마우스의 휠을 이용하면 화면의 Zoom In과 Out을 구현했다. 'DeltaTime' (전 프레임과 현재 프레임 사이의 시간 차이)와 'InterpSpeed' (보간 속도)를 사용하여 'TargetArmLength'를 부드럽게 변경했다. 마우스 휠의 변경 값을 'InValue'로 넣고 'Speed'를 곱한 값을 'CurrentValue'에 더하고, 이 값을 'Range.X'와 'Range.Y' 사이의 값으로 제한하여 사용하였다.

 

 

 

 


 

 

 

 
Plugins
 
  Weapon
 
    Resource
 
      Icon128.png
weapon_thumbnail_icon.png
 
    Source
 
      Weapon  
      SWeaponCheckBoxes.h .cpp
SWeaponDetailsView.h .cpp

SWeaponDoActionData.h .cpp
SWeaponEquipmentData.h .cpp
SWeaponHitData.h .cpp

SWeaponLeftArea.h .cpp
Weapon.Build.cs
WeaponAssetEditor.h .cpp
WeaponAssetFactory.h .cpp
WeaponCommand.h .cpp 
WeaponContextMenu.h .cpp
WeaponModule.h .cpp
WeaponStyle.h .cpp 
 
   

 

 
Source
  U2212_06
    Characters
    CAnimInstance.h .cpp
CEnemy.h .cpp 
CPlayer.h .cpp
ICharacter.h .cpp
    Components
    CAIBehaviorComponent.h .cpp 생성
CFeetComponent.h .cpp

CMontagesComponent.h .cpp 
CMovementComponent.h .cpp 
CStateComponent.h .cpp
CStatusComponent.h .cpp  
CWeaponComponent.h .cpp 
CZoomComponent.h .cpp 생성
    Notifies
    CAnimNotifyState_BeginAction.h .cpp
CAnimNotifyState_BowString.h .cpp
CAnimNotify_CameraShake.h .cpp 
CAnimNotify_End_Parkour
CAnimNotifyState_EndAction.h .cpp
CAnimNotify_EndState.h .cpp
CAnimNotifyState.h .cpp
CAnimNotifyState_CameraAnim.h .cpp
CAnimNotifyState_Collision.h .cpp 
CAnimNotifyState_Combo.h .cpp
CAnimNotifyState_Equip.h .cpp
CAnimNotifyState_SubAction.h .cpp
    Parkour
    CParkourComponent.h .cpp
    Utilities
    CHelper.h
CLog.h .cpp
    Weapons
    CArrow.h .cpp
CAura.h .cpp
CCamerModifier.h .cpp
CGhostTrail.h .cpp
CRotate_Object.h .cpp
CThornObject.h .cpp
CAnimInstance_Bow.h .cpp
CAttachment_Bow.h .cpp
CDoAction_Around.h .cpp
CDoAction_Bow.h .cpp
CDoAction_Combo.h .cpp
CDoAction_Warp.h .cpp
CSubAction_Around.h .cpp
CSubAction_Bow.h .cpp
CSubAction_Fist.h .cpp
CSubAction_Hammer.h .cpp
CSubAction_Sword.h .cpp
CDoAction_Warp.h .cpp

CAttachment.h .cpp
CDoAction.h .cpp
CEquipment.h .cpp
CSubAction.h .cpp
CWeaponAsset.h .cpp
CWeaponStructures.h .cpp
    Global.h
CGameMode.h .cpp
U2212_06.Build.cs
    U2212_06.uproject
 

 

 

 

 

 

Feet IK 구현하기

 


 

CAnimInstance

 

 

CAnimInstance.h

더보기
#pragma once
#include "CoreMinimal.h"
#include "Animation/AnimInstance.h"
#include "Components/CWeaponComponent.h"
#include "Components/CFeetComponent.h"
#include "CAnimInstance.generated.h"
UCLASS()
class U2212_06_API UCAnimInstance : public UAnimInstance
{
GENERATED_BODY()
protected:
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Animation")
float Speed;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Animation")
float Pitch;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Animation")
float Direction;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Animation")
bool bFalling;//추락중 여부
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Animation")
bool bBow_Aiming;
//Feet IK
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "InverseKinemetics")
bool bFeet;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "InverseKinemetics")
FFeetData FeetData;
protected:
UPROPERTY(BlueprintReadOnly, EditAnywhere, Category = "Animation")
EWeaponType WeaponType = EWeaponType::Max;
public:
void NativeBeginPlay() override;
void NativeUpdateAnimation(float DeltaSeconds) override;
private:
UFUNCTION()
void OnWeaponTypeChanged(EWeaponType InPrevType, EWeaponType InNewType);
private:
class ACharacter* OwnerCharacter;
class UCWeaponComponent* Weapon;
private:
FRotator PrevRotation;
};

변수 추가

  • UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Animation")
    bool bFalling;
    • 추락중 여부를 체크하는 bool 변수

 

 

 

