubis : ModuleRules
{
public TerraformingAnubis(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "NavigationSystem", "AIModule", "Niagara", "EnhancedInput" });
}
}

View File

@@ -0,0 +1,9 @@
// Copyright Epic Games, Inc. All Rights Reserved.
#include "TerraformingAnubis.h"
#include "Modules/ModuleManager.h"
IMPLEMENT_PRIMARY_GAME_MODULE( FDefaultGameModuleImpl, TerraformingAnubis, "TerraformingAnubis" );
DEFINE_LOG_CATEGORY(LogTerraformingAnubis)

View File

@@ -0,0 +1,7 @@
// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
DECLARE_LOG_CATEGORY_EXTERN(LogTerraformingAnubis, Log, All);

View File

@@ -0,0 +1,51 @@
// Copyright Epic Games, Inc. All Rights Reserved.
#include "TerraformingAnubisCharacter.h"
#include "UObject/ConstructorHelpers.h"
#include "Camera/CameraComponent.h"
#include "Components/DecalComponent.h"
#include "Components/CapsuleComponent.h"
#include "GameFramework/CharacterMovementComponent.h"
#include "GameFramework/PlayerController.h"
#include "GameFramework/SpringArmComponent.h"
#include "Materials/Material.h"
#include "Engine/World.h"
ATerraformingAnubisCharacter::ATerraformingAnubisCharacter()
{
// Set size for player capsule
GetCapsuleComponent()->InitCapsuleSize(42.f, 96.0f);
// Don't rotate character to camera direction
bUseControllerRotationPitch = false;
bUseControllerRotationYaw = false;
bUseControllerRotationRoll = false;
// Configure character movement
GetCharacterMovement()->bOrientRotationToMovement = true; // Rotate character to moving direction
GetCharacterMovement()->RotationRate = FRotator(0.f, 640.f, 0.f);
GetCharacterMovement()->bConstrainToPlane = true;
GetCharacterMovement()->bSnapToPlaneAtStart = true;
// Create a camera boom...
CameraBoom = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraBoom"));
CameraBoom->SetupAttachment(RootComponent);
CameraBoom->SetUsingAbsoluteRotation(true); // Don't want arm to rotate when character does
CameraBoom->TargetArmLength = 800.f;
CameraBoom->SetRelativeRotation(FRotator(-60.f, 0.f, 0.f));
CameraBoom->bDoCollisionTest = false; // Don't want to pull camera in when it collides with level
// Create a camera...
TopDownCameraComponent = CreateDefaultSubobject<UCameraComponent>(TEXT("TopDownCamera"));
TopDownCameraComponent->SetupAttachment(CameraBoom, USpringArmComponent::SocketName);
TopDownCameraComponent->bUsePawnControlRotation = false; // Camera does not rotate relative to arm
// Activate ticking in order to update the cursor every frame.
PrimaryActorTick.bCanEverTick = true;
PrimaryActorTick.bStartWithTickEnabled = true;
}
void ATerraformingAnubisCharacter::Tick(float DeltaSeconds)
{
Super::Tick(DeltaSeconds);
}

View File

@@ -0,0 +1,34 @@
// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "TerraformingAnubisCharacter.generated.h"
UCLASS(Blueprintable)
class ATerraformingAnubisCharacter : public ACharacter
{
GENERATED_BODY()
public:
ATerraformingAnubisCharacter();
// Called every frame.
virtual void Tick(float DeltaSeconds) override;
/** Returns TopDownCameraComponent subobject **/
FORCEINLINE class UCameraComponent* GetTopDownCameraComponent() const { return TopDownCameraComponent; }
/** Returns CameraBoom subobject **/
FORCEINLINE class USpringArmComponent* GetCameraBoom() const { return CameraBoom; }
private:
/** Top down camera */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
class UCameraComponent* TopDownCameraComponent;
/** Camera boom positioning the camera above the character */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
class USpringArmComponent* CameraBoom;
};

View File

@@ -0,0 +1,26 @@
// Copyright Epic Games, Inc. All Rights Reserved.
#include "TerraformingAnubisGameMode.h"
#include "TerraformingAnubisPlayerController.h"
#include "TerraformingAnubisCharacter.h"
#include "UObject/ConstructorHelpers.h"
ATerraformingAnubisGameMode::ATerraformingAnubisGameMode()
{
// use our custom PlayerController class
PlayerControllerClass = ATerraformingAnubisPlayerController::StaticClass();
// set default pawn class to our Blueprinted character
static ConstructorHelpers::FClassFinder<APawn> PlayerPawnBPClass(TEXT("/Game/TopDown/Blueprints/BP_TopDownCharacter"));
if (PlayerPawnBPClass.Class != nullptr)
{
DefaultPawnClass = PlayerPawnBPClass.Class;
}
// set default controller to our Blueprinted controller
static ConstructorHelpers::FClassFinder<APlayerController> PlayerControllerBPClass(TEXT("/Game/TopDown/Blueprints/BP_TopDownPlayerController"));
if(PlayerControllerBPClass.Class != NULL)
{
PlayerControllerClass = PlayerControllerBPClass.Class;
}
}

View File

@@ -0,0 +1,19 @@
// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/GameModeBase.h"
#include "TerraformingAnubisGameMode.generated.h"
UCLASS(minimalapi)
class ATerraformingAnubisGameMode : public AGameModeBase
{
GENERATED_BODY()
public:
ATerraformingAnubisGameMode();
};

