Sprint- und Ausdauermechanik hinzugefügt
Die Sprint-Funktionalität wurde in `AKingshearthLegacyCharacter` implementiert, einschließlich neuer Methoden (`StartSprint`, `StopSprint`, `Tick`) und Eigenschaften (`SprintSpeedMultiplier`, `SprintStaminaDrainRate`, etc.). Die Eingabeverarbeitung wurde entsprechend erweitert. Eine neue `UStaminaComponent` wurde hinzugefügt, die Ausdauer, Fatigue und Regeneration verwaltet. Ereignisse wie `OnStaminaChanged` und `OnExhausted` ermöglichen die Überwachung von Änderungen. Die Benutzeroberfläche wurde angepasst: `UPlayerHUDWidget` und `UStaminaBarWidget` unterstützen nun die Anzeige der Ausdauer. Alte, fest codierte Werte wurden entfernt, und die Widgets sind nun dynamisch an die `StaminaComponent` gebunden. Zusätzlich wurden Änderungen an `.uasset`-Dateien vorgenommen, um die neuen Mechaniken in Unreal Engine zu unterstützen.
This commit is contained in:
@@ -11,6 +11,7 @@
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#include "EnhancedInputSubsystems.h"
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#include "InputActionValue.h"
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#include "KingshearthLegacy.h"
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#include "StaminaComponent.h"
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AKingshearthLegacyCharacter::AKingshearthLegacyCharacter()
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{
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@@ -50,11 +51,41 @@ AKingshearthLegacyCharacter::AKingshearthLegacyCharacter()
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// are set in the derived blueprint asset named ThirdPersonCharacter (to avoid direct content references in C++)
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}
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void AKingshearthLegacyCharacter::BeginPlay()
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{
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Super::BeginPlay();
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BaseWalkSpeed = GetCharacterMovement()->MaxWalkSpeed;
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StaminaComponent = FindComponentByClass<UStaminaComponent>();
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}
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void AKingshearthLegacyCharacter::Tick(float DeltaSeconds)
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{
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Super::Tick(DeltaSeconds);
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if (!StaminaComponent)
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{
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return;
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}
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const bool bIsMoving = GetVelocity().SizeSquared() > FMath::Square(SprintMovementThreshold);
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if (bWantsToSprint && bIsMoving && StaminaComponent->GetStamina() > 0.0f)
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{
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GetCharacterMovement()->MaxWalkSpeed = BaseWalkSpeed * SprintSpeedMultiplier;
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StaminaComponent->RemoveStamina(SprintStaminaDrainRate * DeltaSeconds);
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}
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else
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{
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GetCharacterMovement()->MaxWalkSpeed = BaseWalkSpeed;
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}
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}
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void AKingshearthLegacyCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
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{
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// Set up action bindings
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if (UEnhancedInputComponent* EnhancedInputComponent = Cast<UEnhancedInputComponent>(PlayerInputComponent)) {
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// Jumping
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EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Started, this, &ACharacter::Jump);
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EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Completed, this, &ACharacter::StopJumping);
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@@ -65,6 +96,10 @@ void AKingshearthLegacyCharacter::SetupPlayerInputComponent(UInputComponent* Pla
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// Looking
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EnhancedInputComponent->BindAction(LookAction, ETriggerEvent::Triggered, this, &AKingshearthLegacyCharacter::Look);
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// Sprinting
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EnhancedInputComponent->BindAction(SprintAction, ETriggerEvent::Started, this, &AKingshearthLegacyCharacter::StartSprint);
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EnhancedInputComponent->BindAction(SprintAction, ETriggerEvent::Completed, this, &AKingshearthLegacyCharacter::StopSprint);
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}
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else
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{
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@@ -131,3 +166,25 @@ void AKingshearthLegacyCharacter::DoJumpEnd()
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// signal the character to stop jumping
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StopJumping();
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}
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void AKingshearthLegacyCharacter::Jump()
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{
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const bool bCouldJump = CanJump();
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Super::Jump();
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if (bCouldJump && StaminaComponent)
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{
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StaminaComponent->RemoveStamina(JumpStaminaCost);
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}
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}
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void AKingshearthLegacyCharacter::StartSprint()
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{
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bWantsToSprint = true;
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}
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void AKingshearthLegacyCharacter::StopSprint()
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{
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bWantsToSprint = false;
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}
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@@ -10,6 +10,7 @@
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class USpringArmComponent;
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class UCameraComponent;
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class UInputAction;
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class UStaminaComponent;
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struct FInputActionValue;
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DECLARE_LOG_CATEGORY_EXTERN(LogTemplateCharacter, Log, All);
