chore: code for schmup in unreal

This commit is contained in:
Krzysztof kuhy Rudnicki 2025-11-06 21:50:08 +01:00
parent d971fc7ee6
commit 75831bf8d3
46 changed files with 3307 additions and 95 deletions

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@ -1,4 +1,7 @@
/Intermediate
/DerivedDataCache
/Saved
/Content
/.vscode
/Plugins/UnrealMCP/Intermediate
/Plugins/UnrealMCP/Content

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@ -252,3 +252,6 @@ ConnectionType=USBOnly
bUseManualIPAddress=False
ManualIPAddress=
[/Script/UnrealEd.CookerSettings]
bCookOnTheFlyForLaunchOn=True

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@ -1,3 +1,8 @@
[/Script/EngineSettings.GeneralProjectSettings]
ProjectID=2C34EDE0F5BC4D6BB55E5DD6D81E3BB9
[/Script/Engine.GameMapsSettings]
GameDefaultMap=/Engine/Maps/Entry
EditorStartupMap=/Engine/Maps/Entry
GlobalDefaultGameMode=/Script/magisterka.ShootEmUpGameMode

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@ -81,4 +81,17 @@ DefaultInputComponentClass=/Script/EnhancedInput.EnhancedInputComponent
DefaultTouchInterface=/Engine/MobileResources/HUD/DefaultVirtualJoysticks.DefaultVirtualJoysticks
-ConsoleKeys=Tilde
+ConsoleKeys=Tilde
+ActionMappings=(ActionName="Fire",Key=Z,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
+ActionMappings=(ActionName="Fire",Key=LeftMouseButton,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
+ActionMappings=(ActionName="Special",Key=SpaceBar,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
+AxisMappings=(AxisName="MoveForward",Key=W,Scale=1.000000)
+AxisMappings=(AxisName="MoveForward",Key=S,Scale=-1.000000)
+AxisMappings=(AxisName="MoveForward",Key=Up,Scale=1.000000)
+AxisMappings=(AxisName="MoveForward",Key=Down,Scale=-1.000000)
+AxisMappings=(AxisName="MoveRight",Key=D,Scale=1.000000)
+AxisMappings=(AxisName="MoveRight",Key=A,Scale=-1.000000)
+AxisMappings=(AxisName="MoveRight",Key=Right,Scale=1.000000)
+AxisMappings=(AxisName="MoveRight",Key=Left,Scale=-1.000000)
+AxisMappings=(AxisName="MoveForward",Key=Gamepad_LeftY,Scale=1.000000)
+AxisMappings=(AxisName="MoveRight",Key=Gamepad_LeftX,Scale=1.000000)

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@ -2,8 +2,12 @@
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-Wall

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@ -75,6 +75,6 @@
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@ -2,8 +2,12 @@
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@ -75,6 +75,6 @@
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@ -3,12 +3,19 @@
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@ -81,6 +81,6 @@
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@ -81,6 +81,6 @@
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View File

@ -361,6 +361,6 @@
-fpch-instantiate-templates
-std=c++20
-fpch-validate-input-files-content
"/home/kuhy/Unreal Projects/magisterka/Intermediate/Build/Linux/x64/magisterkaEditor/Development/Engine/SharedPCH.Engine.Cpp20.h"
-MD -MF"/home/kuhy/Unreal Projects/magisterka/Intermediate/Build/Linux/x64/magisterkaEditor/Development/Engine/SharedPCH.Engine.Cpp20.h.d"
-o "/home/kuhy/Unreal Projects/magisterka/Intermediate/Build/Linux/x64/magisterkaEditor/Development/Engine/SharedPCH.Engine.Cpp20.h.gch"
"/home/kuhy/praca_magisterska/games/unreal/magisterka/Intermediate/Build/Linux/x64/magisterkaEditor/Development/Engine/SharedPCH.Engine.Cpp20.h"
-MD -MF"/home/kuhy/praca_magisterska/games/unreal/magisterka/Intermediate/Build/Linux/x64/magisterkaEditor/Development/Engine/SharedPCH.Engine.Cpp20.h.d"
-o "/home/kuhy/praca_magisterska/games/unreal/magisterka/Intermediate/Build/Linux/x64/magisterkaEditor/Development/Engine/SharedPCH.Engine.Cpp20.h.gch"

