[UE] 총알 연사, HUD & CrossHair
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
#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
#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
#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
#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
#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
#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
#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
#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
#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
#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 |
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