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@@ -49,16 +50,42 @@ protected:
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UPROPERTY(EditAnywhere, Category="Input")
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UInputAction* MouseLookAction;
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/** Sprint Input Action */
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UPROPERTY(EditAnywhere, Category="Input")
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UInputAction* SprintAction;
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/** Walk speed is multiplied by this while sprinting */
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UPROPERTY(EditAnywhere, Category="Sprint")
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float SprintSpeedMultiplier = 1.6f;
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/** Stamina drained per second while sprinting */
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UPROPERTY(EditAnywhere, Category="Sprint")
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float SprintStaminaDrainRate = 25.0f;
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/** Minimum speed (cm/s) for the character to be considered "moving" for sprint purposes. */
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UPROPERTY(EditAnywhere, Category="Sprint")
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float SprintMovementThreshold = 10.0f;
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/** Stamina consumed by each successful jump. */
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UPROPERTY(EditAnywhere, Category="Stamina")
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float JumpStaminaCost = 15.0f;
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public:
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/** Constructor */
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AKingshearthLegacyCharacter();
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AKingshearthLegacyCharacter();
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protected:
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virtual void BeginPlay() override;
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virtual void Tick(float DeltaSeconds) override;
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/** Initialize input action bindings */
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virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
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/** Overridden to charge JumpStaminaCost whenever a jump actually starts. */
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virtual void Jump() override;
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protected:
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/** Called for movement input */
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@@ -67,6 +94,20 @@ protected:
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/** Called for looking input */
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void Look(const FInputActionValue& Value);
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/** Called when the sprint input is pressed */
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void StartSprint();
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/** Called when the sprint input is released */
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void StopSprint();
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/** Cached from the CharacterMovementComponent's MaxWalkSpeed in BeginPlay, restored whenever not sprinting. */
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float BaseWalkSpeed = 0.0f;
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bool bWantsToSprint = false;
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UPROPERTY()
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TObjectPtr<UStaminaComponent> StaminaComponent;
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public:
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/** Handles move inputs from either controls or UI interfaces */
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@@ -10,6 +10,7 @@
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#include "Widgets/Input/SVirtualJoystick.h"
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#include "UI/PlayerHUDWidget.h"
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#include "HealthComponent.h"
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#include "StaminaComponent.h"
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void AKingshearthLegacyPlayerController::BeginPlay()
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{
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@@ -87,7 +88,7 @@ void AKingshearthLegacyPlayerController::OnPossess(APawn* InPawn)
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if (PlayerHUD)
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{
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PlayerHUD->InitializeHUD(InPawn->FindComponentByClass<UHealthComponent>());
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PlayerHUD->InitializeHUD(InPawn->FindComponentByClass<UHealthComponent>(), InPawn->FindComponentByClass<UStaminaComponent>());
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}
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}
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@@ -0,0 +1,115 @@
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#include "StaminaComponent.h"
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UStaminaComponent::UStaminaComponent()
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{
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PrimaryComponentTick.bCanEverTick = true;
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}
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void UStaminaComponent::BeginPlay()
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{
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Super::BeginPlay();
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CurrentStamina = MaxStamina;
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}
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void UStaminaComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
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{
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Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
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TimeSinceLastStaminaSpend += DeltaTime;
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const float TimeSinceRegenStarted = TimeSinceLastStaminaSpend - StaminaRegenDelay;
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if (TimeSinceRegenStarted > 0.0f && CurrentStamina < GetEffectiveMaxStamina())
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{
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const float RampedRegenRate = StaminaRegenRampTime > 0.0f
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? FMath::Min(TimeSinceRegenStarted / StaminaRegenRampTime, 1.0f) * StaminaRegenRate
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: StaminaRegenRate;
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SetStamina(CurrentStamina + RampedRegenRate * DeltaTime);
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// Fatigue only builds while Stamina is actively regaining - never while draining, never
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// while idle. It never recovers on its own; only an explicit SetFatigue call does.