CAnimInstance.cpp

더보기
#include "Characters/CAnimInstance.h"
#include "Global.h"
#include "GameFramework/Character.h"
#include "GameFramework/CharacterMovementComponent.h"
#include "Weapons/CSubAction.h"
#include "Parkour/CParkourComponent.h"
#include "Components/CFeetComponent.h"
void UCAnimInstance::NativeBeginPlay()
{
Super::NativeBeginPlay();
OwnerCharacter = Cast<ACharacter>(TryGetPawnOwner());
CheckNull(OwnerCharacter);
Weapon = CHelpers::GetComponent<UCWeaponComponent>(OwnerCharacter);
if (!!Weapon)
Weapon->OnWeaponTypeChange.AddDynamic(this, &UCAnimInstance::OnWeaponTypeChanged);
}
void UCAnimInstance::NativeUpdateAnimation(float DeltaSeconds)
{
Super::NativeUpdateAnimation(DeltaSeconds);
CheckNull(OwnerCharacter);
Speed = OwnerCharacter->GetVelocity().Size2D();
FRotator rotator = OwnerCharacter->GetVelocity().ToOrientationRotator();
FRotator rotator2 = OwnerCharacter->GetControlRotation();
FRotator delta = UKismetMathLibrary::NormalizedDeltaRotator(rotator, rotator2);
PrevRotation = UKismetMathLibrary::RInterpTo(PrevRotation, delta, DeltaSeconds, 25);
Direction = PrevRotation.Yaw;
Pitch = UKismetMathLibrary::FInterpTo(Pitch, OwnerCharacter->GetBaseAimRotation().Pitch, DeltaSeconds, 25);
bFalling = OwnerCharacter->GetCharacterMovement()->IsFalling();
CheckNull(Weapon);//무기가 있는지 확인
/** 파쿠르*/
UCParkourComponent* parkour = CHelpers::GetComponent<UCParkourComponent>(OwnerCharacter);
UCFeetComponent* feet = CHelpers::GetComponent<UCFeetComponent>(OwnerCharacter);
bFeet = false;
if(Weapon->IsUnarmedMode())
{
if (!!parkour && !!feet)
{
bFeet = parkour->IsExecuting() == false;//EParkourType::Max라면 false==false가 되어 bFeet은 true, EParkourType::Max가 아닌 상황이라면 true==false가 되어 bFeet은 false.
FeetData = feet->GetData();//FFeetData를 넣어준다.
}
else if (!!feet)
{
bFeet = true;
FeetData = feet->GetData();
}
}
/** 파쿠르*/
/** 활*/
if (!!Weapon->GetSubAction())
{
bBow_Aiming = true;
bBow_Aiming &= WeaponType == EWeaponType::Bow;
bBow_Aiming &= Weapon->GetSubAction()->GetInAction();
}
/** 활*/
}
void UCAnimInstance::OnWeaponTypeChanged(EWeaponType InPrevType, EWeaponType InNewType)
{
WeaponType = InNewType;
}

헤더 추가

  • #include "GameFramework/CharacterMovementComponent.h"

 

void UCAnimInstance::NativeUpdateAnimation(float DeltaSeconds)

  • bFalling = OwnerCharacter->GetCharacterMovement()->IsFalling();

 


 

 

ABP_Character

 

FeetLayer 애니메이션 레이어 생성

 

 

AnimGraph

 


 

실행화면

 


 

 

 

 

 

 

Zoom In & Out 구현하기

 


 

 

CZoomComponent 생성

 

새 C++ 클래스 - ActorComponent - CZoomComponent 생성

 

 

CZoomComponent.h

더보기
#pragma once
#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "CZoomComponent.generated.h"
UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
class U2212_06_API UCZoomComponent : public UActorComponent
{
GENERATED_BODY()
private:
UPROPERTY(EditAnywhere, Category = "Zooming")
float Speed = 20;
UPROPERTY(EditAnywhere, Category = "Zooming")
float InterpSpeed = 5;
UPROPERTY(EditAnywhere, Category = "Zooming")
FVector2D Range = FVector2D(100, 500);
public:
UCZoomComponent();
void SetZoomValue(float InValue);
protected:
virtual void BeginPlay() override;
public:
virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
private:
class USpringArmComponent* SpringArm;
float CurrentValue;
};

 

 

 

 

CZoomComponent.cpp

더보기
#include "Components/CZoomComponent.h"
#include "Global.h"
#include "GameFramework/SpringArmComponent.h"
UCZoomComponent::UCZoomComponent()
{
PrimaryComponentTick.bCanEverTick = true;
}
void UCZoomComponent::BeginPlay()
{
Super::BeginPlay();
SpringArm = CHelpers::GetComponent<USpringArmComponent>(GetOwner());
CheckNull(SpringArm);
CurrentValue = SpringArm->TargetArmLength;
}
void UCZoomComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
CheckNull(SpringArm);
CheckTrue(UKismetMathLibrary::NearlyEqual_FloatFloat(SpringArm->TargetArmLength, CurrentValue));
SpringArm->TargetArmLength = UKismetMathLibrary::FInterpTo(SpringArm->TargetArmLength, CurrentValue, DeltaTime, InterpSpeed);
}
void UCZoomComponent::SetZoomValue(float InValue)
{
CurrentValue += (Speed * InValue);
CurrentValue = FMath::Clamp(CurrentValue, Range.X, Range.Y);
}

 

 


 

 

CPlayer

 

 