View File

@ -3,289 +3,496 @@
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@ -361,6 +361,6 @@
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-o "/home/kuhy/praca_magisterska/games/unreal/magisterka/Intermediate/Build/Linux/x64/magisterkaEditor/Development/Engine/SharedPCH.Engine.Project.ValApi.Cpp20.h.gch"

View File

@ -3,28 +3,48 @@
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@ -99,6 +99,6 @@
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View File

@ -361,6 +361,6 @@
-fpch-instantiate-templates
-std=c++20
-fpch-validate-input-files-content
"/home/kuhy/Unreal Projects/magisterka/Intermediate/Build/Linux/x64/magisterkaEditor/Development/UnrealEd/SharedPCH.UnrealEd.Cpp20.h"
-MD -MF"/home/kuhy/Unreal Projects/magisterka/Intermediate/Build/Linux/x64/magisterkaEditor/Development/UnrealEd/SharedPCH.UnrealEd.Cpp20.h.d"
-o "/home/kuhy/Unreal Projects/magisterka/Intermediate/Build/Linux/x64/magisterkaEditor/Development/UnrealEd/SharedPCH.UnrealEd.Cpp20.h.gch"
"/home/kuhy/praca_magisterska/games/unreal/magisterka/Intermediate/Build/Linux/x64/magisterkaEditor/Development/UnrealEd/SharedPCH.UnrealEd.Cpp20.h"
-MD -MF"/home/kuhy/praca_magisterska/games/unreal/magisterka/Intermediate/Build/Linux/x64/magisterkaEditor/Development/UnrealEd/SharedPCH.UnrealEd.Cpp20.h.d"
-o "/home/kuhy/praca_magisterska/games/unreal/magisterka/Intermediate/Build/Linux/x64/magisterkaEditor/Development/UnrealEd/SharedPCH.UnrealEd.Cpp20.h.gch"

View File

@ -3,289 +3,496 @@
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View File

@ -361,6 +361,6 @@
-fpch-instantiate-templates
-std=c++20
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"/home/kuhy/Unreal Projects/magisterka/Intermediate/Build/Linux/x64/magisterkaEditor/Development/UnrealEd/SharedPCH.UnrealEd.Project.ValApi.Cpp20.h"
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-o "/home/kuhy/Unreal Projects/magisterka/Intermediate/Build/Linux/x64/magisterkaEditor/Development/UnrealEd/SharedPCH.UnrealEd.Project.ValApi.Cpp20.h.gch"
"/home/kuhy/praca_magisterska/games/unreal/magisterka/Intermediate/Build/Linux/x64/magisterkaEditor/Development/UnrealEd/SharedPCH.UnrealEd.Project.ValApi.Cpp20.h"
-MD -MF"/home/kuhy/praca_magisterska/games/unreal/magisterka/Intermediate/Build/Linux/x64/magisterkaEditor/Development/UnrealEd/SharedPCH.UnrealEd.Project.ValApi.Cpp20.h.d"
-o "/home/kuhy/praca_magisterska/games/unreal/magisterka/Intermediate/Build/Linux/x64/magisterkaEditor/Development/UnrealEd/SharedPCH.UnrealEd.Project.ValApi.Cpp20.h.gch"

