전반적으로 언리얼 엔진에서 TPS 총알 발사를 구현하려면 블루프린트, 애니메이션 및 물리 시뮬레이션의 조합이 필요하다. 올바른 설정을 통해 플레이어가 게임에 계속 몰입할 수 있는 현실적이고 매력적인 슈팅 경험을 만들 수 있다.

 

목차

     

     


     

     

    연사(AutoFire) 구현하기

     

     
    Characters
      CAnimInstance.h .cpp
    CPlayer.h .cpp
    Utilities
      CHelpers.h
    CLog.h .cpp
    Weapons
      CWeapon.h .cpp
    CWeapon_AR4.h .cpp
    CWeaponComponent.h .cpp
    Widget
      CUserWidget_CrossHair.h .cpp 생성
    CUserWidget_HUD.h .cpp
    CGameMode.h .cpp
    Global.h
    CAnimNotifyState_Equip.h .cpp 

     

     

     

     


     

    CWeapon

     

    CWeapon.h

    더보기
    #pragma once
    #include "CoreMinimal.h"
    #include "GameFramework/Actor.h"
    #include "CWeapon.generated.h"
    //직렬화 해야하는 struct는 클래스 사이에 선언해야 한다.
    USTRUCT()
    struct FWeaponAimData
    {
    GENERATED_BODY()
    public:
    UPROPERTY(EditAnywhere)
    float TargetArmLength;
    UPROPERTY(EditAnywhere)
    FVector SocketOffset;
    UPROPERTY(EditAnywhere)
    float FieldOfView;
    UPROPERTY(EditAnywhere)
    bool bEnableCameraLag;
    public:
    void SetData(class ACharacter* InOwner);
    void SetDataByNoneCurve(class ACharacter* InOwner);
    };
    //abstract를 쓰면 Unreal Editor에서 추상 베이스 클래스로 취급하겠다는 의미. 추상이되면 배치시킬 수 없다.
    UCLASS(abstract)
    class U2212_04_API ACWeapon : public AActor
    {
    GENERATED_BODY()
    protected:
    UPROPERTY(EditDefaultsOnly, Category = "Equip")
    FName HolsterSocketName;
    UPROPERTY(EditDefaultsOnly, Category = "Equip")
    class UAnimMontage* EquipMontage;
    UPROPERTY(EditDefaultsOnly, Category = "Equip")
    float EquipMontage_PlayRate;
    UPROPERTY(EditDefaultsOnly, Category = "Equip")
    FName RightHandSocketName;
    UPROPERTY(EditDefaultsOnly, Category = "Equip")
    FVector LeftHandLocation;
    protected:
    UPROPERTY(EditDefaultsOnly, Category = "Aim")
    FWeaponAimData BaseData;
    UPROPERTY(EditDefaultsOnly, Category = "Aim")
    FWeaponAimData AimData;
    UPROPERTY(EditDefaultsOnly, Category = "Aim")
    class UCurveFloat* AimCurve;
    UPROPERTY(EditDefaultsOnly, Category = "Aim")
    float AimingSpeed = 200;
    protected:
    UPROPERTY(EditDefaultsOnly, Category = "Hit")
    float HitDistance = 3000;
    UPROPERTY(EditDefaultsOnly, Category = "Hit")
    class UMaterialInstanceConstant* HitDecal;
    UPROPERTY(EditDefaultsOnly, Category = "Hit")
    class UParticleSystem* HitParticle;
    protected:
    UPROPERTY(EditDefaultsOnly, Category = "Fire")
    class UParticleSystem* FlashParticle;
    UPROPERTY(EditDefaultsOnly, Category = "Fire")
    class UParticleSystem* EjectParticle;
    UPROPERTY(EditDefaultsOnly, Category = "Fire")
    class USoundWave* FireSound;
    UPROPERTY(EditDefaultsOnly, Category = "Fire")
    float RecoilAngle; //Cone의 각도
    UPROPERTY(EditDefaultsOnly, Category = "Fire")
    TSubclassOf<class UMatineeCameraShake> CameraShakeClass;
    UPROPERTY(EditDefaultsOnly, Category = "Fire")
    float AutoFireInterval; //연사 시간간격
    UPROPERTY(EditDefaultsOnly, Category = "Fire")
    float RecoilRate; //반동률
    protected:
    UPROPERTY(EditDefaultsOnly, Category = "UI")
    TSubclassOf<class UCUserWidget_CrossHair> CrossHairClass; //CrossHair
    private:
    UPROPERTY(VisibleAnywhere)
    class USceneComponent* Root;
    protected:
    UPROPERTY(VisibleAnywhere)
    class USkeletalMeshComponent* Mesh;
    private:
    UPROPERTY(VisibleAnywhere)
    class UTimelineComponent* Timeline;
    public:
    FORCEINLINE bool IsInAim() { return bInAim; }
    FORCEINLINE bool IsAutoFire() { return bAutoFire; }
    FORCEINLINE FVector GetLeftHandLocation() { return LeftHandLocation; }
    public:
    ACWeapon();
    protected:
    virtual void BeginPlay() override;
    public:
    virtual void Tick(float DeltaTime) override;
    public:
    bool CanEquip();
    void Equip();
    void Begin_Equip();
    void End_Equip();
    bool CanUnequip();
    void Unequip();
    public:
    bool CanAim();
    void Begin_Aim();
    void End_Aim();
    private:
    UFUNCTION()
    void OnAiming(float Output); //조준
    public:
    bool CanFire();
    void Begin_Fire();
    void End_Fire();
    private:
    UFUNCTION()
    void OnFiring(); //연사
    public:
    void ToggleAutoFire(); //연사 On Off 토글
    private:
    bool bEquipping;
    bool bInAim;
    bool bFiring;
    bool bReload;
    bool bAutoFire = true;
    private:
    class ACPlayer* Owner;
    private:
    FTimerHandle AutoFireHandle; //타이머 핸들 추가
    private:
    class UCUserWidget_CrossHair* CrossHair;
    };