CPlayer.h

더보기
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "Components/CStateComponent.h"
#include "Characters/ICharacter.h"
#include "Parkour/CParkourComponent.h"
#include "CPlayer.generated.h"
UCLASS()
class U2212_06_API ACPlayer
: public ACharacter, public IICharacter //다중상속
{
GENERATED_BODY()
private:
UPROPERTY(VisibleAnywhere)
class USpringArmComponent* SpringArm;
UPROPERTY(VisibleAnywhere)
class UCameraComponent* Camera;
private:
UPROPERTY(VisibleAnywhere)
class UCWeaponComponent* Weapon;
UPROPERTY(VisibleAnywhere)
class UCMontagesComponent* Montages;
UPROPERTY(VisibleAnywhere)
class UCMovementComponent* Movement;
UPROPERTY(VisibleAnywhere)
class UCStateComponent* State;
/** 파쿠르 */
private:
UPROPERTY(VisibleDefaultsOnly)
class USceneComponent* ArrowGroup;//파쿠르를 위한 ArrowGroup
UPROPERTY(VisibleDefaultsOnly)
class UArrowComponent* Arrows[(int32)EParkourArrowType::Max];
UPROPERTY(VisibleDefaultsOnly)
class UCParkourComponent* Parkour;
/** 파쿠르 */
UPROPERTY(VisibleDefaultsOnly)
class UCZoomComponent* Zoom;
public:
ACPlayer();
protected:
virtual void BeginPlay() override;
public:
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
private:
UFUNCTION()
void OnStateTypeChanged(EStateType InPrevType, EStateType InNewType);
private:
void OnAvoid();
private:
void BackStep();
public:
void End_BackStep() override;//ICharacter의 함수 오버라이드
public:
void Click_RightButton();
public:
void Landed(const FHitResult& Hit) override;//BP의 OnLanded C++버젼.
private:
void SetZooming(float InValue);
};

변수 추가

  • UPROPERTY(VisibleDefaultsOnly)
    class UCZoomComponent* Zoom;

 

함수 추가

  • void SetZooming(float InValue);

 

 

 

