commit db8e33edb38bf8006353d2c716b0ed98b46c90fb Author: Jers Date: Mon Mar 11 00:10:49 2024 -0500 Initial commit diff --git a/.gitattributes b/.gitattributes new file mode 100644 index 0000000..b9c3b93 --- /dev/null +++ b/.gitattributes @@ -0,0 +1,16 @@ +# Unreal Engine file types. +*.uasset filter=lfs diff=lfs merge=lfs -text +*.umap filter=lfs diff=lfs merge=lfs -text + +# Raw Content file types. +*.fbx filter=lfs diff=lfs merge=lfs -text +*.3ds filter=lfs diff=lfs merge=lfs -text +*.psd filter=lfs diff=lfs merge=lfs -text +*.png filter=lfs diff=lfs merge=lfs -text +*.mp3 filter=lfs diff=lfs merge=lfs -text +*.wav filter=lfs diff=lfs merge=lfs -text +*.xcf filter=lfs diff=lfs merge=lfs -text +*.jpg filter=lfs diff=lfs merge=lfs -text + +# Anything in `/RawContent` dir. +/RawContent/**/* filter=lfs diff=lfs merge=lfs -text \ No newline at end of file diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..9da6c57 --- /dev/null +++ b/.gitignore @@ -0,0 +1,51 @@ +# Ignore all files by default, but scan all directories. +* +!*/ + +# Do not ignore git files in the root of the repo. +!/.git* + +# Do not ignore current project's `.uproject`. +!/*.uproject + +# Do not ignore source, config and plugins dirs. +!/Source/** +!/Config/** +!/Plugins/** + +# Only allow .uasset and .umap files from /Content dir. +# They're tracked by git-lfs, don't forget to track other +# files if adding them here. +!/Content/**/*.uasset +!/Content/**/*.umap + +# Allow any files from /RawContent dir. +# Any file in /RawContent dir will be managed by git lfs. +!/RawContent/**/* + +# OS/platform generated files. + +# Windows +ehthumbs.db +Thumbs.db + +# Mac OS X +.DS_Store +.DS_Store? +.AppleDouble +.LSOverride +._* + +# Linux +*~ +.directory + +# vim +[._]*.s[a-w][a-z] +[._]s[a-w][a-z] +*.un~ +Session.vim +.netrwhist + +# Visual Studio +.vs \ No newline at end of file diff --git a/Config/DefaultEditor.ini b/Config/DefaultEditor.ini new file mode 100644 index 0000000..e5481d7 --- /dev/null +++ b/Config/DefaultEditor.ini @@ -0,0 +1,11 @@ +[UnrealEd.SimpleMap] +SimpleMapName=/Game/StreetPunkz/Maps/TopDownExampleMap + +[EditoronlyBP] +bAllowClassAndBlueprintPinMatching=true +bReplaceBlueprintWithClass= true +bDontLoadBlueprintOutsideEditor= true +bBlueprintIsNotBlueprintType= true + +[/Script/AdvancedPreviewScene.SharedProfiles] + diff --git a/Config/DefaultEditorPerProjectUserSettings.ini b/Config/DefaultEditorPerProjectUserSettings.ini new file mode 100644 index 0000000..42f3802 --- /dev/null +++ b/Config/DefaultEditorPerProjectUserSettings.ini @@ -0,0 +1,2 @@ +[ContentBrowser] +ContentBrowserTab1.SelectedPaths=/Game/TopDownBP \ No newline at end of file diff --git a/Config/DefaultEngine.ini b/Config/DefaultEngine.ini new file mode 100644 index 0000000..c6d2707 --- /dev/null +++ b/Config/DefaultEngine.ini @@ -0,0 +1,195 @@ +[URL] +GameName=StreetPunkz + +[/Script/EngineSettings.GameMapsSettings] +EditorStartupMap=/Game/BattleMap.BattleMap +GameDefaultMap=/Game/BattleMap.BattleMap +TransitionMap= +bUseSplitscreen=True +TwoPlayerSplitscreenLayout=Horizontal +ThreePlayerSplitscreenLayout=FavorTop +GlobalDefaultGameMode=/Game/TopDown/Blueprints/BP_TopDownGameMode.BP_TopDownGameMode_C +GlobalDefaultServerGameMode=None + +[/Script/NavigationSystem.RecastNavMesh] +bDrawPolyEdges=False +bDistinctlyDrawTilesBeingBuilt=True +DrawOffset=10.000000 +bFixedTilePoolSize=False +TilePoolSize=1024 +TileSizeUU=1000.000000 +CellSize=19.000000 +CellHeight=10.000000 +NavMeshResolutionParams[0]=(CellSize=38.000000,CellHeight=10.000000,AgentMaxStepHeight=70.000000) +NavMeshResolutionParams[1]=(CellSize=19.000000,CellHeight=10.000000,AgentMaxStepHeight=70.000000) +NavMeshResolutionParams[2]=(CellSize=19.000000,CellHeight=10.000000,AgentMaxStepHeight=70.000000) +AgentRadius=34.000000 +AgentHeight=144.000000 +AgentMaxSlope=44.000000 +AgentMaxStepHeight=35.000000 +MinRegionArea=0.000000 +MergeRegionSize=400.000000 +MaxSimplificationError=1.300000 +MaxSimultaneousTileGenerationJobsCount=1024 +TileNumberHardLimit=1048576 +DefaultDrawDistance=5000.000000 +DefaultMaxSearchNodes=2048.000000 +DefaultMaxHierarchicalSearchNodes=2048.000000 +RegionPartitioning=Watershed +LayerPartitioning=Watershed +RegionChunkSplits=2 +LayerChunkSplits=2 +bSortNavigationAreasByCost=False +bIsWorldPartitioned=False +bPerformVoxelFiltering=True +bMarkLowHeightAreas=False +bUseExtraTopCellWhenMarkingAreas=True +bFilterLowSpanSequences=False +bFilterLowSpanFromTileCache=False +bDoFullyAsyncNavDataGathering=False +bUseBetterOffsetsFromCorners=True +bStoreEmptyTileLayers=False +bUseVirtualFilters=True +bUseVirtualGeometryFilteringAndDirtying=False +bAllowNavLinkAsPathEnd=False +TimeSliceFilterLedgeSpansMaxYProcess=13 +TimeSliceLongDurationDebug=0.002000 +InvokerTilePriorityBumpDistanceThresholdInTileUnits=1 +InvokerTilePriorityBumpIncrease=1 +bUseVoxelCache=False +TileSetUpdateInterval=1.000000 +HeuristicScale=0.999000 +VerticalDeviationFromGroundCompensation=0.000000 +bForceRebuildOnLoad=True + +[/Script/Engine.RendererSettings] +r.ReflectionMethod=1 +r.GenerateMeshDistanceFields=True +r.DynamicGlobalIlluminationMethod=1 +r.Shadow.Virtual.Enable=1 +r.Mobile.EnableNoPrecomputedLightingCSMShader=1 +r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True +r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=true + +r.DefaultFeature.LocalExposure.HighlightContrastScale=0.8 + +r.DefaultFeature.LocalExposure.ShadowContrastScale=0.8 + +[/Script/WindowsTargetPlatform.WindowsTargetSettings] +DefaultGraphicsRHI=DefaultGraphicsRHI_DX12 +-D3D12TargetedShaderFormats=PCD3D_SM5 ++D3D12TargetedShaderFormats=PCD3D_SM6 +-D3D11TargetedShaderFormats=PCD3D_SM5 ++D3D11TargetedShaderFormats=PCD3D_SM5 +Compiler=Default +AudioSampleRate=48000 +AudioCallbackBufferFrameSize=1024 +AudioNumBuffersToEnqueue=1 +AudioMaxChannels=0 +AudioNumSourceWorkers=4 +SpatializationPlugin= +SourceDataOverridePlugin= +ReverbPlugin= +OcclusionPlugin= +CompressionOverrides=(bOverrideCompressionTimes=False,DurationThreshold=5.000000,MaxNumRandomBranches=0,SoundCueQualityIndex=0) +CacheSizeKB=65536 +MaxChunkSizeOverrideKB=0 +bResampleForDevice=False +MaxSampleRate=48000.000000 +HighSampleRate=32000.000000 +MedSampleRate=24000.000000 +LowSampleRate=12000.000000 +MinSampleRate=8000.000000 +CompressionQualityModifier=1.000000 +AutoStreamingThreshold=0.000000 +SoundCueCookQualityIndex=-1 + + +[/Script/HardwareTargeting.HardwareTargetingSettings] +TargetedHardwareClass=Desktop +AppliedTargetedHardwareClass=Desktop +DefaultGraphicsPerformance=Maximum +AppliedDefaultGraphicsPerformance=Maximum + +[/Script/Engine.Engine] ++ActiveGameNameRedirects=(OldGameName="TP_TopDownBP",NewGameName="/Script/StreetPunkz") ++ActiveGameNameRedirects=(OldGameName="/Script/TP_TopDownBP",NewGameName="/Script/StreetPunkz") + +[/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings] +bEnablePlugin=True +bAllowNetworkConnection=True +SecurityToken=10C524BF44B7B8E68662D08CEB80C9EC +bIncludeInShipping=False +bAllowExternalStartInShipping=False +bCompileAFSProject=False +bUseCompression=False +bLogFiles=False +bReportStats=False +ConnectionType=USBOnly +bUseManualIPAddress=False +ManualIPAddress= + +[/Script/Engine.CollisionProfile] +-Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision",bCanModify=False) +-Profiles=(Name="BlockAll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=,HelpMessage="WorldStatic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False) +-Profiles=(Name="OverlapAll",CollisionEnabled=QueryOnly,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False) +-Profiles=(Name="BlockAllDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=,HelpMessage="WorldDynamic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False) +-Profiles=(Name="OverlapAllDynamic",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False) +-Profiles=(Name="IgnoreOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that ignores Pawn and Vehicle. All other channels will be set to default.",bCanModify=False) +-Profiles=(Name="OverlapOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that overlaps Pawn, Camera, and Vehicle. All other channels will be set to default. ",bCanModify=False) +-Profiles=(Name="Pawn",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Pawn",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object. Can be used for capsule of any playerable character or AI. ",bCanModify=False) +-Profiles=(Name="Spectator",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="WorldStatic",Response=ECR_Block),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore)),HelpMessage="Pawn object that ignores all other actors except WorldStatic.",bCanModify=False) +-Profiles=(Name="CharacterMesh",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object that is used for Character Mesh. All other channels will be set to default.",bCanModify=False) +-Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors",bCanModify=False) +-Profiles=(Name="Destructible",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Destructible",CustomResponses=,HelpMessage="Destructible actors",bCanModify=False) +-Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.",bCanModify=False) +-Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is invisible.",bCanModify=False) +-Profiles=(Name="Trigger",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that is used for trigger. All other channels will be set to default.",bCanModify=False) +-Profiles=(Name="Ragdoll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Simulating Skeletal Mesh Component. All other channels will be set to default.",bCanModify=False) +-Profiles=(Name="Vehicle",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Vehicle",CustomResponses=,HelpMessage="Vehicle object that blocks Vehicle, WorldStatic, and WorldDynamic. All other channels will be set to default.",bCanModify=False) +-Profiles=(Name="UI",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Block),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False) ++Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision") ++Profiles=(Name="BlockAll",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=,HelpMessage="WorldStatic object that blocks all actors by default. All new custom channels will use its own default response. ") ++Profiles=(Name="OverlapAll",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ") ++Profiles=(Name="BlockAllDynamic",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=,HelpMessage="WorldDynamic object that blocks all actors by default. All new custom channels will use its own default response. ") ++Profiles=(Name="OverlapAllDynamic",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that overlaps all actors by default. All new custom channels will use its own default response. ") ++Profiles=(Name="IgnoreOnlyPawn",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that ignores Pawn and Vehicle. All other channels will be set to default.") ++Profiles=(Name="OverlapOnlyPawn",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that overlaps Pawn, Camera, and Vehicle. All other channels will be set to default. ") ++Profiles=(Name="Pawn",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object. Can be used for capsule of any playerable character or AI. ") ++Profiles=(Name="Spectator",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="WorldStatic"),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore)),HelpMessage="Pawn object that ignores all other actors except WorldStatic.") ++Profiles=(Name="CharacterMesh",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object that is used for Character Mesh. All other channels will be set to default.") ++Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors") ++Profiles=(Name="Destructible",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Destructible",CustomResponses=,HelpMessage="Destructible actors") ++Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.") ++Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is invisible.") ++Profiles=(Name="Trigger",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that is used for trigger. All other channels will be set to default.") ++Profiles=(Name="Ragdoll",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Simulating Skeletal Mesh Component. All other channels will be set to default.") ++Profiles=(Name="Vehicle",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Vehicle",CustomResponses=,HelpMessage="Vehicle object that blocks Vehicle, WorldStatic, and WorldDynamic. All other channels will be set to default.") ++Profiles=(Name="UI",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility"),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ") ++Profiles=(Name="Enemy",CollisionEnabled=QueryOnly,bCanModify=True,ObjectTypeName="Enemy",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="Player",Response=ECR_Ignore),(Channel="PlayerProjectile",Response=ECR_Overlap)),HelpMessage="Enemy Characters") ++Profiles=(Name="Player",CollisionEnabled=QueryOnly,bCanModify=True,ObjectTypeName="Player",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="Enemy",Response=ECR_Ignore),(Channel="Player",Response=ECR_Ignore),(Channel="EnemyProjectile",Response=ECR_Overlap)),HelpMessage="Player Characters") ++Profiles=(Name="EnemyProjectile",CollisionEnabled=QueryOnly,bCanModify=True,ObjectTypeName="EnemyProjectile",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="Enemy",Response=ECR_Ignore),(Channel="Player",Response=ECR_Overlap)),HelpMessage="Needs description") ++Profiles=(Name="PlayerProjectile",CollisionEnabled=QueryOnly,bCanModify=True,ObjectTypeName="",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="Enemy",Response=ECR_Overlap),(Channel="Player",Response=ECR_Ignore)),HelpMessage="Needs