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@ -3,289 +3,496 @@
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-I"../Intermediate/Build/Linux/UnrealEditor/Inc/DataflowEngine/UHT"
-I"../Intermediate/Build/Linux/UnrealEditor/Inc/DataflowEngine/VNI"
-I"Runtime/Experimental/Dataflow/Engine/Public"
-I"../Intermediate/Build/Linux/UnrealEditor/Inc/DataflowSimulation/UHT"
-I"../Intermediate/Build/Linux/UnrealEditor/Inc/DataflowSimulation/VNI"
-I"Runtime/Experimental/Dataflow/Simulation/Public"
-I"../Intermediate/Build/Linux/UnrealEditor/Inc/MeshBuilder/UHT"
-I"../Intermediate/Build/Linux/UnrealEditor/Inc/MeshBuilder/VNI"
-I"Developer/MeshBuilder/Public"
-I"../Intermediate/Build/Linux/UnrealEditor/Inc/MeshUtilitiesCommon/UHT"
-I"../Intermediate/Build/Linux/UnrealEditor/Inc/MeshUtilitiesCommon/VNI"
-I"Runtime/MeshUtilitiesCommon/Public"
-I"../Intermediate/Build/Linux/UnrealEditor/Inc/MSQS/UHT"
-I"../Intermediate/Build/Linux/UnrealEditor/Inc/MSQS/VNI"
-I"Runtime/MaterialShaderQualitySettings/Classes"
-I"../Intermediate/Build/Linux/UnrealEditor/Inc/ToolMenusEditor/UHT"
-I"../Intermediate/Build/Linux/UnrealEditor/Inc/ToolMenusEditor/VNI"
-I"Editor/ToolMenusEditor/Public"
-I"../Intermediate/Build/Linux/UnrealEditor/Inc/StatusBar/UHT"
-I"../Intermediate/Build/Linux/UnrealEditor/Inc/StatusBar/VNI"
-I"Editor/StatusBar/Public"
-I"../Intermediate/Build/Linux/UnrealEditor/Inc/InterchangeEngine/UHT"
-I"../Intermediate/Build/Linux/UnrealEditor/Inc/InterchangeEngine/VNI"
-I"Runtime/Interchange/Engine/Public"
-I"../Intermediate/Build/Linux/UnrealEditor/Inc/DeveloperToolSettings/UHT"
-I"../Intermediate/Build/Linux/UnrealEditor/Inc/DeveloperToolSettings/VNI"
-I"Developer/DeveloperToolSettings/Classes"
-I"Developer/DeveloperToolSettings/Public"
-I"../Intermediate/Build/Linux/UnrealEditor/Inc/SubobjectDataInterface/UHT"
-I"../Intermediate/Build/Linux/UnrealEditor/Inc/SubobjectDataInterface/VNI"
-I"Editor/SubobjectDataInterface/Public"
-I"../Intermediate/Build/Linux/UnrealEditor/Inc/SubobjectEditor/UHT"
-I"../Intermediate/Build/Linux/UnrealEditor/Inc/SubobjectEditor/VNI"
-I"Editor/SubobjectEditor/Public"
-I"../Intermediate/Build/Linux/UnrealEditor/Inc/PhysicsUtilities/UHT"
-I"../Intermediate/Build/Linux/UnrealEditor/Inc/PhysicsUtilities/VNI"
-I"Developer/PhysicsUtilities/Public"
-I"../Intermediate/Build/Linux/UnrealEditor/Inc/WidgetRegistration/UHT"
-I"../Intermediate/Build/Linux/UnrealEditor/Inc/WidgetRegistration/VNI"
-I"Developer/WidgetRegistration/Public"
-I"../Intermediate/Build/Linux/UnrealEditor/Inc/GameplayTasks/UHT"
-I"../Intermediate/Build/Linux/UnrealEditor/Inc/GameplayTasks/VNI"
-I"Runtime/GameplayTasks/Classes"
-I"Runtime/GameplayTasks/Public"
-I"../Intermediate/Build/Linux/UnrealEditor/Inc/AssetTagsEditor/UHT"
-I"../Intermediate/Build/Linux/UnrealEditor/Inc/AssetTagsEditor/VNI"
-I"Editor/AssetTagsEditor/Public"
-I"../Intermediate/Build/Linux/UnrealEditor/Inc/MeshUtilities/UHT"
-I"../Intermediate/Build/Linux/UnrealEditor/Inc/MeshUtilities/VNI"
-I"Developer/MeshUtilities/Public"
-I"../Intermediate/Build/Linux/UnrealEditor/Inc/MeshMergeUtilities/UHT"
-I"../Intermediate/Build/Linux/UnrealEditor/Inc/MeshMergeUtilities/VNI"
-I"Developer/MeshMergeUtilities/Public"
-I"../Intermediate/Build/Linux/UnrealEditor/Inc/MeshReductionInterface/UHT"
-I"../Intermediate/Build/Linux/UnrealEditor/Inc/MeshReductionInterface/VNI"
-I"Developer/MeshReductionInterface/Public"
-I"../Intermediate/Build/Linux/UnrealEditor/Inc/RawMesh/UHT"
-I"../Intermediate/Build/Linux/UnrealEditor/Inc/RawMesh/VNI"
-I"Runtime/RawMesh/Public"
-I"../Intermediate/Build/Linux/UnrealEditor/Inc/MaterialUtilities/UHT"
-I"../Intermediate/Build/Linux/UnrealEditor/Inc/MaterialUtilities/VNI"
-I"Developer/MaterialUtilities/Public"
-I"../Intermediate/Build/Linux/UnrealEditor/Inc/KismetCompiler/UHT"
-I"../Intermediate/Build/Linux/UnrealEditor/Inc/KismetCompiler/VNI"
-I"Editor/KismetCompiler/Public"
-isystem"ThirdParty/GuidelinesSupportLibrary/GSL-1144/include"
-isystem"ThirdParty/RapidJSON/1.1.0"