View File

@@ -0,0 +1,99 @@
// Copyright Epic Games, Inc. All Rights Reserved.
#include "TerraformingAnubisPlayerController.h"
#include "GameFramework/Pawn.h"
#include "Blueprint/AIBlueprintHelperLibrary.h"
#include "NiagaraSystem.h"
#include "NiagaraFunctionLibrary.h"
#include "TerraformingAnubisCharacter.h"
#include "Engine/World.h"
#include "EnhancedInputComponent.h"
#include "InputActionValue.h"
#include "EnhancedInputSubsystems.h"
#include "Engine/LocalPlayer.h"
DEFINE_LOG_CATEGORY(LogTemplateCharacter);
ATerraformingAnubisPlayerController::ATerraformingAnubisPlayerController()
{
bShowMouseCursor = true;
DefaultMouseCursor = EMouseCursor::Default;
CachedDestination = FVector::ZeroVector;
FollowTime = 0.f;
}
void ATerraformingAnubisPlayerController::BeginPlay()
{
// Call the base class
Super::BeginPlay();
//Add Input Mapping Context
if (UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(GetLocalPlayer()))
{
Subsystem->AddMappingContext(DefaultMappingContext, 0);
}
}
void ATerraformingAnubisPlayerController::SetupInputComponent()
{
// set up gameplay key bindings
Super::SetupInputComponent();
// Set up action bindings
if (UEnhancedInputComponent* EnhancedInputComponent = Cast<UEnhancedInputComponent>(InputComponent))
{
// Setup mouse input events
EnhancedInputComponent->BindAction(SetDestinationClickAction, ETriggerEvent::Started, this, &ATerraformingAnubisPlayerController::OnInputStarted);
EnhancedInputComponent->BindAction(SetDestinationClickAction, ETriggerEvent::Triggered, this, &ATerraformingAnubisPlayerController::OnSetDestinationTriggered);
EnhancedInputComponent->BindAction(SetDestinationClickAction, ETriggerEvent::Completed, this, &ATerraformingAnubisPlayerController::OnSetDestinationReleased);
EnhancedInputComponent->BindAction(SetDestinationClickAction, ETriggerEvent::Canceled, this, &ATerraformingAnubisPlayerController::OnSetDestinationReleased);
}
else
{
UE_LOG(LogTemplateCharacter, Error, TEXT("'%s' Failed to find an Enhanced Input Component! This template is built to use the Enhanced Input system. If you intend to use the legacy system, then you will need to update this C++ file."), *GetNameSafe(this));
}
}
void ATerraformingAnubisPlayerController::OnInputStarted()
{
StopMovement();
}
// Triggered every frame when the input is held down
void ATerraformingAnubisPlayerController::OnSetDestinationTriggered()
{
// We flag that the input is being pressed
FollowTime += GetWorld()->GetDeltaSeconds();
// We look for the location in the world where the player has pressed the input
FHitResult Hit;
bool bHitSuccessful = false;
bHitSuccessful = GetHitResultUnderCursor(ECollisionChannel::ECC_Visibility, true, Hit);
// If we hit a surface, cache the location
if (bHitSuccessful)
{
CachedDestination = Hit.Location;
}
// Move towards mouse pointer or touch
APawn* ControlledPawn = GetPawn();
if (ControlledPawn != nullptr)
{
FVector WorldDirection = (CachedDestination - ControlledPawn->GetActorLocation()).GetSafeNormal();
ControlledPawn->AddMovementInput(WorldDirection, 1.0, false);
}
}
void ATerraformingAnubisPlayerController::OnSetDestinationReleased()
{
// If it was a short press
if (FollowTime <= ShortPressThreshold)
{
// We move there and spawn some particles
UAIBlueprintHelperLibrary::SimpleMoveToLocation(this, CachedDestination);
UNiagaraFunctionLibrary::SpawnSystemAtLocation(this, FXCursor, CachedDestination, FRotator::ZeroRotator, FVector(1.f, 1.f, 1.f), true, true, ENCPoolMethod::None, true);
}
FollowTime = 0.f;
}

View File

@@ -0,0 +1,61 @@
// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Templates/SubclassOf.h"
#include "GameFramework/PlayerController.h"
#include "TerraformingAnubisPlayerController.generated.h"
/** Forward declaration to improve compiling times */
class UNiagaraSystem;
class UInputMappingContext;
class UInputAction;
DECLARE_LOG_CATEGORY_EXTERN(LogTemplateCharacter, Log, All);
UCLASS()
class ATerraformingAnubisPlayerController : public APlayerController
{
GENERATED_BODY()
public:
ATerraformingAnubisPlayerController();
/** Time Threshold to know if it was a short press */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input)
float ShortPressThreshold;
/** FX Class that we will spawn when clicking */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input)
UNiagaraSystem* FXCursor;
/** MappingContext */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = "true"))
UInputMappingContext* DefaultMappingContext;
/** Jump Input Action */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = "true"))
UInputAction* SetDestinationClickAction;
protected:
/** True if the controlled character should navigate to the mouse cursor. */
uint32 bMoveToMouseCursor : 1;
virtual void SetupInputComponent() override;
// To add mapping context
virtual void BeginPlay();
/** Input handlers for SetDestination action. */
void OnInputStarted();
void OnSetDestinationTriggered();
void OnSetDestinationReleased();
private:
FVector CachedDestination;
float FollowTime; // For how long it has been pressed
};

View File

@@ -0,0 +1,15 @@
// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.Collections.Generic;
public class TerraformingAnubisEditorTarget : TargetRules
{
public TerraformingAnubisEditorTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Editor;
DefaultBuildSettings = BuildSettingsVersion.V4;
IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_3;
ExtraModuleNames.Add("TerraformingAnubis");
}
}