[UE] FPS(일인칭 슈팅 게임)
목차
Characters | |
CAnimInstance.h .cpp CAnimInstance_Arms.h .cpp 생성 CPlayer.h .cpp |
|
Utilities | |
CHelpers.h CLog.h .cpp |
|
Weapons | |
CBullet.h .cpp CMagazine.h .cpp CWeapon.h .cpp CWeapon_AK47.h .cpp CWeapon_AR4.h .cpp CWeaponComponent.h .cpp |
|
Widget | |
CUserWidget_CrossHair.h .cpp CUserWidget_HUD.h .cpp |
|
CGameMode.h .cpp Global.h CAnimNotifyState_Equip.h .cpp CAnimNotifyState_Reload.h .cpp |
필요한 에셋 추가하기, 소켓 추가하기
SK_Mannequin_Arms 가져오기
Player Arm으로 사용할 메쉬를 가져온다.
SM_T4_Sight 가져오기
머터리얼 슬롯 - 엘리먼트0 - M_KA47_Pattern 할당
SK_KA47_Skeleton - 소켓 추가
DotSight 소켓 추가
SK_Mannequin_Arms_Skeleton - 소켓 추가
Rifle_AK47_RightHand 추가
Arm
CAnimInstance_Arms 생성
새 C++ 클래스 - AnimInstance - CAnimInstance_Arms 생성
CAnimInstance_Arms.h
#pragma once
#include "CoreMinimal.h"
#include "Animation/AnimInstance.h"
#include "Weapons/CWeaponComponent.h"
#include "CAnimInstance_Arms.generated.h"
UCLASS()
class U2212_04_API UCAnimInstance_Arms : public UAnimInstance
{
GENERATED_BODY()
protected:
UPROPERTY(BlueprintReadOnly, EditAnywhere, Category = "Weapons")
EWeaponType WeaponType = EWeaponType::Max;
public:
void NativeBeginPlay() override;
void NativeUpdateAnimation(float DeltaSeconds) override;
private:
UFUNCTION()
void OnWeaponTypeChanged(EWeaponType InPrevType, EWeaponType InNewType);
private:
class ACPlayer* OwnerCharacter;
class UCWeaponComponent* Weapon;
};
CAnimInstance_Arms.cpp
#include "Character/CAnimInstance_Arms.h"
#include "Global.h"
#include "CPlayer.h"
void UCAnimInstance_Arms::NativeBeginPlay()
{
Super::NativeBeginPlay();
OwnerCharacter = Cast<ACPlayer>(TryGetPawnOwner());
CheckNull(OwnerCharacter);
Weapon = CHelpers::GetComponent<UCWeaponComponent>(OwnerCharacter);
CheckNull(Weapon);
Weapon->OnWeaponTypeChanged.AddDynamic(this, &UCAnimInstance_Arms::OnWeaponTypeChanged);
}
void UCAnimInstance_Arms::NativeUpdateAnimation(float DeltaSeconds)
{
Super::NativeUpdateAnimation(DeltaSeconds);
CheckNull(OwnerCharacter);
}
void UCAnimInstance_Arms::OnWeaponTypeChanged(EWeaponType InPrevType, EWeaponType InNewType)
{
WeaponType = InNewType;
}
ABP_Player_Arms 생성
애니메이션 - 애니메이션 블루프린트 - 부모클래스: CAnimInstance_Arms, 스켈레톤: Skel_Mannequin_Arms -
ABP_Player_Arms 생성
AnimGraph
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;
UPROPERTY(VisibleAnywhere)
class UStaticMeshComponent* Backpack;
UPROPERTY(VisibleAnywhere)
class USkeletalMeshComponent* Arms;
private:
UPROPERTY(VisibleAnywhere)
class UCWeaponComponent* Weapon;
public:
FORCEINLINE UStaticMeshComponent* GetBackpack() { return Backpack; }
FORCEINLINE USkeletalMeshComponent* GetArms() { return Arms; }
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();
};
변수 추가
- class USkeletalMeshComponent* Arms;
인라인 함수 추가
- FORCEINLINE UStaticMeshComponent* GetBackpack() { return Backpack; }
- FORCEINLINE USkeletalMeshComponent* GetArms() { return Arms; }
CPlayer.cpp
#include "CPlayer.h"
#include "Global.h"
#include "CAnimInstance.h"
#include "CAnimInstance_Arms.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 "Components/StaticMeshComponent.h"
#include "Components/SkeletalMeshComponent.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::CreateComponent<UStaticMeshComponent>(this, &Backpack, "Backpack", GetMesh(), "Backpack");
CHelpers::CreateComponent<USkeletalMeshComponent>(this, &Arms, "Arms", Camera);
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;
UStaticMesh* staticMesh;
CHelpers::GetAsset<UStaticMesh>(&staticMesh, "StaticMesh'/Game/FPS_Weapon_Bundle/Backpack/Backpack.Backpack'");
Backpack->SetStaticMesh(staticMesh);
Backpack->SetCollisionProfileName("NoCollision");
CHelpers::GetAsset<USkeletalMesh>(&mesh, "SkeletalMesh'/Game/Character_Arms/Mesh/SK_Mannequin_Arms.SK_Mannequin_Arms'");
