From deac8dc163222ebc6a11e4dfd2b2fb284ea9cf42 Mon Sep 17 00:00:00 2001 From: Jers Date: Sat, 6 Jan 2024 10:44:15 -0600 Subject: [PATCH] Fixed up materials, refactored projectile combat, added Wyrm --- Config/DefaultGame.ini | 3 ++ .../WavesInvasion/Invasion_Wave1.uasset | 4 +- .../Units/Common/AI/BP_AI_Simple.uasset | 4 +- .../Units/Common/AI/BTTask_Attack.uasset | 4 +- .../AI/BTTask_MoveToClosestEnemy.uasset | 4 +- .../Units/Common/AI/BT_Ranged.uasset | 2 +- .../Blueprints/Units/Common/BP_Unit.uasset | 4 +- .../Projectiles/BP_Projectile_Base.uasset | 3 ++ .../Projectiles/BP_Projectile_Basic.uasset | 4 +- .../Units/EM_Rifleman/ABP_EM_Rifleman.uasset | 4 +- .../Units/EM_Rifleman/BP_EM_Rifleman.uasset | 4 +- .../Units/EM_Rifleman/DA_EM_Rifleman.uasset | 4 +- .../Units/EM_Rifleman/M_FireRifle.uasset | 4 +- .../Blueprints/Units/M_Mite/BP_Mite.uasset | 4 +- .../Blueprints/Units/M_Mite/DA_M_Mite.uasset | 2 +- .../Blueprints/Units/M_Wyrm/ABP_Wyrm.uasset | 3 ++ .../Blueprints/Units/M_Wyrm/BP_Wyrm.uasset | 3 ++ .../Units/M_Wyrm/BP_Wyrm_Projectile.uasset | 3 ++ .../Blueprints/Units/M_Wyrm/DA_Wyrm.uasset | 3 ++ .../Blueprints/Units/M_Wyrm/M_Attack.uasset | 3 ++ .../Units/M_Wyrm/N_WyrmProjectile.uasset | 3 ++ .../Units/M_Wyrm/WyrmProjectile.uasset | 3 ++ Content/Levels/MainMenu.umap | 2 +- .../EnemyUnits/Mite/Materials/MiteBase.uasset | 4 +- ...ite_Base_OcclusionRoughnessMetallic.uasset | 4 +- Content/Models/EnemyUnits/Mite/mite.uasset | 4 +- Content/Models/EnemyUnits/Wyrm/Bone.uasset | 3 ++ .../Models/EnemyUnits/Wyrm/Carapace.uasset | 3 ++ .../Wyrm/Textures/wyrm_Bone_BaseColor.uasset | 3 ++ .../Wyrm/Textures/wyrm_Bone_Normal.uasset | 3 ++ ...yrm_Bone_OcclusionRoughnessMetallic.uasset | 3 ++ .../Textures/wyrm_Carapace_BaseColor.uasset | 3 ++ .../Wyrm/Textures/wyrm_Carapace_Normal.uasset | 3 ++ ...Carapace_OcclusionRoughnessMetallic.uasset | 3 ++ .../Textures/wyrm_WyrmBase_BaseColor.uasset | 3 ++ .../Wyrm/Textures/wyrm_WyrmBase_Normal.uasset | 3 ++ ...WyrmBase_OcclusionRoughnessMetallic.uasset | 3 ++ .../Models/EnemyUnits/Wyrm/WyrmBase.uasset | 3 ++ Content/Models/EnemyUnits/Wyrm/wyrm.uasset | 3 ++ .../EnemyUnits/Wyrm/wyrm_PhysicsAsset.uasset | 3 ++ .../EnemyUnits/Wyrm/wyrm_Skeleton.uasset | 3 ++ .../Wyrm/wyrm_animations_Attack.uasset | 3 ++ .../Wyrm/wyrm_animations_Run.uasset | 3 ++ .../Wyrm/wyrm_animations_TPose.uasset | 3 ++ .../Exoinfantry/Materials/ArmorShell.uasset | 4 +- .../Exoinfantry/Materials/Barrell.uasset | 4 +- .../Exoinfantry/Materials/Boots.uasset | 4 +- .../Materials/Exoinfantry_Base.uasset | 4 +- .../Exoinfantry/Materials/HelmetBase.uasset | 4 +- .../Exoinfantry/Materials/RifleBase.uasset | 4 +- .../Exoinfantry/Materials/RifleLower.uasset | 4 +- ...rmorBase_OcclusionRoughnessMetallic.uasset | 4 +- ...morShell_OcclusionRoughnessMetallic.uasset | 4 +- ..._Barrell_OcclusionRoughnessMetallic.uasset | 4 +- ...ry_Boots_OcclusionRoughnessMetallic.uasset | 4 +- ...lmetBase_OcclusionRoughnessMetallic.uasset | 4 +- ...y_Rifle2_OcclusionRoughnessMetallic.uasset | 4 +- ...ifleBase_OcclusionRoughnessMetallic.uasset | 4 +- .../Exoinfantry/exoinfantry.uasset | 4 +- .../Exoinfantry/exoinfantry_Skeleton.uasset | 4 +- .../SpaceBattler/Private/PartySubsystem.cpp | 2 +- Source/SpaceBattler/Private/WaveSubsystem.cpp | 2 +- Source/SpaceBattler/Public/UnitInfo.h | 41 +++++++++++++------ 63 files changed, 174 insertions(+), 78 deletions(-) create mode 100644 Content/Blueprints/Units/Common/Projectiles/BP_Projectile_Base.uasset create mode 100644 Content/Blueprints/Units/M_Wyrm/ABP_Wyrm.uasset create mode 100644 Content/Blueprints/Units/M_Wyrm/BP_Wyrm.uasset create mode 100644 Content/Blueprints/Units/M_Wyrm/BP_Wyrm_Projectile.uasset create mode 100644 