    변수 생성

    • bool bEnableCameraLag;
    • float RecoilRate;
    • TSubclassOf<class UCUserWidget_CrossHair> CrossHairClass;
    • class UCUserWidget_CrossHair* CrossHair;

     

    연사에 필요한 함수 선언.

    • FORCEINLINE bool IsAutoFire() { return bAutoFire; }
    • void ToggleAutoFire();

     

    CWeapon.cpp

    더보기
    #include "Weapons/CWeapon.h"
    #include "Global.h"
    #include "Character/CPlayer.h"
    #include "Components/SkeletalMeshComponent.h"
    #include "Components/TimelineComponent.h"
    #include "Components/DecalComponent.h"
    #include "GameFramework/SpringArmComponent.h"
    #include "Camera/CameraComponent.h"
    #include "Camera/CameraShake.h"
    #include "Materials/MaterialInstanceConstant.h"
    #include "Particles/ParticleSystem.h"
    #include "Widgets/CUserWidget_CrossHair.h"
    void FWeaponAimData::SetData(ACharacter* InOwner)
    {
    USpringArmComponent* springArm = CHelpers::GetComponent<USpringArmComponent>(InOwner);
    springArm->TargetArmLength = TargetArmLength;
    springArm->SocketOffset = SocketOffset;
    springArm->bEnableCameraLag = bEnableCameraLag;
    }
    void FWeaponAimData::SetDataByNoneCurve(ACharacter* InOwner)
    {
    USpringArmComponent* springArm = CHelpers::GetComponent<USpringArmComponent>(InOwner);
    springArm->TargetArmLength = TargetArmLength;
    springArm->SocketOffset = SocketOffset;
    springArm->bEnableCameraLag = bEnableCameraLag;
    UCameraComponent* camera = CHelpers::GetComponent<UCameraComponent>(InOwner);
    camera->FieldOfView = FieldOfView; //curve를 이용하여 FieldOfView를 만들어준다.
    }
    ACWeapon::ACWeapon()
    {
    PrimaryActorTick.bCanEverTick = true;
    CHelpers::CreateComponent<USceneComponent>(this, &Root, "Root");
    CHelpers::CreateComponent<USkeletalMeshComponent>(this, &Mesh, "Mesh", Root);
    CHelpers::CreateActorComponent<UTimelineComponent>(this, &Timeline, "Timeline");
    //CurveFloat
    CHelpers::GetAsset<UCurveFloat>(&AimCurve, "CurveFloat'/Game/Character/Weapons/Curve_Aim.Curve_Aim'");
    CHelpers::GetAsset<UMaterialInstanceConstant>(&HitDecal, "MaterialInstanceConstant'/Game/Materials/M_Decal_Inst.M_Decal_Inst'");
    CHelpers::GetAsset<UParticleSystem>(&HitParticle, "ParticleSystem'/Game/Effects/P_Impact_Default.P_Impact_Default'");
    CHelpers::GetAsset<UParticleSystem>(&FlashParticle, "ParticleSystem'/Game/Effects/P_Muzzleflash.P_Muzzleflash'");
    CHelpers::GetAsset<UParticleSystem>(&EjectParticle, "ParticleSystem'/Game/Effects/P_Eject_bullet.P_Eject_bullet'");
    CHelpers::GetAsset<USoundWave>(&FireSound, "SoundWave'/Game/Sounds/S_RifleShoot.S_RifleShoot'");
    }
    void ACWeapon::BeginPlay()
    {
    Super::BeginPlay();
    Owner = Cast<ACPlayer>(GetOwner());
    if (HolsterSocketName.IsValid())
    CHelpers::AttachTo(this, Owner->GetMesh(), HolsterSocketName);
    BaseData.SetDataByNoneCurve(Owner);
    if(!!AimCurve)
    {
    FOnTimelineFloat timeline;
    timeline.BindUFunction(this, "OnAiming");
    Timeline->AddInterpFloat(AimCurve, timeline); //이벤트 객체를 다룸.
    Timeline->SetLooping(false);
    Timeline->SetPlayRate(AimingSpeed);
    }
    if(!!CrossHairClass)
    {
    CrossHair = CreateWidget<UCUserWidget_CrossHair, APlayerController>(Owner->GetController<APlayerController>(), CrossHairClass);
    CrossHair->AddToViewport();
    CrossHair->SetVisibility(ESlateVisibility::Hidden);
    }
    }
    void ACWeapon::Tick(float DeltaTime)
    {
    Super::Tick(DeltaTime);
    }
    bool ACWeapon::CanEquip()
    {
    bool b = false;
    //3개 다 false일 때 b = false
    //3개 중 하나라도 true면 b = true
    b |= bEquipping;
    b |= bReload;
    b |= bFiring;
    return !b; //b = false일 때 True를 리턴
    }
    void ACWeapon::Equip()
    {
    bEquipping = true;
    if (!!EquipMontage)
    Owner->PlayAnimMontage(EquipMontage, EquipMontage_PlayRate);
    }
    void ACWeapon::Begin_Equip()
    {
    if (RightHandSocketName.IsValid())
    CHelpers::AttachTo(this, Owner->GetMesh(), RightHandSocketName);
    }
    void ACWeapon::End_Equip()
    {
    bEquipping = false;
    if (!!CrossHair)
    CrossHair->SetVisibility(ESlateVisibility::Visible);
    }
    bool ACWeapon::CanUnequip()
    {
    bool b = false;
    b |= bEquipping;
    b |= bReload;
    b |= bFiring;
    return !b;
    }
    void ACWeapon::Unequip()
    {
    if (HolsterSocketName.IsValid())
    CHelpers::AttachTo(this, Owner->GetMesh(), HolsterSocketName);