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SetFatigue(Fatigue + FatigueGainRateWhileRegaining * DeltaTime);
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}
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}
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float UStaminaComponent::GetStamina() const
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{
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return CurrentStamina;
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}
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float UStaminaComponent::GetMaxStamina() const
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{
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return MaxStamina;
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}
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float UStaminaComponent::GetFatigue() const
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{
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return Fatigue;
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}
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float UStaminaComponent::GetEffectiveMaxStamina() const
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{
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return MaxStamina * (1.0f - Fatigue);
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}
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void UStaminaComponent::SetMaxStamina(float NewMaxStamina)
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{
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MaxStamina = FMath::Max(NewMaxStamina, 0.0f);
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CurrentStamina = FMath::Clamp(CurrentStamina, 0.0f, GetEffectiveMaxStamina());
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}
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void UStaminaComponent::SetStamina(float NewStamina)
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{
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const float PreviousStamina = CurrentStamina;
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CurrentStamina = FMath::Clamp(NewStamina, 0.0f, GetEffectiveMaxStamina());
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if (CurrentStamina < PreviousStamina)
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{
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TimeSinceLastStaminaSpend = 0.0f;
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}
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OnStaminaChanged.Broadcast(CurrentStamina);
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// Only trigger the exhaustion signal when crossing from not-empty to empty.
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if (PreviousStamina > 0.0f && CurrentStamina <= 0.0f)
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{
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OnExhausted.Broadcast();
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}
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}
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void UStaminaComponent::AddStamina(float Amount)
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{
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if (Amount <= 0.0f)
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{
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return;
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}
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SetStamina(CurrentStamina + Amount);
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}
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void UStaminaComponent::RemoveStamina(float Amount)
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{
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if (Amount <= 0.0f)
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{
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return;
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}
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SetStamina(CurrentStamina - Amount);
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}
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void UStaminaComponent::SetFatigue(float NewFatigue)
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{
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Fatigue = FMath::Clamp(NewFatigue, 0.0f, 1.0f);
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const float ClampedStamina = FMath::Clamp(CurrentStamina, 0.0f, GetEffectiveMaxStamina());
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if (!FMath::IsNearlyEqual(ClampedStamina, CurrentStamina))
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{
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CurrentStamina = ClampedStamina;
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OnStaminaChanged.Broadcast(CurrentStamina);
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}
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OnFatigueChanged.Broadcast(Fatigue);
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}
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@@ -0,0 +1,93 @@
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#pragma once
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#include "CoreMinimal.h"
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#include "Components/ActorComponent.h"
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#include "StaminaComponent.generated.h"
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnStaminaChanged, float, NewStamina);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnFatigueChanged, float, NewFatigue);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnExhausted);
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UCLASS(ClassGroup = (Custom), meta = (BlueprintSpawnableComponent))
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class KINGSHEARTHLEGACY_API UStaminaComponent : public UActorComponent
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{
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GENERATED_BODY()
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public:
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UStaminaComponent();
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protected:
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virtual void BeginPlay() override;
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virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
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public:
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// Stamina
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UFUNCTION(BlueprintPure, Category = "Stamina")
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float GetStamina() const;
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/** Nominal cap, unaffected by Fatigue. Feeds the stamina bar's total width. */
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UFUNCTION(BlueprintPure, Category = "Stamina")
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float GetMaxStamina() const;
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/** 0-1 fraction of MaxStamina currently locked/unusable due to over-extension. */
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UFUNCTION(BlueprintPure, Category = "Stamina")
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float GetFatigue() const;
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UFUNCTION(BlueprintCallable, Category = "Stamina")
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void SetMaxStamina(float NewMaxStamina);
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UFUNCTION(BlueprintCallable, Category = "Stamina")
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void SetStamina(float NewStamina);
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UFUNCTION(BlueprintCallable, Category = "Stamina")
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void AddStamina(float Amount);
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UFUNCTION(BlueprintCallable, Category = "Stamina")
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void RemoveStamina(float Amount);
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UFUNCTION(BlueprintCallable, Category = "Fatigue")
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void SetFatigue(float NewFatigue);
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protected:
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/** MaxStamina minus whatever Fatigue currently locks away - what Stamina is actually clamped against. */
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float GetEffectiveMaxStamina() const;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Stamina")