CPlayer.cpp

더보기
#include "Characters/CPlayer.h"
#include "Global.h"
#include "CAnimInstance.h"
#include "GameFramework/SpringArmComponent.h"
#include "GameFramework/CharacterMovementComponent.h"
#include "Camera/CameraComponent.h"
#include "Components/SkeletalMeshComponent.h"
#include "Components/InputComponent.h"
#include "Components/CMontagesComponent.h"
#include "Components/CMovementComponent.h"
#include "Components/CWeaponComponent.h"
#include "Components/CZoomComponent.h"
#include "Components/ArrowComponent.h"
ACPlayer::ACPlayer()
{
CHelpers::CreateComponent<USpringArmComponent>(this, &SpringArm, "SpringArm", GetMesh());
CHelpers::CreateComponent<UCameraComponent>(this, &Camera, "Camera", SpringArm);
CHelpers::CreateActorComponent<UCWeaponComponent>(this, &Weapon, "Weapon");
CHelpers::CreateActorComponent<UCMontagesComponent>(this, &Montages, "Montages");
CHelpers::CreateActorComponent<UCMovementComponent>(this, &Movement, "Movement");
CHelpers::CreateActorComponent<UCStateComponent>(this, &State, "State");
CHelpers::CreateActorComponent<UCParkourComponent>(this, &Parkour, "Parkour");
CHelpers::CreateActorComponent<UCZoomComponent>(this, &Zoom, "Zoom");
GetMesh()->SetRelativeLocation(FVector(0, 0, -90));
GetMesh()->SetRelativeRotation(FRotator(0, -90, 0));
USkeletalMesh* mesh;
CHelpers::GetAsset<USkeletalMesh>(&mesh, "SkeletalMesh'/Game/Character/Mesh/SK_Mannequin.SK_Mannequin'");
GetMesh()->SetSkeletalMesh(mesh);
TSubclassOf<UCAnimInstance> animInstance;
CHelpers::GetClass<UCAnimInstance>(&animInstance, "AnimBlueprint'/Game/ABP_Character.ABP_Character_C'");
GetMesh()->SetAnimClass(animInstance);
SpringArm->SetRelativeLocation(FVector(0, 0, 140));
SpringArm->SetRelativeRotation(FRotator(0, 90, 0));
SpringArm->TargetArmLength = 200;
SpringArm->bDoCollisionTest = false;
SpringArm->bUsePawnControlRotation = true;
SpringArm->bEnableCameraLag = true;
GetCharacterMovement()->RotationRate = FRotator(0, 720, 0);
CHelpers::CreateComponent<USceneComponent>(this, &ArrowGroup, "ArrowGroup", GetCapsuleComponent());//ArrowGroup을 생성하고 GetCapsuleComponent 아래로 붙여준다.
//파쿠르에 활용한 Arrows들을 생성한다.
for (int32 i = 0; i < (int32)EParkourArrowType::Max; i++)
{
FString name = StaticEnum<EParkourArrowType>()->GetNameStringByIndex(i);
CHelpers::CreateComponent<UArrowComponent>(this, &Arrows[i], FName(name), ArrowGroup);
switch ((EParkourArrowType)i)
{
case EParkourArrowType::Center:
Arrows[i]->ArrowColor = FColor::Red;
break;
case EParkourArrowType::Ceil:
Arrows[i]->ArrowColor = FColor::Green;
Arrows[i]->SetRelativeLocation(FVector(0, 0, 100));
break;
case EParkourArrowType::Floor:
Arrows[i]->ArrowColor = FColor::Blue;
Arrows[i]->SetRelativeLocation(FVector(0, 0, -80));
break;
case EParkourArrowType::Left:
Arrows[i]->ArrowColor = FColor::Magenta;
Arrows[i]->SetRelativeLocation(FVector(0, -30, 0));
break;
case EParkourArrowType::Right:
Arrows[i]->ArrowColor = FColor::Magenta;
Arrows[i]->SetRelativeLocation(FVector(0, 30, 0));
break;
case EParkourArrowType::Land:
Arrows[i]->ArrowColor = FColor::Yellow;
Arrows[i]->SetRelativeLocation(FVector(200, 0, 100));
Arrows[i]->SetRelativeRotation(FRotator(-90, 0, 0));
break;
}
}
}
void ACPlayer::BeginPlay()
{
Super::BeginPlay();
Movement->OnRun(); //Movement의 기본을 Run으로 설정
Movement->DisableControlRotation();//Movement의 기본을 DisableControlRotation으로 설정
State->OnStateTypeChanged.AddDynamic(this, &ACPlayer::OnStateTypeChanged);
}
void ACPlayer::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
PlayerInputComponent->BindAxis("MoveForward", Movement, &UCMovementComponent::OnMoveForward);
PlayerInputComponent->BindAxis("MoveRight", Movement, &UCMovementComponent::OnMoveRight);
PlayerInputComponent->BindAxis("VerticalLook", Movement, &UCMovementComponent::OnVerticalLook);
PlayerInputComponent->BindAxis("HorizontalLook", Movement, &UCMovementComponent::OnHorizontalLook);
PlayerInputComponent->BindAction("Sprint", EInputEvent::IE_Pressed, Movement, &UCMovementComponent::OnSprint);
PlayerInputComponent->BindAction("Sprint", EInputEvent::IE_Released, Movement, &UCMovementComponent::OnRun);
PlayerInputComponent->BindAction("Avoid", EInputEvent::IE_Pressed, this, &ACPlayer::OnAvoid);
//PlayerInputComponent->BindAxis("Zoom", Zoom, &UCZoomComponent::SetZoomValue);//Value로 연동되게하면 Bow 모드 시 문제가 될 수 있다.
PlayerInputComponent->BindAxis("Zoom", this, &ACPlayer::SetZooming);//Bow 모드가 아닐 때만 사용하려고 SetZooming으로 설정하여 만들었다.
PlayerInputComponent->BindAction("Fist", EInputEvent::IE_Pressed, Weapon, &UCWeaponComponent::SetFistMode);
PlayerInputComponent->BindAction("Sword", EInputEvent::IE_Pressed, Weapon, &UCWeaponComponent::SetSwordMode);
PlayerInputComponent->BindAction("Hammer", EInputEvent::IE_Pressed, Weapon, &UCWeaponComponent::SetHammerMode);
PlayerInputComponent->BindAction("Warp", EInputEvent::IE_Pressed, Weapon, &UCWeaponComponent::SetWarpMode);
PlayerInputComponent->BindAction("Around", EInputEvent::IE_Pressed, Weapon, &UCWeaponComponent::SetAroundMode);
PlayerInputComponent->BindAction("Bow", EInputEvent::IE_Pressed, Weapon, &UCWeaponComponent::SetBowMode);
PlayerInputComponent->BindAction("Action", EInputEvent::IE_Pressed, Weapon, &UCWeaponComponent::DoAction);
//PlayerInputComponent->BindAction("SubAction", EInputEvent::IE_Pressed, Weapon, &UCWeaponComponent::SubAction_Pressed);
PlayerInputComponent->BindAction("SubAction", EInputEvent::IE_Pressed, this, &ACPlayer::Click_RightButton);
PlayerInputComponent->BindAction("SubAction", EInputEvent::IE_Released, Weapon, &UCWeaponComponent::SubAction_Released);
}
void ACPlayer::OnStateTypeChanged(EStateType InPrevType, EStateType InNewType)
{
switch (InNewType)
{
case EStateType::BackStep: BackStep(); break;
}
}
void ACPlayer::OnAvoid()
{
CheckFalse(State->IsIdleMode());
CheckFalse(Movement->CanMove());
CheckTrue(InputComponent->GetAxisValue("MoveForward") >= 0.0f);//뒷방향을 입력했다면
State->SetBackStepMode();//State을 BackStepMode로 변경한다.
}
void ACPlayer::BackStep()
{
Movement->EnableControlRotation();//정면을 바라본 상태로 뒤로 뛰어야하기 때문에 EnableControlRotation으로 만들어준다.
Montages->PlayBackStepMode();//PlayBackStepMode()를 통해 몽타주 재생.
}
void ACPlayer::End_BackStep()
{
Movement->DisableControlRotation();//Backstep이 끝나면 원래대로 돌려준다.
State->SetIdleMode();//Idle상태로 돌려줌.
}
void ACPlayer::Click_RightButton()
{
if (Weapon->IsUnarmedMode())
{
Parkour->DoParkour();
return;
}
Weapon->SubAction_Pressed();
}
void ACPlayer::Landed(const FHitResult& Hit)
{
Parkour->DoParkour(true);
}
void ACPlayer::SetZooming(float InValue)
{
CheckTrue(Weapon->IsBowMode());//BowMode이면 바로 리턴
Zoom->SetZoomValue(InValue);//BowMode가 아닌 경우 Zoom In&Out 가능.
}

 

헤더 추가

  • #include "Components/CZoomComponent.h"

 

ACPlayer::ACPlayer()

  • CHelpers::CreateActorComponent<UCZoomComponent>(this, &Zoom, "Zoom");

 

void ACPlayer::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)

  • PlayerInputComponent->BindAxis("Zoom", this, &ACPlayer::SetZooming);
    • Bow 모드가 아닐 때만 사용하려고 SetZooming으로 설정하여 만들었다.