description") ++DefaultChannelResponses=(Channel=ECC_GameTraceChannel1,DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False,Name="Enemy") ++DefaultChannelResponses=(Channel=ECC_GameTraceChannel2,DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False,Name="Player") ++DefaultChannelResponses=(Channel=ECC_GameTraceChannel3,DefaultResponse=ECR_Ignore,bTraceType=False,bStaticObject=False,Name="EnemyProjectile") ++DefaultChannelResponses=(Channel=ECC_GameTraceChannel4,DefaultResponse=ECR_Ignore,bTraceType=False,bStaticObject=False,Name="PlayerProjectile") +-ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall") +-ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn") +-ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic") +-ProfileRedirects=(OldName="SkeletalMeshActor",NewName="PhysicsActor") +-ProfileRedirects=(OldName="InvisibleActor",NewName="InvisibleWallDynamic") ++ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall") ++ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn") ++ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic") ++ProfileRedirects=(OldName="SkeletalMeshActor",NewName="PhysicsActor") ++ProfileRedirects=(OldName="InvisibleActor",NewName="InvisibleWallDynamic") +-CollisionChannelRedirects=(OldName="Static",NewName="WorldStatic") +-CollisionChannelRedirects=(OldName="Dynamic",NewName="WorldDynamic") +-CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle") +-CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn") ++CollisionChannelRedirects=(OldName="Static",NewName="WorldStatic") ++CollisionChannelRedirects=(OldName="Dynamic",NewName="WorldDynamic") ++CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle") ++CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn") + diff --git a/Config/DefaultGame.ini b/Config/DefaultGame.ini new file mode 100644 index 0000000..45cccaa --- /dev/null +++ b/Config/DefaultGame.ini @@ -0,0 +1,9 @@ +[/Script/EngineSettings.GeneralProjectSettings] +ProjectID=AB2871804EAE2524B4D807BF7C9A9978 +ProjectName=Top Down BP Game Template +CopyrightNotice=Copyright Zelle Games +LicensingTerms=No LIcense Available + +[/Script/UnrealEd.ProjectPackagingSettings] +IncludeDebugFiles=False + diff --git a/Config/DefaultInput.ini b/Config/DefaultInput.ini new file mode 100644 index 0000000..9a564be --- /dev/null +++ b/Config/DefaultInput.ini @@ -0,0 +1,85 @@ +[/Script/Engine.InputSettings] +-AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) +-AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) +-AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) +-AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) +-AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f)) +-AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f)) +-AxisConfig=(AxisKeyName="Mouse2D",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f)) ++AxisConfig=(AxisKeyName="Mouse2D",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MouseWheelAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_LeftTriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_RightTriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_Special_Left_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_Special_Left_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Vive_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Vive_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Vive_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Vive_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Vive_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Vive_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Left_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Right_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Grip_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Grip_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +bAltEnterTogglesFullscreen=True +bF11TogglesFullscreen=True +bUseMouseForTouch=False +bEnableMouseSmoothing=True +bEnableFOVScaling=True +bCaptureMouseOnLaunch=True +bEnableLegacyInputScales=True +bEnableMotionControls=True +bFilterInputByPlatformUser=False +bShouldFlushPressedKeysOnViewportFocusLost=True +bAlwaysShowTouchInterface=False +bShowConsoleOnFourFingerTap=True +bEnableGestureRecognizer=False +bUseAutocorrect=False +DefaultViewportMouseCaptureMode=CapturePermanently_IncludingInitialMouseDown +DefaultViewportMouseLockMode=LockOnCapture +FOVScale=0.011110 +DoubleClickTime=0.200000 +DefaultPlayerInputClass=/Script/EnhancedInput.EnhancedPlayerInput +DefaultInputComponentClass=/Script/EnhancedInput.EnhancedInputComponent +DefaultTouchInterface=None +-ConsoleKeys=Tilde ++ConsoleKeys=Tilde ++ConsoleKeys=Caret + diff --git 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a/Source/StreetPunkz.Target.cs b/Source/StreetPunkz.Target.cs new file mode 100644 index 0000000..b26cbb2 --- /dev/null +++ b/Source/StreetPunkz.Target.cs @@ -0,0 +1,15 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +using UnrealBuildTool; +using System.Collections.Generic; + +public class StreetPunkzTarget : TargetRules +{ + public StreetPunkzTarget(TargetInfo Target) : base(Target) + { + Type = TargetType.Game; + DefaultBuildSettings = BuildSettingsVersion.V4; + + ExtraModuleNames.AddRange( new string[] { "StreetPunkz" } ); + } +} diff --git a/Source/StreetPunkz/Private/BTT_MoveToEnemy.cpp b/Source/StreetPunkz/Private/BTT_MoveToEnemy.cpp new file mode 100644 index 0000000..0d2dff2 --- /dev/null +++ b/Source/StreetPunkz/Private/BTT_MoveToEnemy.cpp @@ -0,0 +1,13 @@ +// Copyright Zelle Games + + +#include "BTT_MoveToEnemy.h" + +#include "AIController.h" +#include "Unit.h" + +EBTNodeResult::Type UBTT_MoveToEnemy::ExecuteTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) +{ + AcceptableRadius = Cast(OwnerComp.GetAIOwner()->GetPawn())->Range; + return Super::ExecuteTask(OwnerComp, NodeMemory); +} diff --git a/Source/StreetPunkz/Private/BTTask_Attack.cpp b/Source/StreetPunkz/Private/BTTask_Attack.cpp new file mode 100644 index 0000000..bd005ef --- /dev/null +++ b/Source/StreetPunkz/Private/BTTask_Attack.cpp @@ -0,0 +1,37 @@ +// Copyright Zelle Games + + +#include "BTTask_Attack.h" + +#include "AIController.h" +#include "PlayMontageCallbackProxy.h" +#include "Unit.h" +#include "BehaviorTree/BlackboardComponent.h" + +EBTNodeResult::Type UBTTask_Attack::ExecuteTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) +{ + OwnerComponent = &OwnerComp; + const AUnit* Target = Cast(OwnerComp.GetBlackboardComponent()->GetValueAsObject(BlackboardKey.SelectedKeyName)); + AUnit* ThisUnit = Cast(OwnerComp.GetAIOwner()->GetPawn()); + if(!Target || !ThisUnit || Target->IsDead()) + { + return EBTNodeResult::Failed; + } + + if(FVector::Distance(ThisUnit->GetActorLocation(), Target->GetActorLocation()) >= ThisUnit->Range + 500) + { + return EBTNodeResult::Failed; + } + + if(ThisUnit->CooldownTimer < ThisUnit->Cooldown) + { + return EBTNodeResult::Failed; + } + + MontageCallbackProxy = UPlayMontageCallbackProxy::CreateProxyObjectForPlayMontage( + ThisUnit->GetMesh(), + ThisUnit->MeleeMontage[FMath::RandRange(0, ThisUnit->MeleeMontage.Num() -1)]); + + ThisUnit->CooldownTimer = 0; + return EBTNodeResult::Succeeded; +} diff --git a/Source/StreetPunkz/Private/BasicProjectile.cpp b/Source/StreetPunkz/Private/BasicProjectile.cpp new file mode 100644 index 0000000..666a8f9 --- /dev/null +++ b/Source/StreetPunkz/Private/BasicProjectile.cpp @@ -0,0 +1,59 @@ +// Copyright Zelle Games + + +#include "BasicProjectile.h" + +#include "Components/SphereComponent.h" +#include "Engine/DamageEvents.h" +#include "GameFramework/ProjectileMovementComponent.h" + +// Sets