From 057e6f96025e935167d56a94bfd581c2bc23d46f Mon Sep 17 00:00:00 2001 From: Jers Date: Wed, 3 Jan 2024 13:48:29 -0600 Subject: [PATCH] Added some basic AI for ranged units. --- Config/DefaultEngine.ini | 58 +++++++++++++++++++ Content/Audio/Units/Rifleman/gunshot-1.uasset | 3 + .../Units/Rifleman/gunshot-three-burst.uasset | 3 + Content/Blueprints/BP_PlayerController.uasset | 4 +- Content/Blueprints/BP_PlayerPawn.uasset | 4 +- .../WavesInvasion/Invasion_Wave1.uasset | 4 +- .../Units/Common/AI/BB_Ranged.uasset | 3 + .../Units/Common/AI/BP_AI_Simple.uasset | 3 + .../Units/Common/AI/BTTask_Attack.uasset | 3 + .../Common/AI/BTTask_FindClosestEnemy.uasset | 3 + .../AI/BTTask_MoveToClosestEnemy.uasset | 3 + .../Units/Common/AI/BT_Ranged.uasset | 3 + .../AI/Tasks/BTTask_FindClosestEnemy.uasset | 3 + .../Blueprints/Units/Common/BP_Unit.uasset | 4 +- .../Projectiles/BP_Projectile_Basic.uasset | 3 + .../Projectiles/DT_Projectile_Basic.uasset | 3 + .../Projectiles/M_Projectile_Basic.uasset | 3 + .../Units/EM_Rifleman/ABP_EM_Rifleman.uasset | 3 + .../Units/EM_Rifleman/BP_EM_Rifleman.uasset | 3 + .../Units/EM_Rifleman/DA_EM_Rifleman.uasset | 4 +- .../Units/EM_Rifleman/M_FireRifle.uasset | 3 + Content/Levels/BattleMap.umap | 4 +- Content/Levels/MainMenu.umap | 4 +- Content/Models/Common/M_MuzzleFlash.uasset | 3 + Content/Models/Common/N_MuzzleFlash.uasset | 3 + Content/Models/Common/muzzleflash.uasset | 3 + Content/Models/Levels/Level1/level1.uasset | 4 +- .../Animations/Firing_Rifle.uasset | 3 + .../Exoinfantry/Animations/Idle.uasset | 3 + .../Animations/Rifle_Aiming_Idle.uasset | 3 + .../Exoinfantry/Animations/Rifle_Idle.uasset | 3 + .../Exoinfantry/Animations/Rifle_Run.uasset | 3 + .../PlayerUnits/Exoinfantry/ArmorShell.uasset | 3 + .../PlayerUnits/Exoinfantry/Barrell.uasset | 3 + .../PlayerUnits/Exoinfantry/Boots.uasset | 3 + .../Exoinfantry/Exoinfantry_Base.uasset | 3 + .../PlayerUnits/Exoinfantry/HelmetBase.uasset | 3 + .../Exoinfantry/IKR_YBot_EM_Rifleman.uasset | 3 + .../Exoinfantry/Materials/ArmorShell.uasset | 3 + .../Exoinfantry/Materials/Barrell.uasset | 3 + .../Exoinfantry/Materials/Boots.uasset | 3 + .../Materials/Exoinfantry_Base.uasset | 3 + .../Exoinfantry/Materials/HelmetBase.uasset | 3 + .../Exoinfantry/Materials/RifleBase.uasset | 3 + .../Exoinfantry/Materials/RifleLower.uasset | 3 + .../Exoinfantry/Materials/Visor.uasset | 3 + .../PlayerUnits/Exoinfantry/RifleBase.uasset | 3 + .../PlayerUnits/Exoinfantry/RifleLower.uasset | 3 + .../Exoinfantry/Rig_EM_Rifleman.uasset | 3 + .../exoinfantry_ArmorBase_BaseColor.uasset | 3 + .../exoinfantry_ArmorBase_Normal.uasset | 3 + ...rmorBase_OcclusionRoughnessMetallic.uasset | 3 + .../exoinfantry_ArmorShell_BaseColor.uasset | 3 + .../exoinfantry_ArmorShell_Normal.uasset | 3 + ...morShell_OcclusionRoughnessMetallic.uasset | 3 + .../exoinfantry_Barrell_BaseColor.uasset | 3 + .../exoinfantry_Barrell_Normal.uasset | 3 + ..._Barrell_OcclusionRoughnessMetallic.uasset | 3 + .../exoinfantry_Boots_BaseColor.uasset | 3 + .../Textures/exoinfantry_Boots_Normal.uasset | 3 + ...ry_Boots_OcclusionRoughnessMetallic.uasset | 3 + .../exoinfantry_HelmetBase_BaseColor.uasset | 3 + .../exoinfantry_HelmetBase_Normal.uasset | 3 + ...lmetBase_OcclusionRoughnessMetallic.uasset | 3 + .../exoinfantry_Rifle2_BaseColor.uasset | 3 + .../Textures/exoinfantry_Rifle2_Normal.uasset | 3 + ...y_Rifle2_OcclusionRoughnessMetallic.uasset | 3 + .../exoinfantry_RifleBase_BaseColor.uasset | 3 + .../exoinfantry_RifleBase_Normal.uasset | 3 + ...ifleBase_OcclusionRoughnessMetallic.uasset | 3 + .../exoinfantry_Tank_BaseColor.uasset | 3 + .../Textures/exoinfantry_Tank_Normal.uasset | 3 + ...try_Tank_OcclusionRoughnessMetallic.uasset | 3 + .../exoinfantry_Visor_BaseColor.uasset | 3 + .../Textures/exoinfantry_Visor_Normal.uasset | 3 + ...ry_Visor_OcclusionRoughnessMetallic.uasset | 3 + .../Exoinfantry/exoinfantry.uasset | 4 +- .../exoinfantry_PhysicsAsset.uasset | 4 +- .../Exoinfantry/exoinfantry_Skeleton.uasset | 4 +- Content/Models/YBot/Alpha_Body_MAT.uasset | 3 + Content/Models/YBot/Alpha_Joints_MAT.uasset | 3 + Content/Models/YBot/Firing_Rifle.uasset | 3 + Content/Models/YBot/Rifle_Aiming_Idle.uasset | 3 + Content/Models/YBot/Rifle_Idle.uasset | 3 + Content/Models/YBot/Rifle_Run.uasset | 3 + Content/Models/YBot/Rig_YBot.uasset | 3 + Content/Models/YBot/Y_Bot.uasset | 3 + Content/Models/YBot/Y_Bot_PhysicsAsset.uasset | 3 + Content/Models/YBot/Y_Bot_Skeleton.uasset | 3 + .../SpaceBattler/Private/PartySubsystem.cpp | 5 ++ Source/SpaceBattler/Private/WaveSubsystem.cpp | 2 + Source/SpaceBattler/Public/UnitInfo.h | 3 + 92 files changed, 321 insertions(+), 22 deletions(-) create mode 100644 Content/Audio/Units/Rifleman/gunshot-1.uasset create mode 100644 Content/Audio/Units/Rifleman/gunshot-three-burst.uasset create mode 100644 Content/Blueprints/Units/Common/AI/BB_Ranged.uasset create mode 100644 Content/Blueprints/Units/Common/AI/BP_AI_Simple.uasset create mode 100644 Content/Blueprints/Units/Common/AI/BTTask_Attack.uasset create mode 100644 Content/Blueprints/Units/Common/AI/BTTask_FindClosestEnemy.uasset create mode 100644 Content/Blueprints/Units/Common/AI/BTTask_MoveToClosestEnemy.uasset create mode 100644 Content/Blueprints/Units/Common/AI/BT_Ranged.uasset create mode 100644 Content/Blueprints/Units/Common/AI/Tasks/BTTask_FindClosestEnemy.uasset create mode 100644 Content/Blueprints/Units/Common/Projectiles/BP_Projectile_Basic.uasset create mode 100644 Content/Blueprints/Units/Common/Projectiles/DT_Projectile_Basic.uasset create mode 100644 Content/Blueprints/Units/Common/Projectiles/M_Projectile_Basic.uasset create mode 100644 Content/Blueprints/Units/EM_Rifleman/ABP_EM_Rifleman.uasset create mode 100644 Content/Blueprints/Units/EM_Rifleman/BP_EM_Rifleman.uasset create mode 100644 Content/Blueprints/Units/EM_Rifleman/M_FireRifle.uasset create mode 100644 Content/Models/Common/M_MuzzleFlash.uasset create mode 100644 Content/Models/Common/N_MuzzleFlash.uasset create mode 100644 Content/Models/Common/muzzleflash.uasset create mode 100644 Content/Models/PlayerUnits/Exoinfantry/Animations/Firing_Rifle.uasset create mode 100644 Content/Models/PlayerUnits/Exoinfantry/Animations/Idle.uasset create mode 100644 Content/Models/PlayerUnits/Exoinfantry/Animations/Rifle_Aiming_Idle.uasset create mode 100644 Content/Models/PlayerUnits/Exoinfantry/Animations/Rifle_Idle.uasset create mode 100644 Content/Models/PlayerUnits/Exoinfantry/Animations/Rifle_Run.uasset create mode 100644 Content/Models/PlayerUnits/Exoinfantry/ArmorShell.uasset create mode 100644 Content/Models/PlayerUnits/Exoinfantry/Barrell.uasset create mode 100644 Content/Models/PlayerUnits/Exoinfantry/Boots.uasset create mode 100644 Content/Models/PlayerUnits/Exoinfantry/Exoinfantry_Base.uasset create mode 100644 Content/Models/PlayerUnits/Exoinfantry/HelmetBase.uasset create mode 100644 Content/Models/PlayerUnits/Exoinfantry/IKR_YBot_EM_Rifleman.uasset