 

void ACPlayer::SetZooming(float InValue)

  • CheckTrue(Weapon->IsBowMode());
  • Zoom->SetZoomValue(InValue);

 


 

 

실행화면

 

 

 


 

 

 

 

Enemy AI

 

 


 

 

Build.cs

 

 

 

더보기
using UnrealBuildTool;
public class U2212_06 : ModuleRules
{
public U2212_06(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
PublicIncludePaths.Add(ModuleDirectory);
PublicDependencyModuleNames.Add("Core");
PrivateDependencyModuleNames.Add("CoreUObject");
PrivateDependencyModuleNames.Add("Engine");
PrivateDependencyModuleNames.Add("InputCore");
PublicDependencyModuleNames.Add("Niagara");
PublicDependencyModuleNames.Add("AIModule");
}
}

모듈 추가

  • PublicDependencyModuleNames.Add("AIModule");

 


 

 

CEnemy_AI 생성

 

새 C++ 클래스 - CEnemy - CEnemy_AI 생성

 

 

CEnemy_AI.h

더보기
#pragma once
#include "CoreMinimal.h"
#include "Characters/CEnemy.h"
#include "CEnemy_AI.generated.h"
UCLASS()
class U2212_06_API ACEnemy_AI : public ACEnemy
{
GENERATED_BODY()
private:
UPROPERTY(EditDefaultsOnly, Category = "AI")
class UBehaviorTree* BehaviorTree;
private:
UPROPERTY(EditDefaultsOnly, Category = "Label")
float LabelViewAmount = 3000.0f;
#if WITH_EDITOR
private:
UPROPERTY(VisibleDefaultsOnly)
class UWidgetComponent* LabelWidget;
#endif
private:
UPROPERTY(VisibleDefaultsOnly)
class UCWeaponComponent* Weapon;
UPROPERTY(VisibleDefaultsOnly)
class UCAIBehaviorComponent* Behavior;
public:
ACEnemy_AI();
protected:
virtual void BeginPlay() override;
public:
virtual void Tick(float DeltaTime) override;
private:
void UpdateLabelRenderScale();
};

 

 

 

 

 

CEnemy_AI.cpp

더보기
#include "Characters/CEnemy_AI.h"
#include "Global.h"
#include "Components/CWeaponComponent.h"
#include "Components/CAIBehaviorComponent.h"
#include "Components/WidgetComponent.h"
#include "Components/CStatusComponent.h"
#include "Widgets/CUserWidget_Label.h"
ACEnemy_AI::ACEnemy_AI()
{
PrimaryActorTick.bCanEverTick = true;
CHelpers::CreateComponent<UWidgetComponent>(this, &LabelWidget, "Label", GetMesh());
CHelpers::CreateActorComponent<UCWeaponComponent>(this, &Weapon, "Weapon");
CHelpers::CreateActorComponent<UCAIBehaviorComponent>(this, &Behavior, "Behavior");
TSubclassOf<UCUserWidget_Label> labelClass;
CHelpers::GetClass<UCUserWidget_Label>(&labelClass, "WidgetBlueprint'/Game/Widgets/WB_Label.WB_Label_C'");
LabelWidget->SetWidgetClass(labelClass);
LabelWidget->SetRelativeLocation(FVector(0, 0, 220));
LabelWidget->SetDrawSize(FVector2D(120, 0));
LabelWidget->SetWidgetSpace(EWidgetSpace::Screen);
}
void ACEnemy_AI::BeginPlay()
{
Super::BeginPlay();
LabelWidget->InitWidget();
UCUserWidget_Label* label = Cast<UCUserWidget_Label>(LabelWidget->GetUserWidgetObject());
label->UpdateHealth(Status->GetHealth(), Status->GetMaxHealth());
label->UpdateName(GetName());
label->UpdateControllerName(GetController()->GetName());
}
void ACEnemy_AI::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
UCUserWidget_Label* label = Cast<UCUserWidget_Label>(LabelWidget->GetUserWidgetObject());
if (!!label)
{
label->UpdateHealth(Status->GetHealth(), Status->GetMaxHealth());
UpdateLabelRenderScale();
}
}
void ACEnemy_AI::UpdateLabelRenderScale()
{
UCUserWidget_Label* label = Cast<UCUserWidget_Label>(LabelWidget->GetUserWidgetObject());
CheckNull(label);
APlayerCameraManager* cameraManager = UGameplayStatics::GetPlayerCameraManager(GetWorld(), 0);
FVector cameraLocation = cameraManager->GetCameraLocation();
FVector targetLocation = GetController()->GetTargetLocation();
float distance = FVector::Distance(cameraLocation, targetLocation);
float sizeRate = 1.0f - (distance / LabelViewAmount);
if (distance > LabelViewAmount)
{
label->SetVisibility(ESlateVisibility::Collapsed);
return;
}
label->SetVisibility(ESlateVisibility::Visible);
label->SetRenderScale(FVector2D(sizeRate, sizeRate));
}

 

 

 

 

BP_CEnemy_Melee 생성

CEnemy_AI 기반 블루프린트 생성 -  BP_CEnemy_Melee 생성

 


 

 

CAIBehaviorComponent 생성

 

새 C++ 클래스 - Actor Component - CAIBehavioComponent 생성

 

 

CAIBehavioComponent .h

더보기
#pragma once
#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "CAIBehaviorComponent.generated.h"
UENUM(BlueprintType)
enum class EAIStateType : uint8
{
Wait = 0, Approach, Action, Patrol, Hitted, Avoid, Dead, Max,
};
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FAIStateTypeChanged, EAIStateType, InPrevType, EAIStateType, InNewType);
UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
class U2212_06_API UCAIBehaviorComponent : public UActorComponent
{
GENERATED_BODY()
private:
UPROPERTY(EditAnywhere, Category = "Key")
FName AIStateTypeKey = "AIState";
UPROPERTY(EditAnywhere, Category = "Key")
FName TargetKey = "Target";
private:
EAIStateType GetType();
public:
bool IsWaitMode();
bool IsApproachMode();
bool IsActionMode();
bool IsPatrolMode();
bool IsHittedMode();
bool IsAvoidMode();
bool IsDeadMode();
public:
UCAIBehaviorComponent();
protected:
virtual void BeginPlay() override;
public:
FORCEINLINE void SetBlackboard(class UBlackboardComponent* InBlackboard) { Blackboard = InBlackboard; }
public:
class ACharacter* GetTarget();
public:
void SetWaitMode();
void SetApproachMode();
void SetActionMode();
void SetPatrolMode();
void SetHittedMode();
void SetAvoidMode();
void SetDeadMode();
private:
void ChangeType(EAIStateType InType);
public:
FAIStateTypeChanged OnAIStateTypeChanged;
private:
class UBlackboardComponent* Blackboard;
};