Arms->SetSkeletalMesh(mesh);
Arms->SetRelativeLocation(FVector(-14.25f, -5.85f, -156.935f));
Arms->SetRelativeRotation(FRotator(-0.5f, -11.85f, -1.2f));
Arms->SetVisibility(false); //안 보이도록 기본값 세팅
TSubclassOf<UCAnimInstance_Arms> armsAnimInstance;
CHelpers::GetClass<UCAnimInstance_Arms>(&armsAnimInstance, "AnimBlueprint'/Game/Player/ABP_Player_Arms.ABP_Player_Arms_C'");
Arms->SetAnimClass(armsAnimInstance);
}
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("AK47", EInputEvent::IE_Pressed, Weapon, &UCWeaponComponent::SetAK47Mode);//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);
PlayerInputComponent->BindAction("Reload", EInputEvent::IE_Pressed, Weapon, &UCWeaponComponent::Reload);
}
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;
}
Arms를 카메라에 붙여 생성한다.
- CHelpers::CreateComponent<USkeletalMeshComponent>(this, &Arms, "Arms", Camera);
Arms 기본값 세팅
- CHelpers::GetAsset<USkeletalMesh>(&mesh, "SkeletalMesh'/Game/Character_Arms의 레퍼런스 경로'");
- Arms->SetSkeletalMesh(mesh);
- Arms->SetRelativeLocation(FVector(-14.25f, -5.85f, -156.935f));
- Arms->SetRelativeRotation(FRotator(-0.5f, -11.85f, -1.2f));
- Arms->SetVisibility(false);
Arms의 AnimInstance 설정
- TSubclassOf<UCAnimInstance_Arms> armsAnimInstance;
- CHelpers::GetClass<UCAnimInstance_Arms>(&armsAnimInstance, "ABP_Player 레퍼런스 경로'");
- Arms->SetAnimClass(armsAnimInstance);
위와 같이 CPlayer에 Arms를 생성하고 정보를 기입하고 컴파일을 실행한다.
BP_CPlayer
Arms - 렌더링 - 테스트를 하기 위해 Visible을 체크하여 Arms가 화면에 보이도록 만들어준다. 테스트가 끝난 후 체크를 해제해준다.
Animation - Anim Class - ABP_Player_Arms_C 할당
메시 - Skeletal Mesh - SK_Mannequin_Arms 할당
머터리얼 - 엘리먼트0 - < M_UE4Man_Body_Inst 할당
Weapon
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
UPROPERTY(EditDefaultsOnly, Category = "Fire")
float SpreadSpeed; //얼마나 빨리 벌려질거냐
UPROPERTY(EditDefaultsOnly, Category = "Fire")
float MaxSpreadAlignment; //얼마나 넓게 벌려질거냐
UPROPERTY(EditDefaultsOnly, Category = "Fire")
TSubclassOf<class ACBullet> BulletClass;
protected:
UPROPERTY(EditDefaultsOnly, Category = "UI")
TSubclassOf<class UCUserWidget_CrossHair> CrossHairClass; //CrossHair
protected:
UPROPERTY(EditDefaultsOnly, Category = "Magazine")
uint8 MaxMagazineCount;
UPROPERTY(EditDefaultsOnly, Category = "Magazine")
class UAnimMontage* ReloadMontage;
UPROPERTY(EditDefaultsOnly, Category = "Magazine")
float ReloadMontage_PlayRate;
UPROPERTY(EditDefaultsOnly, Category = "Magazine")
FName MagazineBoneName; //탄창이 숨겨졌다 보이게 바뀌는 BoneName
UPROPERTY(EditDefaultsOnly, Category = "Magazine")
TSubclassOf<class ACMagazine> MagazineClass;
UPROPERTY(EditDefaultsOnly, Category = "Magazine")
FName MagazineSocketName;
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; }
FORCEINLINE uint8 GetCurrMagazineCount() { return CurrMagazineCount; } //현재 탄 수
FORCEINLINE uint8 GetMaxMagazineCount() { return MaxMagazineCount; } //최대 탄 수
public:
ACWeapon();
protected:
virtual void BeginPlay() override;
public:
virtual void Tick(float DeltaTime) override;
public:
bool CanEquip();
void Equip();
virtual void Begin_Equip();
virtual void End_Equip();
bool CanUnequip();
void Unequip();
public:
bool CanAim();
virtual void Begin_Aim();
virtual 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
public:
bool CanReload();
void Reload();
void Eject_Magazine();
void Spawn_Magazine();
void Load_Magazine();
void End_Reload();
private:
bool bEquipping;
bool bInAim;
bool bFiring;
bool bReload;
bool bAutoFire = true;
protected:
class ACPlayer* Owner;
private:
FTimerHandle AutoFireHandle; //타이머 핸들 추가
protected: //자식에서 CrossHair 접근하게 하기위해 protected로 설정
class UCUserWidget_CrossHair* CrossHair;
private:
float CurrSpreadRadius;
float LastAddSpreadTime;
private:
uint8 CurrMagazineCount; //현재 탄 수
private:
class ACMagazine* Magazine;
};
자식에서 재정의할 수 있도록 가상함수로 변경한다.