    if (!!CrossHair) //무기해제 시 CrossHair가 있으면
    CrossHair->SetVisibility(ESlateVisibility::Hidden);//CrossHair 꺼줌
    }
    bool ACWeapon::CanAim()
    {
    bool b = false;
    b |= bEquipping;
    b |= bReload;
    b |= bInAim;
    return !b;
    }
    void ACWeapon::Begin_Aim()
    {
    bInAim = true;
    //우리는 생성자 ACWeapon()에서 AimCurve를 가져왔다.
    if (!!AimCurve) //AimCurve가 있으면 true, 없으면 nullptr이기 때문에 false
    {
    Timeline->PlayFromStart();
    AimData.SetData(Owner);
    return;
    }
    AimData.SetDataByNoneCurve(Owner);
    }
    void ACWeapon::End_Aim()
    {
    CheckFalse(bInAim);
    bInAim = false;
    if (!!AimCurve)
    {
    Timeline->ReverseFromEnd();
    BaseData.SetData(Owner);
    return;
    }
    BaseData.SetDataByNoneCurve(Owner);
    }
    void ACWeapon::OnAiming(float Output)
    {
    UCameraComponent* camera = CHelpers::GetComponent<UCameraComponent>(Owner);
    camera->FieldOfView = FMath::Lerp(AimData.FieldOfView, BaseData.FieldOfView, Output);
    }
    bool ACWeapon::CanFire()
    {
    bool b = false;
    b |= bEquipping;
    b |= bReload;
    b |= bFiring; //발사하고 있는지
    return !b;
    }
    void ACWeapon::Begin_Fire()
    {
    bFiring = true;
    if(bAutoFire)
    {
    GetWorld()->GetTimerManager().SetTimer(AutoFireHandle, this, &ACWeapon::OnFiring, AutoFireInterval, true, 0);
    return;
    }
    OnFiring();
    }
    void ACWeapon::End_Fire()
    {
    CheckFalse(bFiring);
    if(GetWorld()->GetTimerManager().IsTimerActive(AutoFireHandle))//AutoFireHandle이 활성화 있다면
    {
    GetWorld()->GetTimerManager().ClearTimer(AutoFireHandle);//AutoFireHandle 해제
    }
    bFiring = false;
    }
    void ACWeapon::OnFiring()
    {
    UCameraComponent* camera = CHelpers::GetComponent<UCameraComponent>(Owner);
    FVector direction = camera->GetForwardVector();
    FTransform transform = camera->GetComponentToWorld();
    FVector start = transform.GetLocation() + direction; //눈알 안보다 앞쪽으로 설정하기 때문에 쏘는 방향쪽으로 조금 더해준다.
    // Cone 모양의 탄착군 형성. 나갈방향(direction). 몇 도로 만들것인가(RecoilAngle). CWeapon_AR4에서 RecoilAngle의 Default값을 설정하였다.
    direction = UKismetMathLibrary::RandomUnitVectorInConeInDegrees(direction, RecoilAngle);
    FVector end = transform.GetLocation() + direction * HitDistance;
    //DrawDebugLine(GetWorld(), start, end, FColor::Red, true, 5);
    TArray<AActor*> ignores;
    FHitResult hitResult;
    UKismetSystemLibrary::LineTraceSingle(GetWorld(), start, end, ETraceTypeQuery::TraceTypeQuery1, false, ignores, EDrawDebugTrace::None, hitResult,true);
    if(hitResult.bBlockingHit) //발사한 LineTrace가 Object에 맞아 Block 충돌이 되었다면
    {
    if (!!HitDecal)
    {
    FRotator rotator = hitResult.ImpactNormal.Rotation(); //HitDecal이 붙을 방향(rotator) = 충돌된 곳의 Normal 방향
    UDecalComponent* decal = UGameplayStatics::SpawnDecalAtLocation(GetWorld(), HitDecal, FVector(5), hitResult.Location, rotator, 10);
    decal->SetFadeScreenSize(0);
    }
    if(!!HitParticle)
    {
    //hit된 지점으로부터 최초로 쏜 지점(=나)을 향하도록 설정.
    FRotator rotator = UKismetMathLibrary::FindLookAtRotation(hitResult.Location, hitResult.TraceStart);
    //Particle이 충돌위치에서 쏜 위치를 향햐도록 나옴.
    UGameplayStatics::SpawnEmitterAtLocation(GetWorld(), HitParticle, hitResult.Location, rotator);
    }
    }
    if (!!FlashParticle) //Muzzle에서 나오는 FlashParticle
    UGameplayStatics::SpawnEmitterAttached(FlashParticle, Mesh, "Muzzle", FVector::ZeroVector, FRotator::ZeroRotator, EAttachLocation::KeepRelativeOffset);
    if (!!EjectParticle) //Eject에서 나오는 EjectParticle. 탄피.
    UGameplayStatics::SpawnEmitterAttached(EjectParticle, Mesh, "Eject", FVector::ZeroVector, FRotator::ZeroRotator, EAttachLocation::KeepRelativeOffset);
    //muzzleLocation 변수를 소켓으로 만든 muzzle 위치로 잡아준다.
    FVector muzzleLocation = Mesh->GetSocketLocation("Muzzle");
    if (!!FireSound)
    UGameplayStatics::SpawnSoundAtLocation(GetWorld(), FireSound, muzzleLocation);
    if(!!CameraShakeClass)
    {
    //PlayerCameraManager는 PlayerController에 있으므로 PlayerController를 가져온다.
    APlayerController* controller = Owner->GetController<APlayerController>();
    if (!!controller)
    controller->PlayerCameraManager->StartCameraShake(CameraShakeClass);
    }
    Owner->AddControllerPitchInput(-RecoilRate * UKismetMathLibrary::RandomFloatInRange(0.8f, 1.2f));
    }
    void ACWeapon::ToggleAutoFire()
    {
    bAutoFire = !bAutoFire;
    }