default values +ABasicProjectile::ABasicProjectile() +{ + // Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it. + PrimaryActorTick.bCanEverTick = true; + + SphereComponent = CreateDefaultSubobject(TEXT("Sphere Collision")); + SphereComponent->InitSphereRadius(50.0f); + RootComponent = SphereComponent; + SphereComponent->OnComponentBeginOverlap.AddDynamic(this, &ABasicProjectile::OnSphereOverlap); + SphereComponent->SetCollisionProfileName("NoCollision"); + + MeshComponent = CreateDefaultSubobject(TEXT("Mesh")); + MeshComponent->SetCollisionProfileName("NoCollision"); + MeshComponent->SetupAttachment(RootComponent); + + ProjectileMovementComponent = CreateDefaultSubobject(TEXT("Projectile Movement")); + ProjectileMovementComponent->SetUpdatedComponent(RootComponent); + + ProjectileMovementComponent->ProjectileGravityScale = 0; +} + +// Called when the game starts or when spawned +void ABasicProjectile::BeginPlay() +{ + Super::BeginPlay(); + +} + +// Called every frame +void ABasicProjectile::Tick(float DeltaTime) +{ + Super::Tick(DeltaTime); + +} + +void ABasicProjectile::OnSphereOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, + UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult) +{ + FVector UnitDirection = OtherActor->GetActorLocation() - GetActorLocation(); + UnitDirection.Normalize(); + + FPointDamageEvent DamageEvent; + DamageEvent.HitInfo.ImpactPoint = SweepResult.ImpactPoint; + DamageEvent.ShotDirection = UnitDirection; + DamageEvent.Damage = Damage; + + OtherActor->TakeDamage(Damage, DamageEvent, nullptr, this); + Destroy(); +} \ No newline at end of file diff --git a/Source/StreetPunkz/Private/Equipment/Accessory.cpp b/Source/StreetPunkz/Private/Equipment/Accessory.cpp new file mode 100644 index 0000000..0d2fc69 --- /dev/null +++ b/Source/StreetPunkz/Private/Equipment/Accessory.cpp @@ -0,0 +1,5 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "Equipment/Accessory.h" + diff --git a/Source/StreetPunkz/Private/Equipment/Armor.cpp b/Source/StreetPunkz/Private/Equipment/Armor.cpp new file mode 100644 index 0000000..d7bc8e9 --- /dev/null +++ b/Source/StreetPunkz/Private/Equipment/Armor.cpp @@ -0,0 +1,5 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "Equipment/Armor.h" + diff --git a/Source/StreetPunkz/Private/Equipment/Equipment.cpp b/Source/StreetPunkz/Private/Equipment/Equipment.cpp new file mode 100644 index 0000000..bacbc4c --- /dev/null +++ b/Source/StreetPunkz/Private/Equipment/Equipment.cpp @@ -0,0 +1,27 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "Equipment/Equipment.h" + +// Sets default values +AEquipment::AEquipment() +{ + // Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it. + PrimaryActorTick.bCanEverTick = true; + +} + +// Called when the game starts or when spawned +void AEquipment::BeginPlay() +{ + Super::BeginPlay(); + +} + +// Called every frame +void AEquipment::Tick(float DeltaTime) +{ + Super::Tick(DeltaTime); + +} + diff --git a/Source/StreetPunkz/Private/Equipment/Weapon.cpp b/Source/StreetPunkz/Private/Equipment/Weapon.cpp new file mode 100644 index 0000000..3626184 --- /dev/null +++ b/Source/StreetPunkz/Private/Equipment/Weapon.cpp @@ -0,0 +1,5 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "Equipment/Weapon.h" + diff --git a/Source/StreetPunkz/Private/GutterPunkzSaveGame.cpp b/Source/StreetPunkz/Private/GutterPunkzSaveGame.cpp new file mode 100644 index 0000000..470bd41 --- /dev/null +++ b/Source/StreetPunkz/Private/GutterPunkzSaveGame.cpp @@ -0,0 +1,5 @@ +// Copyright Zelle Games + + +#include "GutterPunkzSaveGame.h" + diff --git a/Source/StreetPunkz/Private/LevelSetup.cpp b/Source/StreetPunkz/Private/LevelSetup.cpp new file mode 100644 index 0000000..10f63c5 --- /dev/null +++ b/Source/StreetPunkz/Private/LevelSetup.cpp @@ -0,0 +1,4 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "LevelSetup.h" diff --git a/Source/StreetPunkz/Private/RosterEntry.cpp b/Source/StreetPunkz/Private/RosterEntry.cpp new file mode 100644 index 0000000..15fbf28 --- /dev/null +++ b/Source/StreetPunkz/Private/RosterEntry.cpp @@ -0,0 +1,5 @@ +// Copyright Zelle Games + + +#include "RosterEntry.h" + diff --git a/Source/StreetPunkz/Private/RosterSubsystem.cpp b/Source/StreetPunkz/Private/RosterSubsystem.cpp new file mode 100644 index 0000000..c1fdff7 --- /dev/null +++ b/Source/StreetPunkz/Private/RosterSubsystem.cpp @@ -0,0 +1,20 @@ +// Copyright Zelle Games + + +#include "RosterSubsystem.h" + +const URosterEntry* URosterSubsystem::GetEnemy(int32 ScoreAvailable) +{ + int32 CB = 0; + while(CB < 10000) + { + CB++; + const URosterEntry* RosterEntry = EnemyRoster[FMath::RandRange(0, EnemyRoster.Num() -1)]; + if(RosterEntry->DifficultyRating <= ScoreAvailable) + { + return RosterEntry; + } + } + + return nullptr; +} diff --git a/Source/StreetPunkz/Private/SPGameState.cpp b/Source/StreetPunkz/Private/SPGameState.cpp new file mode 100644 index 0000000..d43e839 --- /dev/null +++ b/Source/StreetPunkz/Private/SPGameState.cpp @@ -0,0 +1,147 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "SPGameState.h" + +#include "AIController.h" +#include "RosterSubsystem.h" +#include "StatsSubsystem.h" +#include "GameFramework/Character.h" +#include "Kismet/GameplayStatics.h" + +void ASPGameState::BeginPlay() +{ + UGameplayStatics::GetPlayerCameraManager(GetWorld(),0)->SetManualCameraFade(1.0, FLinearColor::Black, false); + GetWorld()->GetTimerManager().SetTimer( + FadeHandle, + this, + &ASPGameState::FadeCamera, + 0.5f); + + UStatsSubsystem* StatsSystem = GetGameInstance()->GetSubsystem(); + if (StatsSystem->CurrentWave == 1) + { + StatsSystem->CurrentHP = StatsSystem->MaxHP; + } +} + +void ASPGameState::Tick(float DeltaSeconds) +{ + if(AliveEnemies != -1) + { + if (AliveEnemies == 0 || Cast(PlayerCharacter)->IsDead()) + { + ISaveable::Execute_SaveGame(Saveable); + AliveEnemies = -1; + PrimaryActorTick.bCanEverTick = false; + UStatsSubsystem* StatsSystem = GetGameInstance()->GetSubsystem(); + NextLevelName = "BattleMap"; + + // All enemies dead + if(!Cast(PlayerCharacter)->IsDead()) + { + StatsSystem->HighestWave = FMath::Max(StatsSystem->CurrentWave, StatsSystem->HighestWave); + StatsSystem->CurrentWave++; + StatsSystem->CurrentHP = Cast(PlayerCharacter)->HP; + } else + { + StatsSystem->CurrentWave = 1; + } + + FTimerHandle RunupHandle; + GetWorld()->GetTimerManager().SetTimer( + RunupHandle, + this, + &ASPGameState::TransitionLevel, + 2.0f); + } + } +} + + +ASPGameState::ASPGameState() +{ + PrimaryActorTick.bCanEverTick = true; +} + +void ASPGameState::StartLevel(FLevelSetup InLevelSetup) +{ + LevelSetup = InLevelSetup; + UWorld* World = GetWorld(); + if(!World) + { + UE_LOG(LogTemp, Error, TEXT("StartLevel was unable to get a handle via GetWorld")); + return; + } + + ISaveable::Execute_SaveGame(Saveable); + PlayerCharacter = World->SpawnActor(LevelSetup.PlayerCharacterClass, LevelSetup.PlayerSpawnPoint, FRotator::ZeroRotator); + UStatsSubsystem* StatsSystem = GetGameInstance()->GetSubsystem(); + AUnit* PCUnit = Cast(PlayerCharacter); + PCUnit->MaxHP = StatsSystem->MaxHP; + StatsSystem->CurrentHP += StatsSystem->RecoveryPerTurn; + StatsSystem->CurrentHP = FMath::Min(StatsSystem->CurrentHP, StatsSystem->MaxHP); + PCUnit->HP = StatsSystem->CurrentHP; + PCUnit->Attack = StatsSystem->AttackPower; + PCUnit->Defense = StatsSystem->DefensePower; + PCUnit->Cooldown = 1 / StatsSystem->AttackSpeed; + PCUnit->CooldownTimer = PCUnit->Cooldown; + PCUnit->Dexterity = StatsSystem->Dexterity; + + Cast(PCUnit->GetController())->MoveToLocation(LevelSetup.RunupPoint); + + FTimerHandle RunupHandle; + World->GetTimerManager().SetTimer( + RunupHandle, + this, + &ASPGameState::SpawnEnemies, + 2.0f); +} + +void ASPGameState::DecrementEnemies() +{ + AliveEnemies--; +} + +void ASPGameState::TransitionLevel() +{ + UGameplayStatics::GetPlayerCameraManager(GetWorld(), 0)->StartCameraFade(0, 1.0f, .5f, FLinearColor::Black, false, true); + GetWorld()->GetTimerManager().SetTimer( + FadeHandle, + this, + &ASPGameState::LoadNextLevel, + 1); +} + +void ASPGameState::SpawnEnemies() +{ + int32 TotalEnemies = 0; + UWorld* World = GetWorld(); + URosterSubsystem* RosterSubsystem = GetGameInstance()->GetSubsystem(); + int32 CurrentWave = GetGameInstance()->GetSubsystem()->CurrentWave; + int32 TargetChallenge = FMath::FloorToInt(CurrentWave * 1.25f); + + while(TargetChallenge > 0) + { + const URosterEntry* NewEnemy = RosterSubsystem->GetEnemy(TargetChallenge); + FVector SpawnPoint = LevelSetup.EnemySpawnPoints[FMath::RandRange(0, LevelSetup.EnemySpawnPoints.Num() -1)]; + FActorSpawnParameters SpawnParams; + SpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButAlwaysSpawn; + AActor* NewActor = World->SpawnActor(NewEnemy->EnemyUnit.Get(), SpawnPoint, FRotator::ZeroRotator, SpawnParams); + NewActor->Tags.Add("Enemy"); + TargetChallenge -= NewEnemy->DifficultyRating; + TotalEnemies++; + } + + AliveEnemies = TotalEnemies; +} + +void ASPGameState::FadeCamera() +{ + UGameplayStatics::GetPlayerCameraManager(GetWorld(), 0)->StartCameraFade(1.0f, 0, .5f, FLinearColor::Black); +} + +void ASPGameState::LoadNextLevel() +{ + UGameplayStatics::OpenLevel(GetWorld(), NextLevelName); +} diff --git a/Source/StreetPunkz/Private/Saveable.cpp b/Source/StreetPunkz/Private/Saveable.cpp new file mode 100644 index 0000000..c48c736 --- /dev/null +++ b/Source/StreetPunkz/Private/Saveable.cpp @@ -0,0 +1,6 @@ +// Copyright Zelle Games + + +#include "Saveable.h" + +// Add default functionality here for any ISaveable functions that are not pure virtual. diff --git a/Source/StreetPunkz/Private/StatsSubsystem.cpp b/Source/StreetPunkz/Private/StatsSubsystem.cpp new file mode 100644 index 0000000..e8b22d5 --- /dev/null +++ b/Source/StreetPunkz/Private/StatsSubsystem.cpp @@ -0,0 +1,92 @@ +// Copyright Zelle Games + + +#include "StatsSubsystem.h" + +bool UStatsSubsystem::IncreaseStat(FString StatName) +{ + int32* StatToIncrease = &AttackPower; + int32 NextCost = 0; + + if(StatName == "HP") + { + NextCost = GetNextCost(MaxHP, StatName); + StatToIncrease = &MaxHP; + } else if(StatName == "ATK") + { + NextCost = GetNextCost(AttackPower, StatName); + } else if(StatName == "ASPD") + { + NextCost = GetNextCostFloat(AttackSpeed, StatName); + } else if(StatName == "DEF") + { + NextCost = GetNextCost(DefensePower, StatName); + StatToIncrease = &DefensePower; + } else if(StatName == "DEX") + { + NextCost = GetNextCost(Dexterity, StatName); + StatToIncrease = &Dexterity; + } else if(StatName == "REC") + { + NextCost = GetNextCost(RecoveryPerTurn, StatName); + StatToIncrease = &RecoveryPerTurn; + } + + if(XP >= NextCost) + { + XP -= NextCost; + if(StatName == "ASPD") + { + AttackSpeed += 0.01f; + } else if(StatName == "HP") + { + (*StatToIncrease) += 10; + }else + { + (*StatToIncrease)++; + } + return true; + } + + return false; +} + +int32 UStatsSubsystem::GetNextCost(int32 Input, FString StatName) +{ + int32 Divisor; + float Multiplier; + if(StatName == "HP") + { + Divisor = 100; + Multiplier = 1.5f; + } else + { + Divisor = 10; + Multiplier = 1.5f; + } + + int32 NumBreakpoints = FMath::DivideAndRoundDown(Input, Divisor); + return FMath::CeilToInt(NumBreakpoints * Multiplier) + 1; + +} + +int32 UStatsSubsystem::GetNextCostFloat(float Input, FString StatName) +{ + int32 Divisor; + float Multiplier; + float Base; + if(StatName == "ASPD") + { + Divisor = 20; + Multiplier = 1.2f; + Base = 0.33f; + } else + { + Divisor = 10; + Multiplier = 1.5f; + Base = 0.33f; + } + + int32 NumBreakpoints = FMath::DivideAndRoundDown(FMath::FloorToInt((Input - Base) * 100) , Divisor); + return FMath::CeilToInt(NumBreakpoints * Multiplier) + 1; +} \ No newline at end of file diff --git a/Source/StreetPunkz/Private/Unit.cpp b/Source/StreetPunkz/Private/Unit.cpp new file mode 100644 index 0000000..28a04c2 --- /dev/null +++ b/Source/StreetPunkz/Private/Unit.cpp @@ -0,0 +1,187 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "Unit.h" + +#include "SPGameState.h" +#include "StatsSubsystem.h" +#include "Components/CapsuleComponent.h" +#include "GameFramework/CharacterMovementComponent.h" +#include "GameFramework/GameModeBase.h" +#include "Kismet/GameplayStatics.h" + +class ASPGameState; +// Sets default values +AUnit::AUnit() +{ + // Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it. + PrimaryActorTick.bCanEverTick = true; + AutoPossessAI = EAutoPossessAI::PlacedInWorldOrSpawned; + + ProjectileSpawnPoint = CreateDefaultSubobject(TEXT("Projectile Spawn Point")); + ProjectileSpawnPoint->SetupAttachment(RootComponent); + + DamageNumberWidget = CreateDefaultSubobject(TEXT("Damage Number Widget")); + DamageNumberWidget->SetWidgetSpace(EWidgetSpace::Screen); + DamageNumberWidget->SetVisibility(false, true); + DamageNumberWidget->SetupAttachment(RootComponent); + + FString MeleeAttack1Name = "/Game/TopDown/Blueprints/Characters/Main/M_Melee.M_Melee"; + UAnimMontage* MontageMelee1 = Cast(StaticLoadObject(UAnimMontage::StaticClass(), nullptr, *MeleeAttack1Name)); + FString MeleeAttack2Name = "/Game/TopDown/Blueprints/Characters/Main/M_Melee2.M_Melee2"; + UAnimMontage* MontageMelee2 = Cast(StaticLoadObject(UAnimMontage::StaticClass(), nullptr, *MeleeAttack2Name)); + + MeleeMontage.Add(MontageMelee1); + MeleeMontage.Add(MontageMelee2); + + GetCharacterMovement()->SetWalkableFloorAngle(80); + GetCharacterMovement()->MaxStepHeight = 100; +} + +// Called when the game starts or when spawned +void AUnit::BeginPlay() +{ + Super::BeginPlay(); + DamageNumbersOriginalPosition = DamageNumberWidget->GetRelativeLocation(); +} + +void AUnit::OnDeath_Implementation() +{ + GetCharacterMovement()->SetMovementMode(MOVE_None); + GetCapsuleComponent()->SetCollisionEnabled(ECollisionEnabled::NoCollision); + GetCharacterMovement()->SetComponentTickEnabled(false); + SetActorTickEnabled(false); + GetMesh()->SetCollisionEnabled(ECollisionEnabled::PhysicsOnly); + GetMesh()->SetSimulatePhysics(true); + + if(ActorHasTag("Enemy")) + { + TObjectPtr GameInstance = GetGameInstance()->GetSubsystem(); + GameInstance->XP += XP; + GameInstance->Money += Money; + + GetMesh()->SetCollisionResponseToChannel(ECC_EngineTraceChannel1, ECR_Ignore); + GetCapsuleComponent()->SetCollisionResponseToChannel(ECC_EngineTraceChannel1, ECR_Ignore); + GetWorld()->GetAuthGameMode()->GetGameState()->DecrementEnemies(); + } +} + +// Called every frame +void AUnit::Tick(float DeltaTime) +{ + Super::Tick(DeltaTime); + CooldownTimer += DeltaTime; + if(IsDead()) + { + OnDeath(); + } +} + +// Called to bind functionality to input +void AUnit::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent) +{ + Super::SetupPlayerInputComponent(PlayerInputComponent); +} + +void AUnit::ApplyMeleeDamage() +{ + if(TargetUnit != nullptr) + { + UGameplayStatics::ApplyDamage(TargetUnit, Attack, GetController(), this, nullptr); + } else + { + UE_LOG(LogTemp, Warning, TEXT("Attempt to call Apply Melee Damage with no TargetUnit set")); + } +} + +void AUnit::LaunchProjectileSignal() +{ + if(TargetUnit && ProjectileClasses.Num() >= 1) + { + TSubclassOf P = ProjectileClasses[FMath::RandRange(0, ProjectileClasses.Num() - 1)]; + FVector SpawnPoint = ProjectileSpawnPoint->GetComponentLocation(); + FRotator ActorRotation = GetActorRotation(); + FActorSpawnParameters SpawnOptions; + SpawnOptions.