- void Begin_Aim(); →변경 virtual void Begin_Aim();
- void End_Aim(); →변경 virtual void End_Aim();
- CWeapon_AK47에서 Begin_Aim()와 End_Aim()를 재정의한다.
자식에서 접근이 가능하도록 private을 protected로 변경
- private →변경 protected: class UCUserWidget_CrossHair* CrossHair;
CWeapon.cpp
#include "CPlayer.h"
#include "Global.h"
#include "CAnimInstance.h"
#include "CAnimInstance_Arms.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 "Components/StaticMeshComponent.h"
#include "Components/SkeletalMeshComponent.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::CreateComponent<UStaticMeshComponent>(this, &Backpack, "Backpack", GetMesh(), "Backpack");
CHelpers::CreateComponent<USkeletalMeshComponent>(this, &Arms, "Arms", Camera);
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;
UStaticMesh* staticMesh;
CHelpers::GetAsset<UStaticMesh>(&staticMesh, "StaticMesh'/Game/FPS_Weapon_Bundle/Backpack/Backpack.Backpack'");
Backpack->SetStaticMesh(staticMesh);
Backpack->SetCollisionProfileName("NoCollision");
CHelpers::GetAsset<USkeletalMesh>(&mesh, "SkeletalMesh'/Game/Character_Arms/Mesh/SK_Mannequin_Arms.SK_Mannequin_Arms'");
Arms->SetSkeletalMesh(mesh);
Arms->SetRelativeLocation(FVector(-14.25f, -5.85f, -156.935f));
Arms->SetRelativeRotation(FRotator(-0.5f, -11.85f, -1.2f));
Arms->SetVisibility(false); //안 보이도록 기본값 세팅
TSubclassOf<UCAnimInstance_Arms> armsAnimInstance;
CHelpers::GetClass<UCAnimInstance_Arms>(&armsAnimInstance, "AnimBlueprint'/Game/Player/ABP_Player_Arms.ABP_Player_Arms_C'");
Arms->SetAnimClass(armsAnimInstance);
}
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("AK47", EInputEvent::IE_Pressed, Weapon, &UCWeaponComponent::SetAK47Mode);//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);
PlayerInputComponent->BindAction("Reload", EInputEvent::IE_Pressed, Weapon, &UCWeaponComponent::Reload);
}
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;
}
변경사항 없음.