    평상시 Camera Lag 있도록 설정

    •   SetData(ACharacter* InOwner) 내에
      • springArm->bEnableCameraLag = bEnableCameraLag; 넣어준다.
    • CWeapon_AR4 내에도 Camera Lag 설정을 해준다.

     

    새롭게 선언한 함수 정의

    • void ACWeapon::ToggleAutoFire()  { bAutoFire = !bAutoFire; }

     

    총기반동 구현 (총기반동으로 발사 후 Aim이 위로 조금 올라오는것을 구현한다)

    • Owner->AddControllerPitchInput(-RecoilRate * UKismetMathLibrary::RandomFloatInRange(0.8f, 1.2f));
      • RecoilRate이 클수록 반동을 크다.

     

     

    Set Timer 설정방법

    • GetWorld 내의 GetTimerManager의 SetTimer를 사용한다. 

     


     

    CWeapon_AR4

     

    CWeapon_AR4.h

    더보기
    #pragma once
    #include "CoreMinimal.h"
    #include "Weapons/CWeapon.h"
    #include "CWeapon_AR4.generated.h"
    UCLASS()
    class U2212_04_API ACWeapon_AR4 : public ACWeapon
    {
    GENERATED_BODY()
    public:
    ACWeapon_AR4();
    };

     

     

    CWeapon_AR4.cpp

    더보기
    #include "Weapons/CWeapon_AR4.h"
    #include "Global.h"
    #include "Components/SkeletalMeshComponent.h"
    #include "Animation/AnimMontage.h"
    #include "Camera/CameraShake.h"
    #include "Widgets/CUserWidget_CrossHair.h"
    ACWeapon_AR4::ACWeapon_AR4()
    {
    USkeletalMesh* mesh;
    CHelpers::GetAsset<USkeletalMesh>(&mesh, "SkeletalMesh'/Game/FPS_Weapon_Bundle/Weapons/Meshes/AR4/SK_AR4.SK_AR4'");
    Mesh->SetSkeletalMesh(mesh);
    //Equip
    {
    HolsterSocketName = "Rifle_AR4_Holster";
    CHelpers::GetAsset<UAnimMontage>(&EquipMontage, "AnimMontage'/Game/Character/Animations/Rifle_Equip_Montage.Rifle_Equip_Montage'");
    EquipMontage_PlayRate = 2.0f;
    RightHandSocketName = "Rifle_AR4_RightHand";
    LeftHandLocation = FVector(-32.5f, 15.5f, 7);
    }
    //Aim
    {
    BaseData.bEnableCameraLag = true;
    BaseData.TargetArmLength = 200;
    BaseData.SocketOffset = FVector(0, 50, 15);
    BaseData.FieldOfView = 90;
    AimData.bEnableCameraLag = false;
    AimData.TargetArmLength = 80;
    AimData.SocketOffset = FVector(0, 55, 10);
    AimData.FieldOfView = 65;
    }
    //Fire
    {
    RecoilAngle = 0.75f;
    CHelpers::GetClass<UMatineeCameraShake>(&CameraShakeClass, "Blueprint'/Game/Weapons/BP_CameraShake_AR4.BP_CameraShake_AR4_C'");
    AutoFireInterval = 0.15f; //연사 시간간격
    RecoilRate = 0.05f;
    }
    //UI
    {
    CHelpers::GetClass<UCUserWidget_CrossHair>(&CrossHairClass, "WidgetBlueprint'/Game/Widgets/WB_CrossHair.WB_CrossHair_C'");
    }
    }