Content/Blueprints/Units/M_Wyrm/DA_Wyrm.uasset create mode 100644 Content/Blueprints/Units/M_Wyrm/M_Attack.uasset create mode 100644 Content/Blueprints/Units/M_Wyrm/N_WyrmProjectile.uasset create mode 100644 Content/Blueprints/Units/M_Wyrm/WyrmProjectile.uasset create mode 100644 Content/Models/EnemyUnits/Wyrm/Bone.uasset create mode 100644 Content/Models/EnemyUnits/Wyrm/Carapace.uasset create mode 100644 Content/Models/EnemyUnits/Wyrm/Textures/wyrm_Bone_BaseColor.uasset create mode 100644 Content/Models/EnemyUnits/Wyrm/Textures/wyrm_Bone_Normal.uasset create mode 100644 Content/Models/EnemyUnits/Wyrm/Textures/wyrm_Bone_OcclusionRoughnessMetallic.uasset create mode 100644 Content/Models/EnemyUnits/Wyrm/Textures/wyrm_Carapace_BaseColor.uasset create mode 100644 Content/Models/EnemyUnits/Wyrm/Textures/wyrm_Carapace_Normal.uasset create mode 100644 Content/Models/EnemyUnits/Wyrm/Textures/wyrm_Carapace_OcclusionRoughnessMetallic.uasset create mode 100644 Content/Models/EnemyUnits/Wyrm/Textures/wyrm_WyrmBase_BaseColor.uasset create mode 100644 Content/Models/EnemyUnits/Wyrm/Textures/wyrm_WyrmBase_Normal.uasset create mode 100644 Content/Models/EnemyUnits/Wyrm/Textures/wyrm_WyrmBase_OcclusionRoughnessMetallic.uasset create mode 100644 Content/Models/EnemyUnits/Wyrm/WyrmBase.uasset create mode 100644 Content/Models/EnemyUnits/Wyrm/wyrm.uasset create mode 100644 Content/Models/EnemyUnits/Wyrm/wyrm_PhysicsAsset.uasset create mode 100644 Content/Models/EnemyUnits/Wyrm/wyrm_Skeleton.uasset create mode 100644 Content/Models/EnemyUnits/Wyrm/wyrm_animations_Attack.uasset create mode 100644 Content/Models/EnemyUnits/Wyrm/wyrm_animations_Run.uasset create mode 100644 Content/Models/EnemyUnits/Wyrm/wyrm_animations_TPose.uasset diff --git a/Config/DefaultGame.ini b/Config/DefaultGame.ini index 6b003df..3d223aa 100644 --- a/Config/DefaultGame.ini +++ b/Config/DefaultGame.ini @@ -6,3 +6,6 @@ ProjectID=48EAAE9D4AA343B35C083681A4525CF4 [/Script/CommonInput.CommonInputSettings] InputData=/Game/Blueprints/UI/InputData.InputData_C +[/Script/UnrealEd.ProjectPackagingSettings] +Build=Always + diff --git a/Content/Blueprints/Levels/WavesInvasion/Invasion_Wave1.uasset b/Content/Blueprints/Levels/WavesInvasion/Invasion_Wave1.uasset index 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a/Content/Models/PlayerUnits/Exoinfantry/exoinfantry.uasset +++ b/Content/Models/PlayerUnits/Exoinfantry/exoinfantry.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:ea20007c251ce68eb6585ad53b96b4d3ad749974e355ac7be2abdc9bbc8562cd -size 4864702 +oid sha256:448ed455ba8b3478e78e372ccc7da85cb2cc80f543458284cd0d5dc5faa1825d +size 4864375 diff --git a/Content/Models/PlayerUnits/Exoinfantry/exoinfantry_Skeleton.uasset b/Content/Models/PlayerUnits/Exoinfantry/exoinfantry_Skeleton.uasset index 9c673ef..18a13ca 100644 --- a/Content/Models/PlayerUnits/Exoinfantry/exoinfantry_Skeleton.uasset +++ b/Content/Models/PlayerUnits/Exoinfantry/exoinfantry_Skeleton.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:c1d224d0fef9197eb217fafd839296578b95e325babdc91b073adaab81d99459 -size 13491 +oid sha256:2030d08440fbd35851398193a60ac84c87269e04ff9bfc98be95764f4cc14933 +size 13569 diff --git a/Source/SpaceBattler/Private/PartySubsystem.cpp b/Source/SpaceBattler/Private/PartySubsystem.cpp index b87cade..b07c17f 100644 --- a/Source/SpaceBattler/Private/PartySubsystem.cpp +++ b/Source/SpaceBattler/Private/PartySubsystem.cpp @@ -78,7 +78,7 @@ void UPartySubsystem::SpawnUnits() FActorSpawnParameters SpawnActorParameters = {}; SpawnActorParameters.