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn; + ABasicProjectile* NewProjectile = GetWorld()->SpawnActor(P, SpawnPoint, ActorRotation, SpawnOptions); + ABasicProjectile* AsProjectile = Cast(NewProjectile); + NewProjectile->SetLifeSpan(5.0f); + AsProjectile->Damage = Attack; + if(ActorHasTag("Enemy")) + { + AsProjectile->SphereComponent->SetCollisionProfileName("EnemyProjectile"); + } else + { + AsProjectile->SphereComponent->SetCollisionProfileName("PlayerProjectile"); + } + AsProjectile->SphereComponent->SetCollisionEnabled(ECollisionEnabled::QueryOnly); + + UProjectileMovementComponent* ProjectileMovement = NewProjectile->GetComponentByClass(); + FVector UnitDirection = TargetUnit->GetActorLocation() - GetActorLocation(); + UnitDirection.Normalize(); + ProjectileMovement->Velocity = (UnitDirection * ProjectileSpeed); + } +} + +void AUnit::SetTarget(AUnit* InTarget) +{ + TargetUnit = InTarget; +} + +AUnit* AUnit::FindNearestEnemy() +{ + const bool IsEnemy = ActorHasTag("Enemy"); + const FName TagToSearch = IsEnemy ? "Player" : "Enemy"; + + TArray FoundActors; + UGameplayStatics::GetAllActorsWithTag(GetWorld(), TagToSearch, FoundActors); + + AActor* NearestActor = nullptr; + float NearestDistance = MAX_FLT; + + for(AActor* CurrentActor : FoundActors) + { + if(Cast(CurrentActor)->IsDead()) + { + continue; + } + + const float Distance = FVector::DistSquared(CurrentActor->GetActorLocation(), GetActorLocation()); + if(Distance < NearestDistance) + { + NearestActor = CurrentActor; + NearestDistance = Distance; + } + } + + auto NewTarget = Cast(NearestActor); + TargetUnit = NewTarget; + return NewTarget; +} + +float AUnit::TakeDamage(float DamageAmount, FDamageEvent const& DamageEvent, AController* EventInstigator, + AActor* DamageCauser) +{ + FVector HitFromDirection = GetActorLocation() - DamageCauser->GetActorLocation(); + HitFromDirection.Z = 0; + HitFromDirection.Normalize(); + + const float ActualDamage = DamageAmount * (1 - Defense / (Defense + 5.0f)) + 1; + HP -= FMath::RoundToInt(ActualDamage); + HP = FMath::Max(0, HP); + DamageNumberValue = FMath::RoundToInt(ActualDamage); + LaunchCharacter(HitFromDirection * 200.0f, true, false); + Super::TakeDamage(DamageAmount, DamageEvent, EventInstigator, DamageCauser); + return FMath::RoundToInt(ActualDamage); +} + +bool AUnit::IsDead() const +{ + return HP <= 0; +} + +void AUnit::HideDamageNumbers() const +{ + DamageNumberWidget->SetVisibility(false, true); +} + diff --git a/Source/StreetPunkz/Public/BTT_MoveToEnemy.h b/Source/StreetPunkz/Public/BTT_MoveToEnemy.h new file mode 100644 index 0000000..bcbdfe9 --- /dev/null +++ b/Source/StreetPunkz/Public/BTT_MoveToEnemy.h @@ -0,0 +1,17 @@ +// Copyright Zelle Games + +#pragma once + +#include "CoreMinimal.h" +#include "BehaviorTree/Tasks/BTTask_MoveTo.h" +#include "BTT_MoveToEnemy.generated.h" + +/** + * + */ +UCLASS() +class STREETPUNKZ_API UBTT_MoveToEnemy : public UBTTask_MoveTo +{ + GENERATED_BODY() + virtual EBTNodeResult::Type ExecuteTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) override; +}; diff --git a/Source/StreetPunkz/Public/BTTask_Attack.h b/Source/StreetPunkz/Public/BTTask_Attack.h new file mode 100644 index 0000000..96b3b06 --- /dev/null +++ b/Source/StreetPunkz/Public/BTTask_Attack.h @@ -0,0 +1,25 @@ +// Copyright Zelle Games + +#pragma once + +#include "CoreMinimal.h" +#include "PlayMontageCallbackProxy.h" +#include "BehaviorTree/Tasks/BTTask_BlackboardBase.h" +#include "BTTask_Attack.generated.h" + +/** + * + */ +UCLASS() +class STREETPUNKZ_API UBTTask_Attack : public UBTTask_BlackboardBase +{ + GENERATED_BODY() + virtual EBTNodeResult::Type ExecuteTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) override; + +protected: + UPROPERTY() + UBehaviorTreeComponent* OwnerComponent; + + UPROPERTY() + UPlayMontageCallbackProxy* MontageCallbackProxy; +}; diff --git a/Source/StreetPunkz/Public/BasicProjectile.h b/Source/StreetPunkz/Public/BasicProjectile.h new file mode 100644 index 0000000..e0c592b --- /dev/null +++ b/Source/StreetPunkz/Public/BasicProjectile.h @@ -0,0 +1,48 @@ +// Copyright Zelle Games + +#pragma once + +#include "CoreMinimal.h" +#include "Components/SphereComponent.h" +#include "GameFramework/Actor.h" +#include "GameFramework/ProjectileMovementComponent.h" +#include "BasicProjectile.generated.h" + +UCLASS() +class STREETPUNKZ_API ABasicProjectile : public AActor +{ + GENERATED_BODY() + +public: + // Sets default values for this actor's properties + ABasicProjectile(); + + UPROPERTY(BlueprintReadWrite) + float Damage; + + UPROPERTY(BlueprintReadWrite, EditAnywhere) + UMeshComponent* MeshComponent; + + UPROPERTY(BlueprintReadWrite, EditAnywhere) + USphereComponent* SphereComponent; + + UPROPERTY(BlueprintReadWrite, EditAnywhere) + UProjectileMovementComponent* ProjectileMovementComponent; + +protected: + // Called when the game starts or when spawned + virtual void BeginPlay() override; + + UFUNCTION() + void OnSphereOverlap(UPrimitiveComponent* OverlappedComponent, + AActor* OtherActor, + UPrimitiveComponent* OtherComp, + int32 OtherBodyIndex, + bool bFromSweep, + const FHitResult& SweepResult); + +public: + // Called every frame + virtual void Tick(float DeltaTime) override; + +}; diff --git a/Source/StreetPunkz/Public/Equipment/Accessory.h b/Source/StreetPunkz/Public/Equipment/Accessory.h new file mode 100644 index 0000000..69c476f --- /dev/null +++ b/Source/StreetPunkz/Public/Equipment/Accessory.h @@ -0,0 +1,17 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "Equipment.h" +#include "Accessory.generated.h" + +/** + * + */ +UCLASS() +class STREETPUNKZ_API AAccessory : public AEquipment +{ + GENERATED_BODY() + +}; diff --git a/Source/StreetPunkz/Public/Equipment/Armor.h b/Source/StreetPunkz/Public/Equipment/Armor.h new file mode 100644 index 0000000..c7027b2 --- /dev/null +++ b/Source/StreetPunkz/Public/Equipment/Armor.h @@ -0,0 +1,20 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "Equipment.h" +#include "Armor.generated.h" + +/** + * + */ +UCLASS() +class STREETPUNKZ_API AArmor : public AEquipment +{ + GENERATED_BODY() + +public: + UPROPERTY(BlueprintReadWrite, Category="Stats") + float