    Fire 관련 변수 기본값 설정

    • AutoFireInterval = 0.15f
    • RecoilRate = 0.05f

    UI를 넣어준다. (CrossHair)

    •  

     

     


    CWeaponComponent

     

    CWeaponComponent.h

    더보기
    #pragma once
    #include "CoreMinimal.h"
    #include "Components/ActorComponent.h"
    #include "CWeaponComponent.generated.h"
    //BlueprintType을 써서 BP에서 공개되게 한다. 추후에 Animation BP에서 다루어야 한다. 추후에 switch로 Weapon Blending을 할 것이다.
    UENUM(BlueprintType)
    enum class EWeaponType : uint8
    {
    AR4, AK47, Pistol, Max,
    };
    DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FWeaponTypeChanged, EWeaponType, InPrevType, EWeaponType, InNewType);
    UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
    class U2212_04_API UCWeaponComponent : public UActorComponent
    {
    GENERATED_BODY()
    private:
    UPROPERTY(EditAnywhere, Category = "Settings")
    TArray<TSubclassOf<class ACWeapon>> WeaponClasses; //Spawn시킬 때 class 타입을 TSubclassOf로 명시해준다. TArray는 그것에 대한 배열이다.
    UPROPERTY(EditAnywhere, Category = "Settings")
    TSubclassOf<class UCUserWidget_HUD> HUDClass;
    public:
    FORCEINLINE bool IsUnarmedMode() { return Type == EWeaponType::Max; }//Max는 아무것도 선택안한 상황.
    FORCEINLINE bool IsAR4Mode() { return Type == EWeaponType::AR4; }
    FORCEINLINE bool IsAK47Mode() { return Type == EWeaponType::AK47; }
    FORCEINLINE bool IsPistolMode() { return Type == EWeaponType::Pistol; }
    public:
    // Sets default values for this component's properties
    UCWeaponComponent();
    protected:
    // Called when the game starts
    virtual void BeginPlay() override;
    public:
    // Called every frame
    virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
    private:
    class ACWeapon* GetCurrWeapon();//현재 무기를 리턴
    public:
    void SetUnarmedMode();
    void SetAR4Mode();
    //void SetAK47Mode();
    //void SetPistolMode();
    private:
    void SetMode(EWeaponType InType);
    void ChangeType(EWeaponType InType);
    public:
    void Begin_Equip();
    void End_Equip();
    public:
    void Begin_Aim();
    void End_Aim();
    public:
    void Begin_Fire();
    void End_Fire();
    public:
    bool IsInAim();
    FVector GetLeftHandLocation();
    public:
    void ToggleAutoFire();
    public:
    FWeaponTypeChanged OnWeaponTypeChanged;
    private:
    EWeaponType Type = EWeaponType::Max; //Max는 아무것도 선택안한 상황.
    private:
    class ACPlayer* Owner; //플레이어 변수
    TArray<class ACWeapon*> Weapons; //무기 배열 변수
    class UCUserWidget_HUD* HUD;
    };

     

     