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButAlwaysSpawn; - FVector Location = SpawnPoint->GetActorLocation() + FVector(i * -VerticalSpacing, -HorizontalOffset * CurrentColumn, 300); + FVector Location = SpawnPoint->GetActorLocation() + FVector(i * -VerticalSpacing + FMath::RandRange(-500.0f, 500.0f), -HorizontalOffset * CurrentColumn + FMath::RandRange(-500.0f, 500.0f), 300); FRotator Rotation = FRotator(0, 90.0f, 0); AActor* NewActor = GetWorld()->SpawnActor(SpawnQueue[i + LastSpawnIndex], &Location, &Rotation, SpawnActorParameters); diff --git a/Source/SpaceBattler/Private/WaveSubsystem.cpp b/Source/SpaceBattler/Private/WaveSubsystem.cpp index 8d18ed1..2179643 100644 --- a/Source/SpaceBattler/Private/WaveSubsystem.cpp +++ b/Source/SpaceBattler/Private/WaveSubsystem.cpp @@ -51,7 +51,7 @@ void UWaveSubsystem::SpawnUnits() FActorSpawnParameters SpawnActorParameters = {}; SpawnActorParameters.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButAlwaysSpawn; - FVector Location = SpawnPoint->GetActorLocation() + FVector(i * -VerticalSpacing, -HorizontalOffset * CurrentColumn, 300); + FVector Location = SpawnPoint->GetActorLocation() + FVector(i * -VerticalSpacing + FMath::RandRange(-500.0f, 500.0f), -HorizontalOffset * CurrentColumn + FMath::RandRange(-500.0f, 500.0f), 300); FRotator Rotation = FRotator(0,-90.0f, 0); AActor* NewEnemy = GetWorld()->SpawnActor(SpawnQueue[i + LastSpawnIndex]->GetCharacterClass(), &Location, &Rotation, SpawnActorParameters); diff --git a/Source/SpaceBattler/Public/UnitInfo.h b/Source/SpaceBattler/Public/UnitInfo.h index 372588c..1cf7524 100644 --- a/Source/SpaceBattler/Public/UnitInfo.h +++ b/Source/SpaceBattler/Public/UnitInfo.h @@ -18,39 +18,54 @@ public: TSubclassOf GetCharacterClass() const; protected: - UPROPERTY(BlueprintReadWrite, EditAnywhere) + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Information") FText Name; - UPROPERTY(BlueprintReadWrite, EditAnywhere, meta = (MultiLine = true)) + UPROPERTY(BlueprintReadWrite, EditAnywhere, meta = (MultiLine = true), Category="Information") FText Description; - UPROPERTY(BlueprintReadWrite, EditAnywhere) + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Information") UTexture2D* Texture2D; - UPROPERTY(BlueprintReadWrite, EditAnywhere) + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Stats") float BaseHP; - UPROPERTY(BlueprintReadWrite, EditAnywhere) + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Stats") float Attack; - UPROPERTY(BlueprintReadWrite, EditAnywhere) + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Stats") float Cooldown; - UPROPERTY(BlueprintReadWrite, EditAnywhere) + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Attributes") bool IsRanged; - UPROPERTY(BlueprintReadWrite, EditAnywhere) - float IsFlying; + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Attributes") + bool IsFlying; - UPROPERTY(BlueprintReadWrite, EditAnywhere) + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Stats") float Range; - UPROPERTY(BlueprintReadWrite, EditAnywhere) + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Stats") float Speed; - UPROPERTY(BlueprintReadWrite, EditAnywhere) + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Information") int32 Tier; - UPROPERTY(BlueprintReadWrite, EditAnywhere) + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Classes") TSubclassOf CharacterClass; + + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Ranged Info") + TSubclassOf RangedProjectile; + + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Ranged Info") + float RangedProjectileSpeed; + + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Ranged Info") + int32 RangedProjectileAmount; + + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Ranged Info") + float RangedProjectileDelay; + + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Ranged Info") + UAnimMontage* RangedProjectileMontage; };