View File

@ -361,6 +361,6 @@
-fpch-instantiate-templates
-std=c++20
-fpch-validate-input-files-content
"/home/kuhy/Unreal Projects/magisterka/Intermediate/Build/Linux/x64/magisterkaEditor/Development/UnrealEd/SharedPCH.UnrealEd.RTTI.Cpp20.h"
-MD -MF"/home/kuhy/Unreal Projects/magisterka/Intermediate/Build/Linux/x64/magisterkaEditor/Development/UnrealEd/SharedPCH.UnrealEd.RTTI.Cpp20.h.d"
-o "/home/kuhy/Unreal Projects/magisterka/Intermediate/Build/Linux/x64/magisterkaEditor/Development/UnrealEd/SharedPCH.UnrealEd.RTTI.Cpp20.h.gch"
"/home/kuhy/praca_magisterska/games/unreal/magisterka/Intermediate/Build/Linux/x64/magisterkaEditor/Development/UnrealEd/SharedPCH.UnrealEd.RTTI.Cpp20.h"
-MD -MF"/home/kuhy/praca_magisterska/games/unreal/magisterka/Intermediate/Build/Linux/x64/magisterkaEditor/Development/UnrealEd/SharedPCH.UnrealEd.RTTI.Cpp20.h.d"
-o "/home/kuhy/praca_magisterska/games/unreal/magisterka/Intermediate/Build/Linux/x64/magisterkaEditor/Development/UnrealEd/SharedPCH.UnrealEd.RTTI.Cpp20.h.gch"