    CWeaponComponent.cpp

    더보기
    #include "Weapons/CWeaponComponent.h"
    #include "Global.h"
    #include "CWeapon.h"
    #include "Character/CPlayer.h"
    #include "Widgets/CUserWidget_HUD.h"
    UCWeaponComponent::UCWeaponComponent()
    {
    PrimaryComponentTick.bCanEverTick = true;
    CHelpers::GetClass<UCUserWidget_HUD>(&HUDClass, "WidgetBlueprint'/Game/Widgets/WB_HUB.WB_HUB_C'");
    }
    void UCWeaponComponent::BeginPlay()
    {
    Super::BeginPlay();
    Owner = Cast<ACPlayer>(GetOwner());
    CheckNull(Owner);
    FActorSpawnParameters params;
    params.Owner = Owner;
    params.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
    //받은 타입을 Spawn 시킨다.
    for(TSubclassOf<ACWeapon> weaponClass : WeaponClasses)
    {
    if(!!weaponClass)
    {
    ACWeapon* weapon = Owner->GetWorld()->SpawnActor<ACWeapon>(weaponClass, params);//weaponClass 타입으로 Spawn시킨다.
    Weapons.Add(weapon);
    }
    }
    if(!!HUDClass)
    {
    HUD = CreateWidget<UCUserWidget_HUD, APlayerController>(Owner->GetController<APlayerController>(), HUDClass);
    HUD->AddToViewport(); //Viewport에 추가
    HUD->SetVisibility(ESlateVisibility::Hidden);//숨김
    }
    }
    // Called every frame
    void UCWeaponComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
    {
    Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
    if (!!HUD)
    {
    if (!!GetCurrWeapon()) //현재 무기가 있다면
    GetCurrWeapon()->IsAutoFire() ? HUD->OnAutoFire() : HUD->OffAutoFire(); //연사 3항 연산자 OnOff 스위치
    else //현재 무기가 없다면
    HUD->OffAutoFire(); //연사 해제
    }
    }
    ACWeapon* UCWeaponComponent::GetCurrWeapon()
    {
    CheckTrueResult(IsUnarmedMode(), nullptr);//IsUnarmedMode가 true면 무기 리턴해줄수 없으므로 nullptr로 리턴
    return Weapons[(int32)Type]; //BP의 to int //현재 선택된 Weapon을 리턴해준다.
    }
    void UCWeaponComponent::SetUnarmedMode()
    {
    CheckFalse(GetCurrWeapon()->CanUnequip());//현재 무기가 해제될 수 있는지 체크
    GetCurrWeapon()->Unequip(); //무기 해제
    ChangeType(EWeaponType::Max);//현재 무기를 Max로 바꾸어줌(Max는 아무것도 선택안한 상태)
    HUD->SetVisibility(ESlateVisibility::Hidden);//무기가 없을때 화면에서 숨겨준다.
    }
    void UCWeaponComponent::SetAR4Mode()
    {
    SetMode(EWeaponType::AR4);
    }
    void UCWeaponComponent::SetMode(EWeaponType InType)
    {
    if(Type == InType) //현재 무기와 장착하려는 무기가 같은 경우
    {
    SetUnarmedMode(); //무기 장착 해제
    return; //무기 장착 해제 후 리턴
    }
    else if (IsUnarmedMode() == false)
    {
    CheckFalse(GetCurrWeapon()->CanUnequip());//현재 무기가 해제될 수 있는지 체크
    GetCurrWeapon()->Unequip(); //무기 해제
    }
    CheckNull(Weapons[(int32)InType]); //장착될 무기가 있는지 체크
    CheckFalse(Weapons[(int32)InType]->CanEquip());//장착될 무기가 장착될 수 있는 상황인지 체크
    Weapons[(int32)InType]->Equip(); // 무기 장착
    ChangeType(InType); //무기 변경 알려줌
    if (!!HUD)
    HUD->SetVisibility(ESlateVisibility::Visible);//화면에 보이도록 켜줌.
    }
    void UCWeaponComponent::ChangeType(EWeaponType InType)
    {
    EWeaponType type = Type;
    Type = InType; //기존의 무기 타입에서 바뀐 무기 타입을 넣어줌.
    if (OnWeaponTypeChanged.IsBound())
    OnWeaponTypeChanged.Broadcast(type, InType);//기존 무기 타입, 바뀐 무기 타입
    }
    void UCWeaponComponent::Begin_Equip()
    {
    CheckNull(GetCurrWeapon());
    GetCurrWeapon()->Begin_Equip();
    }
    void UCWeaponComponent::End_Equip()
    {
    CheckNull(GetCurrWeapon());
    GetCurrWeapon()->End_Equip();
    }
    void UCWeaponComponent::Begin_Aim()
    {
    CheckNull(GetCurrWeapon());
    GetCurrWeapon()->Begin_Aim();
    }
    void UCWeaponComponent::End_Aim()
    {
    CheckNull(GetCurrWeapon());
    GetCurrWeapon()->End_Aim();
    }
    void UCWeaponComponent::Begin_Fire()
    {
    CheckNull(GetCurrWeapon());
    CheckFalse(GetCurrWeapon()->CanFire());
    GetCurrWeapon()->Begin_Fire();
    }
    void UCWeaponComponent::End_Fire()
    {
    CheckNull(GetCurrWeapon());
    GetCurrWeapon()->End_Fire();
    }
    bool UCWeaponComponent::IsInAim()
    {
    CheckNullResult(GetCurrWeapon(), false);
    return GetCurrWeapon()->IsInAim();
    }
    FVector UCWeaponComponent::GetLeftHandLocation()
    {
    CheckNullResult(GetCurrWeapon(), FVector::ZeroVector);
    return GetCurrWeapon()->GetLeftHandLocation();
    }
    void UCWeaponComponent::ToggleAutoFire()
    {
    CheckNull(GetCurrWeapon());
    GetCurrWeapon()->ToggleAutoFire();
    }

    TickComponent에서 HUD의 연사모드 On Off를 보여주는것을 조정한다.

    • void UCWeaponComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
      • 현재 무기가 있다면, 화면에 표시되는 연사 On Off를  3항 연산자로 바꾸어준다.
      • 현재 무기가 없다면, 화면에 표시되는 연사 Off로 바꾸어준다.

     

     


     

     

     

     

     

    HUD, Cross Hair 넣기

     


     

    CPlayer

     

    CPlayer.h

    더보기
    #pragma once
    #include "CoreMinimal.h"
    #include "GameFramework/Character.h"
    #include "CPlayer.generated.h"
    UCLASS()
    class U2212_04_API ACPlayer : public ACharacter
    {
    GENERATED_BODY()
    private:
    UPROPERTY(EditDefaultsOnly, Category = "Camera")
    FVector2D PitchRange = FVector2D(-40, +40);
    private:
    UPROPERTY(VisibleAnywhere)
    class USpringArmComponent* SpringArm;
    UPROPERTY(VisibleAnywhere)
    class UCameraComponent* Camera;
    private:
    UPROPERTY(VisibleAnywhere)
    class UCWeaponComponent* Weapon;
    public:
    ACPlayer();
    protected:
    virtual void BeginPlay() override;
    public:
    virtual void Tick(float DeltaTime) override;
    virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
    private:
    void OnMoveForward(float InAxisValue);
    void OnMoveRight(float InAxisValue);
    void OnHorizontalLook(float InAxisValue);
    void OnVerticalLook(float InAxisValue);
    private:
    void OnRun();
    void OffRun();
    };

    변동사항 없음

     

     