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float MaxStamina = 100.0f;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Stamina")
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float CurrentStamina = 100.0f;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Fatigue")
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float Fatigue = 0.0f;
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/** Regen rate once fully ramped up, in stamina/sec. */
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Stamina")
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float StaminaRegenRate = 20.0f;
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/** Seconds after the last stamina spend before regen starts at all. */
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Stamina")
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float StaminaRegenDelay = 1.0f;
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/** Seconds for the regen rate to ramp from 0 up to StaminaRegenRate once regen starts, instead of kicking in at full speed immediately. */
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Stamina")
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float StaminaRegenRampTime = 1.5f;
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/** Seconds since Stamina was last reduced by a spend (RemoveStamina/SetStamina decrease). Resets the regen delay/ramp whenever stamina is spent. */
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float TimeSinceLastStaminaSpend = 0.0f;
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/** Fatigue gained per second while Stamina is actively regaining (ramping back up). Never recovers on its own otherwise - only an explicit SetFatigue call (e.g. a debug key) reduces it. */
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Fatigue")
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float FatigueGainRateWhileRegaining = 0.1f;
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public:
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UPROPERTY(BlueprintAssignable, Category = "Stamina")
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FOnStaminaChanged OnStaminaChanged;
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UPROPERTY(BlueprintAssignable, Category = "Fatigue")
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FOnFatigueChanged OnFatigueChanged;
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/** Broadcast when Stamina is driven from a positive value to empty. */
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UPROPERTY(BlueprintAssignable, Category = "Stamina")
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FOnExhausted OnExhausted;
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};
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@@ -2,12 +2,15 @@
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#include "UI/HealthBarWidget.h"
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#include "UI/StaminaBarWidget.h"
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void UPlayerHUDWidget::InitializeHUD(UHealthComponent* InHealthComponent)
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void UPlayerHUDWidget::InitializeHUD(UHealthComponent* InHealthComponent, UStaminaComponent* InStaminaComponent)
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{
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if (HealthBar)
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{
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HealthBar->InitializeHealthBar(InHealthComponent);
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}
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// StaminaBar self-initializes from hardcoded defaults in its own NativeConstruct.
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if (StaminaBar)
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{
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StaminaBar->InitializeStaminaBar(InStaminaComponent);
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}
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}
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@@ -7,6 +7,7 @@
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class UHealthBarWidget;
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class UStaminaBarWidget;
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class UHealthComponent;
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class UStaminaComponent;
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/**
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* Top-level player HUD. Owns a health bar and a stamina bar and forwards
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@@ -20,7 +21,7 @@ class UPlayerHUDWidget : public UUserWidget
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public:
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UFUNCTION(BlueprintCallable, Category = "HUD")
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void InitializeHUD(UHealthComponent* InHealthComponent);
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void InitializeHUD(UHealthComponent* InHealthComponent, UStaminaComponent* InStaminaComponent);
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protected:
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UPROPERTY(BlueprintReadOnly, meta = (BindWidgetOptional = true))
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@@ -1,11 +1,39 @@
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#include "StaminaBarWidget.h"
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#include "StaminaComponent.h"
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void UStaminaBarWidget::NativeConstruct()
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void UStaminaBarWidget::InitializeStaminaBar(UStaminaComponent* InStaminaComponent)
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{
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Super::NativeConstruct();
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if (!InStaminaComponent)
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{
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return;
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}
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SetStatValue(DefaultCurrentStamina, DefaultMaxStamina);
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SetFatigue(DefaultFatigue);
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if (StaminaComponent)
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{
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StaminaComponent->OnStaminaChanged.RemoveDynamic(this, &UStaminaBarWidget::HandleStaminaChanged);
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StaminaComponent->OnFatigueChanged.RemoveDynamic(this, &UStaminaBarWidget::HandleFatigueChanged);
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}
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StaminaComponent = InStaminaComponent;
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StaminaComponent->OnStaminaChanged.AddDynamic(this, &UStaminaBarWidget::HandleStaminaChanged);
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StaminaComponent->OnFatigueChanged.AddDynamic(this, &UStaminaBarWidget::HandleFatigueChanged);
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SetStatValue(StaminaComponent->GetStamina(), StaminaComponent->GetMaxStamina());
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SetFatigue(StaminaComponent->GetFatigue());
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}
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void UStaminaBarWidget::HandleStaminaChanged(float NewStamina)
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{
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if (StaminaComponent)
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{
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SetStatValue(NewStamina, StaminaComponent->GetMaxStamina());
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}
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}
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|
||||
void UStaminaBarWidget::HandleFatigueChanged(float NewFatigue)
|
||||
{
|
||||
SetFatigue(NewFatigue);
|
||||
}
|
||||
|
||||
void UStaminaBarWidget::SetFatigue(float NewFatigue)
|
||||
|
||||
@@ -4,16 +4,12 @@
|
||||
#include "UI/StatBarWidget.h"
|
||||
#include "StaminaBarWidget.generated.h"
|
||||
|
||||
class UStaminaComponent;
|
||||
|
||||
/**
|
||||
* Stat bar for stamina. Currently self-initializes from hardcoded defaults,
|
||||
* since there is no stamina/fatigue gameplay component (DataModel) yet.