View File

@ -0,0 +1,253 @@
[SectionsToSave]
bCanSaveAllSections=false
Section=CurrentIniVersion
[DevOptions.StaticLighting]
bAllowMultiThreadedStaticLighting=True
ViewSingleBounceNumber=-1
bUseBilinearFilterLightmaps=True
bCompressLightmaps=True
bUseConservativeTexelRasterization=True
bAccountForTexelSize=True
bUseMaxWeight=True
MaxTriangleLightingSamples=8
MaxTriangleIrradiancePhotonCacheSamples=4
bAllow64bitProcess=True
DefaultStaticMeshLightingRes=32
bAllowCropping=False
bGarbageCollectAfterExport=True
bRebuildDirtyGeometryForLighting=True
bUseEmbree=true
bVerifyEmbree=false
bUseEmbreePacketTracing=false
bUseFastVoxelization=false
bUseEmbreeInstancing=false
bUseFilteredCubemapForSkylight=true
MappingSurfaceCacheDownsampleFactor=2
[DevOptions.StaticLightingSceneConstants]
StaticLightingLevelScale=1
VisibilityRayOffsetDistance=.1
VisibilityNormalOffsetDistance=3
VisibilityNormalOffsetSampleRadiusScale=.5
VisibilityTangentOffsetSampleRadiusScale=.8
SmallestTexelRadius=.1
LightGridSize=100
AutomaticImportanceVolumeExpandBy=500
MinimumImportanceVolumeExtentWithoutWarning=10000.0
[DevOptions.StaticLightingMaterial]
bUseDebugMaterial=False
ShowMaterialAttribute=None
EmissiveSampleSize=128
DiffuseSampleSize=128
SpecularSampleSize=128
TransmissionSampleSize=256
NormalSampleSize=256
TerrainSampleScalar=4
DebugDiffuse=(R=0.500000,G=0.500000,B=0.500000)
EnvironmentColor=(R=0.00000,G=0.00000,B=0.00000)
[DevOptions.MeshAreaLights]
bVisualizeMeshAreaLightPrimitives=False
EmissiveIntensityThreshold=.01
MeshAreaLightGridSize=100
MeshAreaLightSimplifyNormalAngleThreshold=25
MeshAreaLightSimplifyCornerDistanceThreshold=.5
MeshAreaLightSimplifyMeshBoundingRadiusFractionThreshold=.1
MeshAreaLightGeneratedDynamicLightSurfaceOffset=30
[DevOptions.PrecomputedDynamicObjectLighting]
bVisualizeVolumeLightSamples=False
bVisualizeVolumeLightInterpolation=False
NumHemisphereSamplesScale=2
SurfaceLightSampleSpacing=300
FirstSurfaceSampleLayerHeight=50
SurfaceSampleLayerHeightSpacing=250
NumSurfaceSampleLayers=2
DetailVolumeSampleSpacing=300
VolumeLightSampleSpacing=3000
MaxVolumeSamples=250000
bUseMaxSurfaceSampleNum=True
MaxSurfaceLightSamples=500000
[DevOptions.VolumetricLightmaps]
BrickSize=4
MaxRefinementLevels=3
VoxelizationCellExpansionForSurfaceGeometry=.1
VoxelizationCellExpansionForVolumeGeometry=.25
VoxelizationCellExpansionForLights=.1
TargetNumVolumetricLightmapTasks=800
MinBrickError=.01
SurfaceLightmapMinTexelsPerVoxelAxis=1.0
bCullBricksBelowLandscape=true
LightBrightnessSubdivideThreshold=.3
[DevOptions.PrecomputedVisibility]
bVisualizePrecomputedVisibility=False
bCompressVisibilityData=True
bPlaceCellsOnOpaqueOnly=True
NumCellDistributionBuckets=800
CellRenderingBucketSize=5
NumCellRenderingBuckets=5
PlayAreaHeight=220
MeshBoundsScale=1.2
VisibilitySpreadingIterations=1
MinMeshSamples=14
MaxMeshSamples=40
NumCellSamples=24
NumImportanceSamples=40
[DevOptions.PrecomputedVisibilityModeratelyAggressive]
MeshBoundsScale=1
VisibilitySpreadingIterations=1
[DevOptions.PrecomputedVisibilityMostAggressive]
MeshBoundsScale=1
VisibilitySpreadingIterations=0
[DevOptions.VolumeDistanceField]
VoxelSize=75
VolumeMaxDistance=900
NumVoxelDistanceSamples=800
MaxVoxels=3992160
[DevOptions.StaticShadows]
bUseZeroAreaLightmapSpaceFilteredLights=False
NumShadowRays=8
NumPenumbraShadowRays=8
NumBounceShadowRays=1
bFilterShadowFactor=True
ShadowFactorGradientTolerance=0.5
bAllowSignedDistanceFieldShadows=True
MaxTransitionDistanceWorldSpace=50
ApproximateHighResTexelsPerMaxTransitionDistance=50
MinDistanceFieldUpsampleFactor=3
MinUnoccludedFraction=.0005
StaticShadowDepthMapTransitionSampleDistanceX=100
StaticShadowDepthMapTransitionSampleDistanceY=100
StaticShadowDepthMapSuperSampleFactor=2
StaticShadowDepthMapMaxSamples=4194304