Defense; +}; diff --git a/Source/StreetPunkz/Public/Equipment/Equipment.h b/Source/StreetPunkz/Public/Equipment/Equipment.h new file mode 100644 index 0000000..baf75b0 --- /dev/null +++ b/Source/StreetPunkz/Public/Equipment/Equipment.h @@ -0,0 +1,34 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "GameFramework/Actor.h" +#include "Equipment.generated.h" + +UCLASS() +class STREETPUNKZ_API AEquipment : public AActor +{ + GENERATED_BODY() + +public: + // Sets default values for this actor's properties + AEquipment(); + +protected: + // Called when the game starts or when spawned + virtual void BeginPlay() override; + +public: + // Called every frame + virtual void Tick(float DeltaTime) override; + + UPROPERTY(BlueprintReadWrite, Category="Equipment Info") + FText Name; + + UPROPERTY(BlueprintReadWrite, Category="Equipment Info") + FText Description; + + UPROPERTY(BlueprintReadWrite, Category="Equipment Info") + int32 Cost; +}; diff --git a/Source/StreetPunkz/Public/Equipment/Weapon.h b/Source/StreetPunkz/Public/Equipment/Weapon.h new file mode 100644 index 0000000..fc18ac3 --- /dev/null +++ b/Source/StreetPunkz/Public/Equipment/Weapon.h @@ -0,0 +1,24 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "Equipment.h" +#include "Weapon.generated.h" + +/** + * + */ +UCLASS() +class STREETPUNKZ_API AWeapon : public AEquipment +{ + GENERATED_BODY() + +protected: + UPROPERTY(BlueprintReadWrite, Category="Components") + TObjectPtr StaticMesh; + +public: + UPROPERTY(BlueprintReadWrite, Category="Stats") + float Attack; +}; diff --git a/Source/StreetPunkz/Public/GutterPunkzSaveGame.h b/Source/StreetPunkz/Public/GutterPunkzSaveGame.h new file mode 100644 index 0000000..68bf5d5 --- /dev/null +++ b/Source/StreetPunkz/Public/GutterPunkzSaveGame.h @@ -0,0 +1,44 @@ +// Copyright Zelle Games + +#pragma once + +#include "CoreMinimal.h" +#include "GameFramework/SaveGame.h" +#include "GutterPunkzSaveGame.generated.h" + +/** + * + */ +UCLASS() +class STREETPUNKZ_API UGutterPunkzSaveGame : public USaveGame +{ + GENERATED_BODY() + +public: + UPROPERTY(BlueprintReadWrite) + int32 XP = 0; + + UPROPERTY(BlueprintReadWrite) + int32 Money = 0; + + UPROPERTY(BlueprintReadWrite) + int32 MaxHP = 10; + + UPROPERTY(BlueprintReadWrite) + int32 AttackPower = 1; + + UPROPERTY(BlueprintReadWrite) + float AttackSpeed = 0.33f; + + UPROPERTY(BlueprintReadWrite) + int32 Dexterity = 1; + + UPROPERTY(BlueprintReadWrite) + int32 DefensePower = 1; + + UPROPERTY(BlueprintReadWrite) + int32 Recovery = 0; + + UPROPERTY(BlueprintReadWrite, EditAnywhere) + int32 HighestWave = 0; +}; diff --git a/Source/StreetPunkz/Public/LevelSetup.h b/Source/StreetPunkz/Public/LevelSetup.h new file mode 100644 index 0000000..c6b3f0c --- /dev/null +++ b/Source/StreetPunkz/Public/LevelSetup.h @@ -0,0 +1,27 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "LevelSetup.generated.h" + +/** + * + */ +USTRUCT(Blueprintable) +struct FLevelSetup +{ + GENERATED_BODY() + + UPROPERTY(BlueprintReadWrite) + TSubclassOf PlayerCharacterClass; + + UPROPERTY(BlueprintReadWrite) + FVector PlayerSpawnPoint; + + UPROPERTY(BlueprintReadWrite) + FVector RunupPoint; + + UPROPERTY(BlueprintReadWrite) + TArray EnemySpawnPoints; +}; diff --git a/Source/StreetPunkz/Public/RosterEntry.h b/Source/StreetPunkz/Public/RosterEntry.h new file mode 100644 index 0000000..bcfe248 --- /dev/null +++ b/Source/StreetPunkz/Public/RosterEntry.h @@ -0,0 +1,23 @@ +// Copyright Zelle Games + +#pragma once + +#include "CoreMinimal.h" +#include "Unit.h" +#include "RosterEntry.generated.h" + +/** + * + */ +UCLASS(Blueprintable) +class STREETPUNKZ_API URosterEntry : public UObject +{ + GENERATED_BODY() + +public: + UPROPERTY(BlueprintReadWrite, meta=(ExposeOnSpawn)) + TSubclassOf EnemyUnit; + + UPROPERTY(BlueprintReadWrite, meta=(ExposeOnSpawn)) + int32 DifficultyRating; +}; diff --git a/Source/StreetPunkz/Public/RosterSubsystem.h b/Source/StreetPunkz/Public/RosterSubsystem.h new file mode 100644 index 0000000..fd13d2d --- /dev/null +++ b/Source/StreetPunkz/Public/RosterSubsystem.h @@ -0,0 +1,25 @@ +// Copyright Zelle Games + +#pragma once + +#include "CoreMinimal.h" +#include "RosterEntry.h" +#include "Unit.h" +#include "Subsystems/GameInstanceSubsystem.h" +#include "RosterSubsystem.generated.h" + +/** + * + */ +UCLASS() +class STREETPUNKZ_API URosterSubsystem : public UGameInstanceSubsystem +{ + GENERATED_BODY() + +public: + const URosterEntry* GetEnemy(int32 ScoreAvailable); + +protected: + UPROPERTY(BlueprintReadWrite) + TArray EnemyRoster; +}; diff --git a/Source/StreetPunkz/Public/SPGameState.h b/Source/StreetPunkz/Public/SPGameState.h new file mode 100644 index 0000000..651cc44 --- /dev/null +++ b/Source/StreetPunkz/Public/SPGameState.h @@ -0,0 +1,61 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "LevelSetup.h" +#include "Saveable.h" +#include "GameFramework/GameStateBase.h" +#include "SPGameState.generated.h" + +/** + * + */ +UCLASS() +class STREETPUNKZ_API ASPGameState : public AGameStateBase +{ + GENERATED_BODY() + +public: + ASPGameState(); + UFUNCTION(BlueprintCallable, Category="Game Start") + void StartLevel(FLevelSetup InLevelSetup); + + UFUNCTION(BlueprintCallable) + void DecrementEnemies(); + + UPROPERTY(BlueprintReadWrite) + UObject* Saveable; + + virtual void Tick(float DeltaSeconds) override; + +protected: + UPROPERTY(BlueprintReadOnly) + int32 AliveEnemies = -1; + + UPROPERTY(BlueprintReadOnly) + TObjectPtr PlayerController; + + UPROPERTY(BlueprintReadOnly) + TObjectPtr PlayerCharacter; + + UPROPERTY(BlueprintReadOnly) + TArray> EnemyCharacters; + + UPROPERTY(BlueprintReadOnly) + TObjectPtr ActiveCamera; + + UFUNCTION(BlueprintCallable) + void TransitionLevel(); + + UFUNCTION(BlueprintCallable) + void SpawnEnemies(); + + FTimerHandle FadeHandle; + FName NextLevelName = "BattleMap"; + + virtual void BeginPlay() override; + void FadeCamera(); + void LoadNextLevel(); + FLevelSetup LevelSetup; +}; diff --git a/Source/StreetPunkz/Public/Saveable.h b/Source/StreetPunkz/Public/Saveable.h new file mode 100644 index 0000000..8ba41b1 --- /dev/null +++ b/Source/StreetPunkz/Public/Saveable.h @@ -0,0 +1,30 @@ +// Copyright Zelle Games + +#pragma once + +#include "CoreMinimal.h" +#include "UObject/Interface.h" +#include "Saveable.generated.h" + +// This class does not need to be modified. +UINTERFACE(MinimalAPI) +class USaveable : public UInterface +{ + GENERATED_BODY() +}; + +/** + * + */ +class STREETPUNKZ_API ISaveable +{ + GENERATED_BODY() + + // Add interface functions to this class. This is the class that will be inherited to implement this interface. +public: + UFUNCTION(BlueprintImplementableEvent, BlueprintCallable) + bool SaveGame(); + + UFUNCTION(BlueprintImplementableEvent, BlueprintCallable) + bool LoadGame(); +}; diff --git a/Source/StreetPunkz/Public/StatsSubsystem.h b/Source/StreetPunkz/Public/StatsSubsystem.h new file mode 100644 index 0000000..dac24f2 --- /dev/null +++ b/Source/StreetPunkz/Public/StatsSubsystem.h @@ -0,0 +1,60 @@ +// Copyright Zelle Games + +#pragma once + +#include "CoreMinimal.h" +#include "Subsystems/GameInstanceSubsystem.h" +#include "StatsSubsystem.generated.h" + +/** + * + */ +UCLASS() +class STREETPUNKZ_API UStatsSubsystem : public UGameInstanceSubsystem +{ + GENERATED_BODY() + +public: + UPROPERTY(BlueprintReadWrite) + int32 CurrentWave = 1; + + UPROPERTY(BlueprintReadWrite) + int32 HighestWave = 0; + + UPROPERTY(BlueprintReadWrite) + int32 Money = 0; + + UPROPERTY(BlueprintReadWrite) + int32 XP = 0; + + UPROPERTY(BlueprintReadWrite) + int32 MaxHP = 80; + + UPROPERTY(BlueprintReadWrite) + int32 CurrentHP = 80; + + UPROPERTY(BlueprintReadWrite) + int32 AttackPower = 1; + + UPROPERTY(BlueprintReadWrite) + float AttackSpeed = 0.33f; + + UPROPERTY(BlueprintReadWrite) + int32 Dexterity = 1; + + UPROPERTY(BlueprintReadWrite) + int32 DefensePower = 1; + + UPROPERTY(BlueprintReadWrite) + int32 RecoveryPerTurn = 0; + + UFUNCTION(BlueprintCallable, Category="Stats") + bool IncreaseStat(FString StatName); + +protected: + UFUNCTION(BlueprintCallable, Category="Stats") + int32 GetNextCost(int32 Input, FString StatName); + + UFUNCTION(BlueprintCallable, Category="Stats") + int32 GetNextCostFloat(float Input, FString StatName); +}; diff --git a/Source/StreetPunkz/Public/Unit.h b/Source/StreetPunkz/Public/Unit.h new file mode 100644 index 0000000..27bdb38 --- /dev/null +++ b/Source/StreetPunkz/Public/Unit.h @@ -0,0 +1,123 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "BasicProjectile.h" +#include "Components/ArrowComponent.h" +#include "Components/WidgetComponent.h" +#include "GameFramework/Character.h" +#include "Unit.generated.h" + +UCLASS() +class STREETPUNKZ_API AUnit : public ACharacter +{ + GENERATED_BODY() + +public: + // Sets default values for this character's properties + AUnit(); + +protected: + // Called when the game starts or when spawned + virtual void BeginPlay() override; + + UPROPERTY(BlueprintReadOnly) + TObjectPtr TargetUnit; + + UFUNCTION(BlueprintNativeEvent) + void OnDeath(); + +public: + // Called every frame + virtual void Tick(float DeltaTime) override; + + // Called to bind functionality to input + virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override; + + FVector DamageNumbersOriginalPosition; + + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Visuals") + TObjectPtr DamageNumberWidget; + + UPROPERTY(BlueprintReadWrite, EditAnywhere) + int32 DamageNumberValue; + + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Loot") + int32 XP = 1; + + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Loot") + int32 Money = 1; + + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Loot") + int32 DifficultyValue = 1; + + UPROPERTY(BlueprintReadWrite, Category="Stats") + float MaxHP = 80; + + UPROPERTY(BlueprintReadWrite, Category="Stats") + float HP = 80; + + UPROPERTY(BlueprintReadWrite, Category="Stats") + float Attack = 1; + + UPROPERTY(BlueprintReadWrite, Category="Stats") + float Defense = 1; + + UPROPERTY(BlueprintReadWrite, Category="Stats") + float Dexterity = 1; + + UPROPERTY(BlueprintReadWrite, Category="Stats") + float Range = 180.0f; + + UPROPERTY(BlueprintReadWrite, Category="Stats") + float Cooldown = 3.0f; + + UPROPERTY(BlueprintReadWrite, Category="Stats") + float CooldownTimer; + + UPROPERTY(BlueprintReadWrite, Category="Stats") + float ProjectileSpeed = 5000.0f; + + UPROPERTY(BlueprintReadWrite, Category="Animations") + TArray MeleeMontage; + + UPROPERTY(BlueprintReadWrite, Category="Animations") + TArray RangedMontage; + + UPROPERTY(BlueprintReadWrite, Category="Animations") + TArray WeaponMontage; + + UPROPERTY(BlueprintReadWrite, Category="Animations") + TArray DeathMontage; + + UPROPERTY(BlueprintReadWrite) + float DamageNumberSpeed = 100.0f; + + UPROPERTY(BlueprintReadWrite, EditAnywhere) + TArray> ProjectileClasses; + + UPROPERTY(BlueprintReadWrite, EditAnywhere) + UArrowComponent* ProjectileSpawnPoint; + + UPROPERTY(BlueprintReadOnly) + bool WasAliveLastFrame = true; + + UFUNCTION(BlueprintCallable) + void ApplyMeleeDamage(); + + UFUNCTION(BlueprintCallable) + void LaunchProjectileSignal(); + + UFUNCTION(BlueprintCallable) + void SetTarget(AUnit* InTarget); + + UFUNCTION(BlueprintCallable) + AUnit* FindNearestEnemy(); + + UFUNCTION(BlueprintCallable) + bool IsDead() const; + + virtual float TakeDamage(float DamageAmount, FDamageEvent const& DamageEvent, AController* EventInstigator, AActor* DamageCauser) override; + void HideDamageNumbers() const; +}; diff --git a/Source/StreetPunkz/StreetPunkz.Build.cs b/Source/StreetPunkz/StreetPunkz.Build.cs new file mode 100644 index 0000000..341571b --- /dev/null +++ b/Source/StreetPunkz/StreetPunkz.Build.cs @@ -0,0 +1,23 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +using UnrealBuildTool; + +public class StreetPunkz : ModuleRules +{ + public StreetPunkz(ReadOnlyTargetRules Target) : base(Target) + { + PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs; + + PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "UMG", "AnimGraphRuntime" }); + + PrivateDependencyModuleNames.AddRange(new string[] { }); + + // Uncomment if you are using Slate UI + //PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" }); + + // Uncomment if you are using online features + // PrivateDependencyModuleNames.Add("OnlineSubsystem"); + + // To include OnlineSubsystemSteam, add it to the plugins section in your uproject file with the Enabled attribute set to true + } +} diff --git a/Source/StreetPunkz/StreetPunkz.cpp b/Source/StreetPunkz/StreetPunkz.cpp new file mode 100644 index 0000000..6423da9 --- /dev/null +++ b/Source/StreetPunkz/StreetPunkz.cpp @@ -0,0 +1,6 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#include "StreetPunkz.h" +#include "Modules/ModuleManager.h" + +IMPLEMENT_PRIMARY_GAME_MODULE( FDefaultGameModuleImpl, StreetPunkz, "StreetPunkz" ); diff --git a/Source/StreetPunkz/StreetPunkz.h b/Source/StreetPunkz/StreetPunkz.h new file mode 100644 index 0000000..90aad9e --- /dev/null +++ b/Source/StreetPunkz/StreetPunkz.h @@ -0,0 +1,6 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" + diff --git a/Source/StreetPunkzEditor.Target.cs b/Source/StreetPunkzEditor.Target.cs new file mode 100644 index 0000000..26200dd --- /dev/null +++ b/Source/StreetPunkzEditor.Target.cs @@ -0,0 +1,15 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +using UnrealBuildTool; +using System.Collections.Generic; + +public class StreetPunkzEditorTarget : TargetRules +{ + public StreetPunkzEditorTarget(TargetInfo Target) : base(Target) + { + Type = TargetType.Editor; + DefaultBuildSettings = BuildSettingsVersion.V4; + + ExtraModuleNames.AddRange( new string[] { "StreetPunkz" } ); + } +} diff --git a/StreetPunkz.uproject b/StreetPunkz.uproject new file mode 100644 index 0000000..662c096 --- /dev/null +++ b/StreetPunkz.uproject @@ -0,0 +1,27 @@ +{ + "FileVersion": 3, + "EngineAssociation": "5.3", + "Category": "", + "Description": "", + "Modules": [ + { + "Name": "StreetPunkz", + "Type": "Runtime", + "LoadingPhase": "Default", + "AdditionalDependencies": [ + "Engine", + "CoreUObject", + "AIModule" + ] + } + ], + "Plugins": [ + { + "Name": "ModelingToolsEditorMode", + "Enabled": true, + "TargetAllowList": [ + "Editor" + ] + } + ] +} \ No newline at end of file