 

 

 

 

CAIBehavioComponent .cpp

더보기
#include "Components/CAIBehaviorComponent.h"
#include "Global.h"
#include "GameFramework/Character.h"
#include "BehaviorTree/BlackboardComponent.h"
UCAIBehaviorComponent::UCAIBehaviorComponent()
{
}
void UCAIBehaviorComponent::BeginPlay()
{
Super::BeginPlay();
}
EAIStateType UCAIBehaviorComponent::GetType()
{
return (EAIStateType)Blackboard->GetValueAsEnum(AIStateTypeKey);
}
bool UCAIBehaviorComponent::IsWaitMode()
{
return GetType() == EAIStateType::Wait;
}
bool UCAIBehaviorComponent::IsApproachMode()
{
return GetType() == EAIStateType::Approach;
}
bool UCAIBehaviorComponent::IsActionMode()
{
return GetType() == EAIStateType::Action;
}
bool UCAIBehaviorComponent::IsPatrolMode()
{
return GetType() == EAIStateType::Patrol;
}
bool UCAIBehaviorComponent::IsHittedMode()
{
return GetType() == EAIStateType::Hitted;
}
bool UCAIBehaviorComponent::IsAvoidMode()
{
return GetType() == EAIStateType::Avoid;
}
bool UCAIBehaviorComponent::IsDeadMode()
{
return GetType() == EAIStateType::Dead;
}
void UCAIBehaviorComponent::SetWaitMode()
{
ChangeType(EAIStateType::Wait);
}
void UCAIBehaviorComponent::SetApproachMode()
{
ChangeType(EAIStateType::Approach);
}
void UCAIBehaviorComponent::SetActionMode()
{
ChangeType(EAIStateType::Action);
}
void UCAIBehaviorComponent::SetPatrolMode()
{
ChangeType(EAIStateType::Patrol);
}
void UCAIBehaviorComponent::SetHittedMode()
{
ChangeType(EAIStateType::Hitted);
}
void UCAIBehaviorComponent::SetAvoidMode()
{
ChangeType(EAIStateType::Avoid);
}
void UCAIBehaviorComponent::SetDeadMode()
{
ChangeType(EAIStateType::Dead);
}
void UCAIBehaviorComponent::ChangeType(EAIStateType InType)
{
EAIStateType prevType = GetType();
Blackboard->SetValueAsEnum(AIStateTypeKey, (uint8)InType);
if (OnAIStateTypeChanged.IsBound())
OnAIStateTypeChanged.Broadcast(prevType, InType);
}

 

 

 

 


 

CUserWidet_Label 생성

 

새 C++ 클래스 - UserWidget - CUserWidet_Label 생성

 

 

CUserWidet_Label.h

더보기
#pragma once
#include "CoreMinimal.h"
#include "Blueprint/UserWidget.h"
#include "CUserWidget_Label.generated.h"
UCLASS()
class U2212_06_API UCUserWidget_Label : public UUserWidget
{
GENERATED_BODY()
public:
UFUNCTION(BlueprintImplementableEvent, Category = "Label")
void UpdateHealth(float InHealth, float InMaxHealth);
UFUNCTION(BlueprintImplementableEvent, Category = "Label")
void UpdateName(const FString& InName);
UFUNCTION(BlueprintImplementableEvent, Category = "Label")
void UpdateControllerName(const FString& InName);
};

 

 

 

 

CUserWidet_Label.cpp

더보기
#include "Widgets/CUserWidget_Label.h"

 


 

 

 

WB_Widget

 

유저 인터페이스 - 위젯 블루프린트 - WB_Wdiget 생

 

 

디자이너

그래프


 

 

 

실행화면

 

 

 


 

 

 

 

 

 

Zoom In & Out 기능으로 활 조준 Zoom 튕기는 오류해결(by 미래에서 온 나)

 


 

 

CPlayer

 

FPS처럼 Zoom이 일어나는 경우, 1인칭 시점 카메라를 추가해서 만들고 Zoom 시에 카메라 전환을 하여 1인칭 전용 카메라를 사용해준다.

 