[DevOptions.ImportanceTracing]
bUseStratifiedSampling=True
NumHemisphereSamples=16
MaxHemisphereRayAngle=89
NumAdaptiveRefinementLevels=2
AdaptiveBrightnessThreshold=1
AdaptiveFirstBouncePhotonConeAngle=4
AdaptiveSkyVarianceThreshold=.5
bUseRadiositySolverForSkylightMultibounce=True
bCacheFinalGatherHitPointsForRadiosity=False
bUseRadiositySolverForLightMultibounce=False
[DevOptions.PhotonMapping]
bUsePhotonMapping=True
bUseFinalGathering=True
bUsePhotonDirectLightingInFinalGather=False
bVisualizeCachedApproximateDirectLighting=False
bUseIrradiancePhotons=True
bCacheIrradiancePhotonsOnSurfaces=True
bVisualizePhotonPaths=False
bVisualizePhotonGathers=True
bVisualizePhotonImportanceSamples=False
bVisualizeIrradiancePhotonCalculation=False
bEmitPhotonsOutsideImportanceVolume=False
ConeFilterConstant=1
NumIrradianceCalculationPhotons=400
FinalGatherImportanceSampleFraction=.6
FinalGatherImportanceSampleConeAngle=10
IndirectPhotonEmitDiskRadius=200
IndirectPhotonEmitConeAngle=30
MaxImportancePhotonSearchDistance=2000
MinImportancePhotonSearchDistance=20
NumImportanceSearchPhotons=10
OutsideImportanceVolumeDensityScale=.0005
DirectPhotonDensity=350
DirectIrradiancePhotonDensity=350
DirectPhotonSearchDistance=200
IndirectPhotonPathDensity=5
IndirectPhotonDensity=600
IndirectIrradiancePhotonDensity=300
IndirectPhotonSearchDistance=200
PhotonSearchAngleThreshold=.5
IrradiancePhotonSearchConeAngle=10
bUsePhotonSegmentsForVolumeLighting=true
PhotonSegmentMaxLength=1000
GeneratePhotonSegmentChance=.01
[DevOptions.IrradianceCache]
bAllowIrradianceCaching=True
bUseIrradianceGradients=False
bShowGradientsOnly=False
bVisualizeIrradianceSamples=True
RecordRadiusScale=.8
InterpolationMaxAngle=20
PointBehindRecordMaxAngle=10
DistanceSmoothFactor=4
AngleSmoothFactor=4
SkyOcclusionSmoothnessReduction=.5
MaxRecordRadius=1024
CacheTaskSize=64
InterpolateTaskSize=64
[DevOptions.StaticLightingMediumQuality]
NumShadowRaysScale=2
NumPenumbraShadowRaysScale=4
ApproximateHighResTexelsPerMaxTransitionDistanceScale=3
MinDistanceFieldUpsampleFactor=3
NumHemisphereSamplesScale=2
NumImportanceSearchPhotonsScale=1
NumDirectPhotonsScale=2
DirectPhotonSearchDistanceScale=.5
NumIndirectPhotonPathsScale=1
NumIndirectPhotonsScale=2
NumIndirectIrradiancePhotonsScale=2
RecordRadiusScaleScale=.75
InterpolationMaxAngleScale=1
IrradianceCacheSmoothFactor=.75
NumAdaptiveRefinementLevels=3
AdaptiveBrightnessThresholdScale=.5
AdaptiveFirstBouncePhotonConeAngleScale=1
AdaptiveSkyVarianceThresholdScale=1
[DevOptions.StaticLightingHighQuality]
NumShadowRaysScale=4
NumPenumbraShadowRaysScale=8
ApproximateHighResTexelsPerMaxTransitionDistanceScale=6
MinDistanceFieldUpsampleFactor=5
NumHemisphereSamplesScale=4
NumImportanceSearchPhotonsScale=2
NumDirectPhotonsScale=2
DirectPhotonSearchDistanceScale=.5
NumIndirectPhotonPathsScale=2
NumIndirectPhotonsScale=4
NumIndirectIrradiancePhotonsScale=2
RecordRadiusScaleScale=.75
InterpolationMaxAngleScale=.75
IrradianceCacheSmoothFactor=.75
NumAdaptiveRefinementLevels=3
AdaptiveBrightnessThresholdScale=.25
AdaptiveFirstBouncePhotonConeAngleScale=2
AdaptiveSkyVarianceThresholdScale=.5
[DevOptions.StaticLightingProductionQuality]
NumShadowRaysScale=8
NumPenumbraShadowRaysScale=32
ApproximateHighResTexelsPerMaxTransitionDistanceScale=6
MinDistanceFieldUpsampleFactor=5
NumHemisphereSamplesScale=8
NumImportanceSearchPhotonsScale=3
NumDirectPhotonsScale=4
DirectPhotonSearchDistanceScale=.5
NumIndirectPhotonPathsScale=2
NumIndirectPhotonsScale=8
NumIndirectIrradiancePhotonsScale=2
RecordRadiusScaleScale=.5625
InterpolationMaxAngleScale=.75
IrradianceCacheSmoothFactor=.75
NumAdaptiveRefinementLevels=3
AdaptiveBrightnessThresholdScale=.25
AdaptiveFirstBouncePhotonConeAngleScale=2.5
AdaptiveSkyVarianceThresholdScale=.5