CWeapon_AK47
CWeapon_AK47.h
#pragma once
#include "CoreMinimal.h"
#include "Weapons/CWeapon.h"
#include "CWeapon_AK47.generated.h"
UCLASS()
class U2212_04_API ACWeapon_AK47 : public ACWeapon
{
GENERATED_BODY()
private:
UPROPERTY(EditDefaultsOnly, Category = "Equip")
FName LeftHandSocketName;
private:
UPROPERTY(VisibleAnywhere)
class UStaticMeshComponent* Sight;
public:
ACWeapon_AK47();
public:
void Begin_Equip() override;
void End_Equip() override;
void Begin_Aim() override;
void End_Aim() override;
};
변수 생성
- class UStaticMeshComponent* Sight;
함수 재정의
- void Begin_Aim() override;
- void End_Aim() override;
CWeapon_AK47.cpp
#include "Weapons/CWeapon_AK47.h"
#include "Global.h"
#include "CMagazine.h"
#include "CWeaponComponent.h"
#include "Character/CPlayer.h"
#include "Components/StaticMeshComponent.h"
#include "Components/SkeletalMeshComponent.h"
#include "Animation/AnimMontage.h"
#include "Camera/CameraShake.h"
#include "Widgets/CUserWidget_CrossHair.h"
ACWeapon_AK47::ACWeapon_AK47()
{
USkeletalMesh* mesh;
CHelpers::GetAsset<USkeletalMesh>(&mesh, "SkeletalMesh'/Game/FPS_Weapon_Bundle/Weapons/Meshes/AR4/SK_AR4.SK_AR4'");
Mesh->SetSkeletalMesh(mesh);
CHelpers::CreateComponent<UStaticMeshComponent>(this, &Sight, "Sight", Mesh, "DotSight");
UStaticMesh* staticMesh;
CHelpers::GetAsset<UStaticMesh>(&staticMesh, "StaticMesh'/Game/FPS_Weapon_Bundle/Weapons/Meshes/Accessories/SM_T4_Sight.SM_T4_Sight'");
Sight->SetStaticMesh(staticMesh);
Sight->SetRelativeScale3D(FVector(1, 0.95f, 1));
Sight->SetCollisionProfileName("NoCollision");//AK47와 T4_Sight가 충돌되지 않도록 T4_Sight를 No Collision으로 만들어준다.
//AK
{
LeftHandSocketName = "Rifle_AK47_LeftHand";
}
//Equip
{
HolsterSocketName = "Rifle_AK47_Holster";
CHelpers::GetAsset<UAnimMontage>(&EquipMontage, "AnimMontage'/Game/Character/Animations/Rifle_Equip_AK47_Montage.Rifle_Equip_AK47_Montage'");
EquipMontage_PlayRate = 2.0f;
RightHandSocketName = "Rifle_AK47_RightHand";
LeftHandLocation = FVector(-35, 15.5f, 7);
}
//Aim
{
BaseData.bEnableCameraLag = true;
BaseData.TargetArmLength = 200;
BaseData.SocketOffset = FVector(0, 50, 15);
BaseData.FieldOfView = 90;
AimData.bEnableCameraLag = false;
AimData.TargetArmLength = 30;
AimData.SocketOffset = FVector(-55, 0, 10);
AimData.FieldOfView = 55;
}
//Fire
{
RecoilAngle = 0.75f;
CHelpers::GetClass<UMatineeCameraShake>(&CameraShakeClass, "Blueprint'/Game/Weapons/BP_CameraShake_AR4.BP_CameraShake_AR4_C'");
AutoFireInterval = 0.1f; //연사 시간간격(=연사 속도)
RecoilRate = 0.05f;
SpreadSpeed = 2.0f;
MaxSpreadAlignment = 2.0f;
}
//UI
{
CHelpers::GetClass<UCUserWidget_CrossHair>(&CrossHairClass, "WidgetBlueprint'/Game/Widgets/WB_CrossHair.WB_CrossHair_C'");
}
//Magazine
{
MaxMagazineCount = 30; //최대 탄 수 = 30으로 설정
CHelpers::GetAsset<UAnimMontage>(&ReloadMontage, "AnimMontage'/Game/Character/Animations/Rifle_Reload_Montage.Rifle_Reload_Montage'");
ReloadMontage_PlayRate = 1.5f;
MagazineBoneName = "b_gun_mag";
CHelpers::GetClass<ACMagazine>(&MagazineClass, "Blueprint'/Game/Weapons/BP_CMagazine_AK47.BP_CMagazine_AK47_C'");
MagazineSocketName = "Rifle_Magazine";
}
}
void ACWeapon_AK47::Begin_Equip()
{
if (LeftHandSocketName.IsValid())
CHelpers::AttachTo(this, Owner->GetMesh(), LeftHandSocketName); //AK47(=this)이 Owner->GetMesh()의 LeftHandSockName으로 붙는다.
}
void ACWeapon_AK47::End_Equip()
{
Super::Begin_Equip(); //부모 Begin_Equip()이 콜 되어 오른손으로 간다.
Super::End_Equip(); //부모 End_Equip()이 콜 되어 마무리된다.