CPlayer.h

더보기
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "Components/CStateComponent.h"
#include "Characters/ICharacter.h"
#include "Parkour/CParkourComponent.h"
#include "GenericTeamAgentInterface.h"
#include "CPlayer.generated.h"
UCLASS()
class U2212_06_API ACPlayer
: public ACharacter, public IICharacter, public IGenericTeamAgentInterface //다중상속
{
GENERATED_BODY()
private:
UPROPERTY(EditDefaultsOnly, Category = "Team")
uint8 TeamID = 1;
private:
UPROPERTY(VisibleAnywhere)
class USpringArmComponent* SpringArm;
UPROPERTY(VisibleAnywhere)
class UCameraComponent* Camera;
private:
UPROPERTY(VisibleAnywhere)
class UCWeaponComponent* Weapon;
UPROPERTY(VisibleAnywhere)
class UCMontagesComponent* Montages;
UPROPERTY(VisibleAnywhere)
class UCMovementComponent* Movement;
UPROPERTY(VisibleAnywhere)
class UCStateComponent* State;
/** 파쿠르 */
private:
UPROPERTY(VisibleDefaultsOnly)
class USceneComponent* ArrowGroup;//파쿠르를 위한 ArrowGroup
UPROPERTY(VisibleDefaultsOnly)
class UArrowComponent* Arrows[(int32)EParkourArrowType::Max];
UPROPERTY(VisibleDefaultsOnly)
class UCParkourComponent* Parkour;
/** 파쿠르 */
UPROPERTY(VisibleDefaultsOnly)
class UCZoomComponent* Zoom;
public:
ACPlayer();
protected:
virtual void BeginPlay() override;
public:
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
FGenericTeamId GetGenericTeamId() const override { return FGenericTeamId(TeamID); }
private:
UFUNCTION()
void OnStateTypeChanged(EStateType InPrevType, EStateType InNewType);
private:
void OnAvoid();
private:
void BackStep();
public:
void End_BackStep() override;//ICharacter의 함수 오버라이드
public:
void OnRightButton();
void OffRightButton();
public:
void Landed(const FHitResult& Hit) override;//BP의 OnLanded C++버젼.
private:
void SetZooming(float InValue);
};

함수 수정 및 추가

  • 변경 전:
    • void Click_RightButton();
  • 변경 후:
    • void OnRightButton();
    • void OffRightButton();

 

 

 