|
||||
*
|
||||
* TODO: once a UStaminaComponent exists (mirroring UHealthComponent), replace
|
||||
* the hardcoded NativeConstruct initialization with an InitializeStaminaBar(
|
||||
* UStaminaComponent* InStaminaComponent) call bound to that component's own
|
||||
* OnStaminaChanged/OnFatigueChanged delegates, following the exact pattern
|
||||
* used by UHealthBarWidget::InitializeHealthBar. SetFatigue/OnFatigueChanged
|
||||
* below are already shaped for that hookup.
|
||||
* Stat bar bound to a live UStaminaComponent. Call InitializeStaminaBar once the
|
||||
* component is known (typically from the owning PlayerController on possession),
|
||||
* mirroring UHealthBarWidget::InitializeHealthBar.
|
||||
*/
|
||||
UCLASS(abstract)
|
||||
class UStaminaBarWidget : public UStatBarWidget
|
||||
@@ -21,6 +17,9 @@ class UStaminaBarWidget : public UStatBarWidget
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
UFUNCTION(BlueprintCallable, Category = "Stamina")
|
||||
void InitializeStaminaBar(UStaminaComponent* InStaminaComponent);
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category = "Fatigue")
|
||||
void SetFatigue(float NewFatigue);
|
||||
|
||||
@@ -28,22 +27,18 @@ public:
|
||||
float GetFatigue() const { return Fatigue; }
|
||||
|
||||
protected:
|
||||
virtual void NativeConstruct() override;
|
||||
UFUNCTION()
|
||||
void HandleStaminaChanged(float NewStamina);
|
||||
|
||||
/** Hook for Blueprint-side fatigue visuals (e.g. a darkened "locked" portion of the bar). Unused until a real fatigue value is fed in. */
|
||||
UFUNCTION()
|
||||
void HandleFatigueChanged(float NewFatigue);
|
||||
|
||||
/** Hook for Blueprint-side fatigue visuals (e.g. a darkened "locked" portion of the bar). */
|
||||
UFUNCTION(BlueprintImplementableEvent, Category = "Fatigue")
|
||||
void OnFatigueChanged(float NewFatigue);
|
||||
|
||||
/** Placeholder starting values until a real UStaminaComponent DataModel exists. */
|
||||
UPROPERTY(EditDefaultsOnly, Category = "Stamina")
|
||||
float DefaultCurrentStamina = 75.0f;
|
||||
|
||||
UPROPERTY(EditDefaultsOnly, Category = "Stamina")
|
||||
float DefaultMaxStamina = 100.0f;
|
||||
|
||||
/** 0-1 starting fatigue applied in NativeConstruct, e.g. 0.1 = 10% of the bar locked/unusable. */
|
||||
UPROPERTY(EditDefaultsOnly, Category = "Stamina")
|
||||
float DefaultFatigue = 0.1f;
|
||||
UPROPERTY(BlueprintReadOnly, Category = "Stamina")
|
||||
TObjectPtr<UStaminaComponent> StaminaComponent;
|
||||
|
||||
/** 0-1 exhaustion amount. Drives the bar's penalty segment via SetPenaltyPercent. */
|
||||
UPROPERTY(BlueprintReadOnly, Category = "Fatigue")
|
||||
|
||||
Reference in New Issue
Block a user