    CPlayer.cpp

    더보기
    #include "CPlayer.h"
    #include "Global.h"
    #include "CAnimInstance.h"
    #include "Weapons/CWeaponComponent.h"
    #include "GameFramework/SpringArmComponent.h"
    #include "GameFramework/CharacterMovementComponent.h"
    #include "Camera/CameraComponent.h"
    #include "Components/CapsuleComponent.h"
    #include "Components/InputComponent.h"
    #include "Materials/MaterialInstanceDynamic.h"
    ACPlayer::ACPlayer()
    {
    PrimaryActorTick.bCanEverTick = true;
    CHelpers::CreateComponent<USpringArmComponent>(this, &SpringArm, "SpringArm", GetCapsuleComponent());
    CHelpers::CreateComponent<UCameraComponent>(this, &Camera, "Camera", SpringArm);
    CHelpers::CreateActorComponent<UCWeaponComponent>(this, &Weapon, "Weapon");
    USkeletalMesh* mesh;
    CHelpers::GetAsset<USkeletalMesh>(&mesh, "SkeletalMesh'/Game/Character/Mesh/SK_Mannequin.SK_Mannequin'");
    GetMesh()->SetSkeletalMesh(mesh);
    GetMesh()->SetRelativeLocation(FVector(0, 0, -90));
    GetMesh()->SetRelativeRotation(FRotator(0, -90, 0));
    TSubclassOf<UCAnimInstance> animInstance;
    CHelpers::GetClass<UCAnimInstance>(&animInstance, "AnimBlueprint'/Game/Player/ABP_Player.ABP_Player_C'");
    GetMesh()->SetAnimClass(animInstance);
    GetCharacterMovement()->MaxWalkSpeed = 400;
    SpringArm->SetRelativeLocation(FVector(0, 0, 60));
    SpringArm->TargetArmLength = 200;
    SpringArm->bUsePawnControlRotation = true;
    SpringArm->bEnableCameraLag = true;
    }
    void ACPlayer::BeginPlay()
    {
    Super::BeginPlay(); //Super가 BP의 BeginPlay를 콜한다.
    GetController<APlayerController>()->PlayerCameraManager->ViewPitchMin = PitchRange.X; //각 제한 걸기
    GetController<APlayerController>()->PlayerCameraManager->ViewPitchMax = PitchRange.Y; //각 제한 걸기
    }
    void ACPlayer::Tick(float DeltaTime)
    {
    Super::Tick(DeltaTime);
    }
    void ACPlayer::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
    {
    Super::SetupPlayerInputComponent(PlayerInputComponent);
    PlayerInputComponent->BindAxis("MoveForward", this, &ACPlayer::OnMoveForward);
    PlayerInputComponent->BindAxis("MoveRight", this, &ACPlayer::OnMoveRight);
    PlayerInputComponent->BindAxis("HorizontalLook", this, &ACPlayer::OnHorizontalLook);
    PlayerInputComponent->BindAxis("VerticalLook", this, &ACPlayer::OnVerticalLook);
    PlayerInputComponent->BindAction("Run", EInputEvent::IE_Pressed, this, &ACPlayer::OnRun);
    PlayerInputComponent->BindAction("Run", EInputEvent::IE_Released, this, &ACPlayer::OffRun);
    PlayerInputComponent->BindAction("AR4", EInputEvent::IE_Pressed, Weapon, &UCWeaponComponent::SetAR4Mode);//Object를 Weapon으로 받는다.
    PlayerInputComponent->BindAction("Aim", EInputEvent::IE_Pressed, Weapon, &UCWeaponComponent::Begin_Aim);
    PlayerInputComponent->BindAction("Aim", EInputEvent::IE_Released, Weapon, &UCWeaponComponent::End_Aim);
    PlayerInputComponent->BindAction("Fire", EInputEvent::IE_Pressed, Weapon, &UCWeaponComponent::Begin_Fire);
    PlayerInputComponent->BindAction("Fire", EInputEvent::IE_Released, Weapon, &UCWeaponComponent::End_Fire);
    PlayerInputComponent->BindAction("AutoFire", EInputEvent::IE_Pressed, Weapon, &UCWeaponComponent::ToggleAutoFire);
    }
    void ACPlayer::OnMoveForward(float InAxisValue)
    {
    FRotator rotator = FRotator(0, GetControlRotation().Yaw, 0);
    FVector direction = FQuat(rotator).GetForwardVector();
    AddMovementInput(direction, InAxisValue);
    }
    void ACPlayer::OnMoveRight(float InAxisValue)
    {
    FRotator rotator = FRotator(0, GetControlRotation().Yaw, 0);
    FVector direction = FQuat(rotator).GetRightVector();
    AddMovementInput(direction, InAxisValue);
    }
    void ACPlayer::OnHorizontalLook(float InAxisValue)
    {
    AddControllerYawInput(InAxisValue);
    }
    void ACPlayer::OnVerticalLook(float InAxisValue)
    {
    AddControllerPitchInput(InAxisValue);
    }
    void ACPlayer::OnRun()
    {
    GetCharacterMovement()->MaxWalkSpeed = 600;
    }
    void ACPlayer::OffRun()
    {
    GetCharacterMovement()->MaxWalkSpeed = 400;
    }

    언리얼 - 프로젝트 세팅 - 입력 - 액션매핑에 넣어준 AutoFire 키입력을 CPlayer에 넣어준다.