create mode 100644 Content/Models/PlayerUnits/Exoinfantry/Materials/ArmorShell.uasset create mode 100644 Content/Models/PlayerUnits/Exoinfantry/Materials/Barrell.uasset create mode 100644 Content/Models/PlayerUnits/Exoinfantry/Materials/Boots.uasset create mode 100644 Content/Models/PlayerUnits/Exoinfantry/Materials/Exoinfantry_Base.uasset create mode 100644 Content/Models/PlayerUnits/Exoinfantry/Materials/HelmetBase.uasset create mode 100644 Content/Models/PlayerUnits/Exoinfantry/Materials/RifleBase.uasset create mode 100644 Content/Models/PlayerUnits/Exoinfantry/Materials/RifleLower.uasset create mode 100644 Content/Models/PlayerUnits/Exoinfantry/Materials/Visor.uasset create mode 100644 Content/Models/PlayerUnits/Exoinfantry/RifleBase.uasset create mode 100644 Content/Models/PlayerUnits/Exoinfantry/RifleLower.uasset create mode 100644 Content/Models/PlayerUnits/Exoinfantry/Rig_EM_Rifleman.uasset create mode 100644 Content/Models/PlayerUnits/Exoinfantry/Textures/exoinfantry_ArmorBase_BaseColor.uasset create mode 100644 Content/Models/PlayerUnits/Exoinfantry/Textures/exoinfantry_ArmorBase_Normal.uasset create mode 100644 Content/Models/PlayerUnits/Exoinfantry/Textures/exoinfantry_ArmorBase_OcclusionRoughnessMetallic.uasset create mode 100644 Content/Models/PlayerUnits/Exoinfantry/Textures/exoinfantry_ArmorShell_BaseColor.uasset create mode 100644 Content/Models/PlayerUnits/Exoinfantry/Textures/exoinfantry_ArmorShell_Normal.uasset create mode 100644 Content/Models/PlayerUnits/Exoinfantry/Textures/exoinfantry_ArmorShell_OcclusionRoughnessMetallic.uasset create mode 100644 Content/Models/PlayerUnits/Exoinfantry/Textures/exoinfantry_Barrell_BaseColor.uasset create mode 100644 Content/Models/PlayerUnits/Exoinfantry/Textures/exoinfantry_Barrell_Normal.uasset create mode 100644 Content/Models/PlayerUnits/Exoinfantry/Textures/exoinfantry_Barrell_OcclusionRoughnessMetallic.uasset create mode 100644 Content/Models/PlayerUnits/Exoinfantry/Textures/exoinfantry_Boots_BaseColor.uasset create mode 100644 Content/Models/PlayerUnits/Exoinfantry/Textures/exoinfantry_Boots_Normal.uasset create mode 100644 Content/Models/PlayerUnits/Exoinfantry/Textures/exoinfantry_Boots_OcclusionRoughnessMetallic.uasset create mode 100644 Content/Models/PlayerUnits/Exoinfantry/Textures/exoinfantry_HelmetBase_BaseColor.uasset create mode 100644 Content/Models/PlayerUnits/Exoinfantry/Textures/exoinfantry_HelmetBase_Normal.uasset create mode 100644 Content/Models/PlayerUnits/Exoinfantry/Textures/exoinfantry_HelmetBase_OcclusionRoughnessMetallic.uasset create mode 100644 Content/Models/PlayerUnits/Exoinfantry/Textures/exoinfantry_Rifle2_BaseColor.uasset create mode 100644 Content/Models/PlayerUnits/Exoinfantry/Textures/exoinfantry_Rifle2_Normal.uasset create mode 100644 Content/Models/PlayerUnits/Exoinfantry/Textures/exoinfantry_Rifle2_OcclusionRoughnessMetallic.uasset create mode 100644 Content/Models/PlayerUnits/Exoinfantry/Textures/exoinfantry_RifleBase_BaseColor.uasset create mode 100644 Content/Models/PlayerUnits/Exoinfantry/Textures/exoinfantry_RifleBase_Normal.uasset create mode 100644 Content/Models/PlayerUnits/Exoinfantry/Textures/exoinfantry_RifleBase_OcclusionRoughnessMetallic.uasset create mode 100644 Content/Models/PlayerUnits/Exoinfantry/Textures/exoinfantry_Tank_BaseColor.uasset create mode 100644 Content/Models/PlayerUnits/Exoinfantry/Textures/exoinfantry_Tank_Normal.uasset create mode 100644 