}
void ACWeapon_AK47::Begin_Aim()
{
Super::Begin_Aim();
if (!!CrossHair)
CrossHair->SetVisibility(ESlateVisibility::Hidden);
Owner->GetMesh()->SetVisibility(false);
Owner->GetBackpack()->SetVisibility(false);
Owner->GetArms()->SetVisibility(true);
CHelpers::AttachTo(this, Owner->GetArms(), RightHandSocketName);
CHelpers::GetComponent<UCWeaponComponent>(Owner)->OnWeaponAim_Arms_Begin.Broadcast(this);
}
void ACWeapon_AK47::End_Aim()
{
Super::End_Aim();
if (!!CrossHair)
CrossHair->SetVisibility(ESlateVisibility::Visible);
Owner->GetMesh()->SetVisibility(true);
Owner->GetBackpack()->SetVisibility(true);
Owner->GetArms()->SetVisibility(false);
CHelpers::AttachTo(this, Owner->GetMesh(), RightHandSocketName);
CHelpers::GetComponent<UCWeaponComponent>(Owner)->OnWeaponAim_Arms_End.Broadcast();
}
Weapon에서 정의한 Begin_Aim()와 End_Aim() 재정의
- void ACWeapon_AK47::Begin_Aim()
- void ACWeapon_AK47::End_Aim()
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);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FWeaponAim_Arms_Begin, class ACWeapon*, InThisWeapon);
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FWeaponAim_Arms_End);
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(); //연사 토글
public:
void Reload(); //재장전
void Eject_Magazine();
void Spawn_Magazine();
void Load_Magazine();
void End_Reload();
private:
UFUNCTION()
void On_Begin_Aim(class ACWeapon* InThisWeapon);
UFUNCTION()
void On_Begin_End();
public:
FWeaponTypeChanged OnWeaponTypeChanged;
FWeaponAim_Arms_Begin OnWeaponAim_Arms_Begin;
FWeaponAim_Arms_End OnWeaponAim_Arms_End;
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;
};
Delegate 추가
- DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FWeaponTypeChanged, EWeaponType, InPrevType, EWeaponType, InNewType);
- DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FWeaponAim_Arms_Begin, class ACWeapon*, InThisWeapon);
- DECLARE_DYNAMIC_MULTICAST_DELEGATE(FWeaponAim_Arms_End);
변수 추가
- FWeaponTypeChanged OnWeaponTypeChanged;
- FWeaponAim_Arms_Begin OnWeaponAim_Arms_Begin;
- FWeaponAim_Arms_End OnWeaponAim_Arms_End;
CWeaponComponent.cpp
#include "Weapons/CWeaponComponent.h"
#include "Global.h"
#include "CWeapon.h"
#include "Character/CPlayer.h"
#include "CWeaponComponent.h" //여기
#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
}
OnWeaponAim_Arms_Begin.AddDynamic(this, &UCWeaponComponent::On_Begin_Aim);
OnWeaponAim_Arms_End.AddDynamic(this, &UCWeaponComponent::On_Begin_End);
}
// 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
if(!!GetCurrWeapon()) //현재 무기가 있다면
{
uint8 currCount = GetCurrWeapon()->GetCurrMagazineCount(); //현재 무기의 현재 탄 수
uint8 maxCount = GetCurrWeapon()->GetMaxMagazineCount(); //현재 무기의 최대 탄 수
HUD->UpdateMagazine(currCount, maxCount); //HUD에 탄 수 업데이트
}
}
}
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::SetAK47Mode()
{
SetMode(EWeaponType::AK47);
}
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();
}
void UCWeaponComponent::Reload()
{
CheckNull(GetCurrWeapon());
GetCurrWeapon()->Reload();
}
void UCWeaponComponent::Eject_Magazine()
{
CheckNull(GetCurrWeapon());
GetCurrWeapon()->Eject_Magazine();
}
void UCWeaponComponent::Spawn_Magazine()
{
CheckNull(GetCurrWeapon());
GetCurrWeapon()->Spawn_Magazine();
}
void UCWeaponComponent::Load_Magazine()
{
CheckNull(GetCurrWeapon());
GetCurrWeapon()->Load_Magazine();
}
void UCWeaponComponent::End_Reload()
{
CheckNull(GetCurrWeapon());
GetCurrWeapon()->End_Reload();
}
void UCWeaponComponent::On_Begin_Aim(ACWeapon * InThisWeapon)
{
for (ACWeapon* weapon : Weapons)
{
if (weapon == InThisWeapon)
continue;
weapon->SetHidden(true);
}
}
void UCWeaponComponent::On_Begin_End()
{
for (ACWeapon* weapon : Weapons)
weapon->SetHidden(false);
}
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 Rifle_Reload_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 |
||
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 |
Backpack | backpact M_Backpack |
|
Weapons |
Material | ||
Meshes | |||
Textures | |||
SM_AR4_Mag SM_AR4_Mag_Empty |
|||
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_CBullet BP_CMagazine_AK47 BP_CMagazine_AR4 BP_CWeapon_AK47 BP_CWeapon_AR4 |
||
Widgets | NotoSansKR-Black NotoSansKR-Black_Font WB_CrossHair WB_HUB |
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