CPlayer.cpp

더보기
#include "Characters/CPlayer.h"
#include "Global.h"
#include "CAnimInstance.h"
#include "GameFramework/SpringArmComponent.h"
#include "GameFramework/CharacterMovementComponent.h"
#include "Camera/CameraComponent.h"
#include "Components/SkeletalMeshComponent.h"
#include "Components/InputComponent.h"
#include "Components/CMontagesComponent.h"
#include "Components/CMovementComponent.h"
#include "Components/CWeaponComponent.h"
#include "Components/CZoomComponent.h"
#include "Components/ArrowComponent.h"
ACPlayer::ACPlayer()
{
CHelpers::CreateComponent<USpringArmComponent>(this, &SpringArm, "SpringArm", GetMesh());
CHelpers::CreateComponent<UCameraComponent>(this, &Camera, "Camera", SpringArm);
CHelpers::CreateActorComponent<UCWeaponComponent>(this, &Weapon, "Weapon");
CHelpers::CreateActorComponent<UCMontagesComponent>(this, &Montages, "Montages");
CHelpers::CreateActorComponent<UCMovementComponent>(this, &Movement, "Movement");
CHelpers::CreateActorComponent<UCStateComponent>(this, &State, "State");
CHelpers::CreateActorComponent<UCParkourComponent>(this, &Parkour, "Parkour");
CHelpers::CreateActorComponent<UCZoomComponent>(this, &Zoom, "Zoom");
GetMesh()->SetRelativeLocation(FVector(0, 0, -90));
GetMesh()->SetRelativeRotation(FRotator(0, -90, 0));
USkeletalMesh* mesh;
CHelpers::GetAsset<USkeletalMesh>(&mesh, "SkeletalMesh'/Game/Character/Mesh/SK_Mannequin.SK_Mannequin'");
GetMesh()->SetSkeletalMesh(mesh);
TSubclassOf<UCAnimInstance> animInstance;
CHelpers::GetClass<UCAnimInstance>(&animInstance, "AnimBlueprint'/Game/ABP_Character.ABP_Character_C'");
GetMesh()->SetAnimClass(animInstance);
SpringArm->SetRelativeLocation(FVector(0, 0, 140));
SpringArm->SetRelativeRotation(FRotator(0, 90, 0));
SpringArm->TargetArmLength = 200;
SpringArm->bDoCollisionTest = false;
SpringArm->bUsePawnControlRotation = true;
SpringArm->bEnableCameraLag = true;
GetCharacterMovement()->RotationRate = FRotator(0, 720, 0);
CHelpers::CreateComponent<USceneComponent>(this, &ArrowGroup, "ArrowGroup", GetCapsuleComponent());//ArrowGroup을 생성하고 GetCapsuleComponent 아래로 붙여준다.
//파쿠르에 활용한 Arrows들을 생성한다.
for (int32 i = 0; i < (int32)EParkourArrowType::Max; i++)
{
FString name = StaticEnum<EParkourArrowType>()->GetNameStringByIndex(i);
CHelpers::CreateComponent<UArrowComponent>(this, &Arrows[i], FName(name), ArrowGroup);
switch ((EParkourArrowType)i)
{
case EParkourArrowType::Center:
Arrows[i]->ArrowColor = FColor::Red;
break;
case EParkourArrowType::Ceil:
Arrows[i]->ArrowColor = FColor::Green;
Arrows[i]->SetRelativeLocation(FVector(0, 0, 100));
break;
case EParkourArrowType::Floor:
Arrows[i]->ArrowColor = FColor::Blue;
Arrows[i]->SetRelativeLocation(FVector(0, 0, -80));
break;
case EParkourArrowType::Left:
Arrows[i]->ArrowColor = FColor::Magenta;
Arrows[i]->SetRelativeLocation(FVector(0, -30, 0));
break;
case EParkourArrowType::Right:
Arrows[i]->ArrowColor = FColor::Magenta;
Arrows[i]->SetRelativeLocation(FVector(0, 30, 0));
break;
case EParkourArrowType::Land:
Arrows[i]->ArrowColor = FColor::Yellow;
Arrows[i]->SetRelativeLocation(FVector(200, 0, 100));
Arrows[i]->SetRelativeRotation(FRotator(-90, 0, 0));
break;
}
}
}
void ACPlayer::BeginPlay()
{
Super::BeginPlay();
Movement->OnRun(); //Movement의 기본을 Run으로 설정
Movement->DisableControlRotation();//Movement의 기본을 DisableControlRotation으로 설정
State->OnStateTypeChanged.AddDynamic(this, &ACPlayer::OnStateTypeChanged);
}
void ACPlayer::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
PlayerInputComponent->BindAxis("MoveForward", Movement, &UCMovementComponent::OnMoveForward);
PlayerInputComponent->BindAxis("MoveRight", Movement, &UCMovementComponent::OnMoveRight);
PlayerInputComponent->BindAxis("VerticalLook", Movement, &UCMovementComponent::OnVerticalLook);
PlayerInputComponent->BindAxis("HorizontalLook", Movement, &UCMovementComponent::OnHorizontalLook);
PlayerInputComponent->BindAction("Sprint", EInputEvent::IE_Pressed, Movement, &UCMovementComponent::OnSprint);
PlayerInputComponent->BindAction("Sprint", EInputEvent::IE_Released, Movement, &UCMovementComponent::OnRun);
PlayerInputComponent->BindAction("Avoid", EInputEvent::IE_Pressed, this, &ACPlayer::OnAvoid);
//PlayerInputComponent->BindAxis("Zoom", Zoom, &UCZoomComponent::SetZoomValue);//Value로 연동되게하면 Bow 모드 시 문제가 될 수 있다.
PlayerInputComponent->BindAxis("Zoom", this, &ACPlayer::SetZooming);//Bow 모드가 아닐 때만 사용하려고 SetZooming으로 설정하여 만들었다.
PlayerInputComponent->BindAction("Fist", EInputEvent::IE_Pressed, Weapon, &UCWeaponComponent::SetFistMode);
PlayerInputComponent->BindAction("Sword", EInputEvent::IE_Pressed, Weapon, &UCWeaponComponent::SetSwordMode);
PlayerInputComponent->BindAction("Hammer", EInputEvent::IE_Pressed, Weapon, &UCWeaponComponent::SetHammerMode);
PlayerInputComponent->BindAction("Warp", EInputEvent::IE_Pressed, Weapon, &UCWeaponComponent::SetWarpMode);
PlayerInputComponent->BindAction("Around", EInputEvent::IE_Pressed, Weapon, &UCWeaponComponent::SetAroundMode);
PlayerInputComponent->BindAction("Bow", EInputEvent::IE_Pressed, Weapon, &UCWeaponComponent::SetBowMode);
PlayerInputComponent->BindAction("Action", EInputEvent::IE_Pressed, Weapon, &UCWeaponComponent::DoAction);
PlayerInputComponent->BindAction("SubAction", EInputEvent::IE_Pressed, this, &ACPlayer::OnRightButton);
PlayerInputComponent->BindAction("SubAction", EInputEvent::IE_Released, this, &ACPlayer::OffRightButton);
}
void ACPlayer::OnStateTypeChanged(EStateType InPrevType, EStateType InNewType)
{
switch (InNewType)
{
case EStateType::BackStep: BackStep(); break;
}
}
void ACPlayer::OnAvoid()
{
CheckFalse(State->IsIdleMode());
CheckFalse(Movement->CanMove());
CheckTrue(InputComponent->GetAxisValue("MoveForward") >= 0.0f);//뒷방향을 입력했다면
State->SetBackStepMode();//State을 BackStepMode로 변경한다.
}
void ACPlayer::BackStep()
{
Movement->EnableControlRotation();//정면을 바라본 상태로 뒤로 뛰어야하기 때문에 EnableControlRotation으로 만들어준다.
Montages->PlayBackStepMode();//PlayBackStepMode()를 통해 몽타주 재생.
}
void ACPlayer::End_BackStep()
{
Movement->DisableControlRotation();//Backstep이 끝나면 원래대로 돌려준다.
State->SetIdleMode();//Idle상태로 돌려줌.
}
void ACPlayer::OnRightButton()
{
if (Weapon->IsUnarmedMode())
{
Parkour->DoParkour();
return;
}
if (Weapon->IsBowMode())
{
//BowMode(활 장착)일 때 우클릭을 누르고 있을때 Zoom기능을 꺼준다.
Zoom->SetComponentTickEnabled(false);
}
Weapon->SubAction_Pressed();
}
void ACPlayer::OffRightButton()
{
if (Weapon->IsBowMode())
{
//BowMode(활 장착)일 때 우클릭을 떼면 Zoom기능을 꺼준다.
Zoom->SetComponentTickEnabled(true);
}
Weapon->SubAction_Released();
}
void ACPlayer::Landed(const FHitResult& Hit)
{
Parkour->DoParkour(true);
}
void ACPlayer::SetZooming(float InValue)
{
CheckTrue(Weapon->IsBowMode());//BowMode이면 바로 리턴
Zoom->SetZoomValue(InValue);//BowMode가 아닌 경우 Zoom In&Out 가능.
}

함수 수정 및 추가

  • void ACPlayer::OnRightButton()
    • if (Weapon->IsBowMode())  {  Zoom->SetComponentTickEnabled(false);  }
    • Weapon->SubAction_Pressed();
  • void ACPlayer::OffRightButton()
    • if (Weapon->IsBowMode())  {  Zoom->SetComponentTickEnabled(true);  }
    • Weapon->SubAction_Released();

 


 

 

실행화면

 

 


 

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