    • PlayerInputComponent->BindAction("AutoFire", EInputEvent::IE_Pressed, Weapon, &UCWeaponComponent:: ToggleAutoFire);

    이것 이외의 변동사항 없음.

     


     

     

     

    WB_CrossHair 생성

     

    유저 인터페이스 - 위젯 블루프린트 - WB_CrossHair 생성

     

    Designer

     

     

    Graph

    노드 없음.

     

     


     

     

     

    CUserWidget_CrossHair 생성

     

    C++ 클래스 추가 - UserWidget - CUserWidget_CrossHair 생성

     

     

    CUserWidget_CrossHair.h

    더보기
    #pragma once
    #include "CoreMinimal.h"
    #include "Blueprint/UserWidget.h"
    #include "CUserWidget_CrossHair.generated.h"
    UCLASS()
    class U2212_04_API UCUserWidget_CrossHair : public UUserWidget
    {
    GENERATED_BODY()
    protected:
    void NativeOnInitialized() override;
    void NativeTick(const FGeometry& MyGeometry, float InDeltaTime);
    private:
    TArray<class UBorder*> Borders;
    TArray<FVector2D> Alignments;
    };

     

     

    CUserWidget_CrossHair.cpp

    더보기
    #include "Widgets/CUserWidget_CrossHair.h"
    #include "Global.h"
    #include "Blueprint/WidgetTree.h"
    #include "Blueprint/WidgetLayoutLibrary.h"
    #include "Components/CanvasPanel.h"
    #include "Components/CanvasPanelSlot.h"
    #include "Components/Border.h"
    //#define LOG_UCUserWidget_CrossHair 1
    void UCUserWidget_CrossHair::NativeOnInitialized()
    {
    Super::NativeOnInitialized();
    UCanvasPanel* panel = Cast<UCanvasPanel>(WidgetTree->RootWidget);//RootWidget은 CrossHair로 만든 Top,Bottom,Right,Left를 모두 포함한다.
    CheckNull(panel);
    TArray<UWidget*> widgets = panel->GetAllChildren();
    for (UWidget* widget : widgets)
    {
    UBorder* border = Cast<UBorder>(widget); //border를 가져온다.
    if (border == nullptr) continue;
    Borders.Add(border);
    UCanvasPanelSlot* slot = UWidgetLayoutLibrary::SlotAsCanvasSlot(border);
    Alignments.Add(slot->GetAlignment());
    }
    #if LOG_UCUserWidget_CrossHair
    for (int32 i = 0; i < Borders.Num(); i++)
    {
    UBorder* border = Borders[i];
    CLog::Log(border->GetName());
    CLog::Log(Alignments[i].ToString());
    }
    #endif
    }
    void UCUserWidget_CrossHair::NativeTick(const FGeometry& MyGeometry, float InDeltaTime)
    {
    Super::NativeTick(MyGeometry, InDeltaTime);
    }

     

     

    Construct가 먼저 실행되고 그 후에 OnInitialize가 실행된다.

     


     

     

    실행화면

     

     

     

     

     


     

     

    ABP: Animation Blueprint
    AN: Blueprint Class AnimNotify
    ANS: Blueprint Class - AnimNotifyState

    AO: Aim Offset

    BP: Blueprint Class
    BS: Blend Space

    BF: Blueprint Function Library
    CS: Matinee Camera Shake
    E: Enum 열거형
    DT: Data Table
    F: 구조체

    I: Blueprint Interface

    WB: Widget Bluepprint

     

    UE2212_04

      Level - LEVEL
    Character Animation Rifle
    Unarmed
    Rifle_Equip_Montage
    BlendSpaces AO_Rifle_Aim
    AO_Rifle_Idle
    BS_Rifle
    BS_Rifle_Aim

    BS_Unarme
    Materials

    MaterialLayers
    M_UE4Man_Body
    M_UE4Man_ChestLogo
    Mesh SK_Mannequin
    SK_MAnnequin_PhysicsAsset
    Skel_Mannequin

    Montages
       
       
    Textures UE4_LOGO_CARD
    UE4_Mannequin__normals
    UE4_Mannequin_MAT_MASKA
    UE4Man_Logo_N
    Weapons Elven Bow
    Greate Hammer
    Sword
    Effects
    Materials    
    Meshes    
    Texture    
    P_Eject_bullet
    P_Impact_Default
    P_Muzzleflash
    Environment
    Materials Textures  
    Meshes    
    Obstacle    
    FPS_Weapon_Bundle
    Weapons
    Material  
    Meshes  
    Textures  
    Materials Texture    
    M_Cursor
    M_Cursor_Inst
    M_Decal
    M_Mesh
    M_White_Inst
    M_Red_Inst
    M_Green_Inst
    M_Blue_Inst
    M_UE4Man_Body_Inst
    M_UE4Man_ChesLogo_Inst
       
    Meshes Cone_2
    Cube_2
    Cylinder_2
    Sphere_2
       
    Player ABP_Player
    BP_Player
       
    Sounds S_RifleShoot    
    Textures Crosshair    
    Weapons
    BP_CameraShake_AR4
    BP_CWeapon_AR4
       
         
    Widgets NotoSansKR-Black
    NotoSansKR-Black_Font
    WB_CrossHair
    WB_HUB