Content/Models/PlayerUnits/Exoinfantry/Textures/exoinfantry_Tank_OcclusionRoughnessMetallic.uasset create mode 100644 Content/Models/PlayerUnits/Exoinfantry/Textures/exoinfantry_Visor_BaseColor.uasset create mode 100644 Content/Models/PlayerUnits/Exoinfantry/Textures/exoinfantry_Visor_Normal.uasset create mode 100644 Content/Models/PlayerUnits/Exoinfantry/Textures/exoinfantry_Visor_OcclusionRoughnessMetallic.uasset create mode 100644 Content/Models/YBot/Alpha_Body_MAT.uasset create mode 100644 Content/Models/YBot/Alpha_Joints_MAT.uasset create mode 100644 Content/Models/YBot/Firing_Rifle.uasset create mode 100644 Content/Models/YBot/Rifle_Aiming_Idle.uasset create mode 100644 Content/Models/YBot/Rifle_Idle.uasset create mode 100644 Content/Models/YBot/Rifle_Run.uasset create mode 100644 Content/Models/YBot/Rig_YBot.uasset create mode 100644 Content/Models/YBot/Y_Bot.uasset create mode 100644 Content/Models/YBot/Y_Bot_PhysicsAsset.uasset create mode 100644 Content/Models/YBot/Y_Bot_Skeleton.uasset diff --git a/Config/DefaultEngine.ini b/Config/DefaultEngine.ini index b716a74..380514b 100644 --- a/Config/DefaultEngine.ini +++ b/Config/DefaultEngine.ini @@ -77,3 +77,61 @@ 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. ") ++DefaultChannelResponses=(Channel=ECC_GameTraceChannel1,DefaultResponse=ECR_Overlap,bTraceType=False,bStaticObject=False,Name="Player") ++DefaultChannelResponses=(Channel=ECC_GameTraceChannel2,DefaultResponse=ECR_Overlap,bTraceType=False,bStaticObject=False,Name="Enemy") +-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/Content/Audio/Units/Rifleman/gunshot-1.uasset b/Content/Audio/Units/Rifleman/gunshot-1.uasset new file mode 100644 index 0000000..ff3760c --- /dev/null +++ b/Content/Audio/Units/Rifleman/gunshot-1.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:882dc1808e9d00b846a0fececf96f94e5d0ba87532ba2867c9b5c3abffaf549b 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27675 diff --git a/Source/SpaceBattler/Private/PartySubsystem.cpp b/Source/SpaceBattler/Private/PartySubsystem.cpp index ae65b01..b2cf866 100644 --- a/Source/SpaceBattler/Private/PartySubsystem.cpp +++ b/Source/SpaceBattler/Private/PartySubsystem.cpp @@ -81,6 +81,11 @@ void UPartySubsystem::SpawnUnits() AActor* NewActor = GetWorld()->SpawnActor(SpawnQueue[i + LastSpawnIndex], &Location, &Rotation, SpawnActorParameters); + if(NewActor != nullptr) + { + NewActor->Tags.Add(TEXT("player")); + } + FHitResult Hit; FVector TraceStart = NewActor->GetActorLocation(); FVector TraceEnd = -NewActor->GetActorUpVector() * 10000.0f; diff --git a/Source/SpaceBattler/Private/WaveSubsystem.cpp b/Source/SpaceBattler/Private/WaveSubsystem.cpp index 98747b3..08b156b 100644 --- a/Source/SpaceBattler/Private/WaveSubsystem.cpp +++ b/Source/SpaceBattler/Private/WaveSubsystem.cpp @@ -57,6 +57,8 @@ void UWaveSubsystem::SpawnUnits() if(NewEnemy != nullptr) { NewEnemy->Tags.Add(TEXT("enemy")); + USkeletalMeshComponent* Mesh = NewEnemy->FindComponentByClass(); + Mesh->SetCollisionObjectType(ECC_GameTraceChannel2); } FHitResult Hit; diff --git a/Source/SpaceBattler/Public/UnitInfo.h b/Source/SpaceBattler/Public/UnitInfo.h index 6909086..cc1d4ea 100644 --- a/Source/SpaceBattler/Public/UnitInfo.h +++ b/Source/SpaceBattler/Public/UnitInfo.h @@ -39,6 +39,9 @@ protected: UPROPERTY(BlueprintReadWrite, EditAnywhere) bool IsRanged; + UPROPERTY(BlueprintReadWrite, EditAnywhere) + float Range; + UPROPERTY(BlueprintReadWrite, EditAnywhere) int32 Tier;