View File

@ -98,43 +98,43 @@ UnrealGame-LinuxArm64-Shipping:
UnrealGame: UnrealGame-Linux-Development
magisterka-Android-DebugGame:
$(BUILD) magisterka Android DebugGame -Project="/home/kuhy/Unreal Projects/magisterka/magisterka.uproject" $(ARGS)
$(BUILD) magisterka Android DebugGame -Project="/home/kuhy/praca_magisterska/games/unreal/magisterka/magisterka.uproject" $(ARGS)
magisterka-Android-Development:
$(BUILD) magisterka Android Development -Project="/home/kuhy/Unreal Projects/magisterka/magisterka.uproject" $(ARGS)
$(BUILD) magisterka Android Development -Project="/home/kuhy/praca_magisterska/games/unreal/magisterka/magisterka.uproject" $(ARGS)
magisterka-Android-Shipping:
$(BUILD) magisterka Android Shipping -Project="/home/kuhy/Unreal Projects/magisterka/magisterka.uproject" $(ARGS)
$(BUILD) magisterka Android Shipping -Project="/home/kuhy/praca_magisterska/games/unreal/magisterka/magisterka.uproject" $(ARGS)
magisterka-Linux-DebugGame:
$(BUILD) magisterka Linux DebugGame -Project="/home/kuhy/Unreal Projects/magisterka/magisterka.uproject" $(ARGS)
$(BUILD) magisterka Linux DebugGame -Project="/home/kuhy/praca_magisterska/games/unreal/magisterka/magisterka.uproject" $(ARGS)
magisterka-Linux-Development:
$(BUILD) magisterka Linux Development -Project="/home/kuhy/Unreal Projects/magisterka/magisterka.uproject" $(ARGS)
$(BUILD) magisterka Linux Development -Project="/home/kuhy/praca_magisterska/games/unreal/magisterka/magisterka.uproject" $(ARGS)
magisterka-Linux-Shipping:
$(BUILD) magisterka Linux Shipping -Project="/home/kuhy/Unreal Projects/magisterka/magisterka.uproject" $(ARGS)
$(BUILD) magisterka Linux Shipping -Project="/home/kuhy/praca_magisterska/games/unreal/magisterka/magisterka.uproject" $(ARGS)
magisterka-LinuxArm64-DebugGame:
$(BUILD) magisterka LinuxArm64 DebugGame -Project="/home/kuhy/Unreal Projects/magisterka/magisterka.uproject" $(ARGS)
$(BUILD) magisterka LinuxArm64 DebugGame -Project="/home/kuhy/praca_magisterska/games/unreal/magisterka/magisterka.uproject" $(ARGS)
magisterka-LinuxArm64-Development:
$(BUILD) magisterka LinuxArm64 Development -Project="/home/kuhy/Unreal Projects/magisterka/magisterka.uproject" $(ARGS)
$(BUILD) magisterka LinuxArm64 Development -Project="/home/kuhy/praca_magisterska/games/unreal/magisterka/magisterka.uproject" $(ARGS)
magisterka-LinuxArm64-Shipping:
$(BUILD) magisterka LinuxArm64 Shipping -Project="/home/kuhy/Unreal Projects/magisterka/magisterka.uproject" $(ARGS)
$(BUILD) magisterka LinuxArm64 Shipping -Project="/home/kuhy/praca_magisterska/games/unreal/magisterka/magisterka.uproject" $(ARGS)
magisterka: magisterka-Linux-Development
magisterkaEditor-Linux-DebugGame:
$(BUILD) magisterkaEditor Linux DebugGame -Project="/home/kuhy/Unreal Projects/magisterka/magisterka.uproject" $(ARGS)
$(BUILD) magisterkaEditor Linux DebugGame -Project="/home/kuhy/praca_magisterska/games/unreal/magisterka/magisterka.uproject" $(ARGS)
magisterkaEditor-Linux-Development:
$(BUILD) magisterkaEditor Linux Development -Project="/home/kuhy/Unreal Projects/magisterka/magisterka.uproject" $(ARGS)
$(BUILD) magisterkaEditor Linux Development -Project="/home/kuhy/praca_magisterska/games/unreal/magisterka/magisterka.uproject" $(ARGS)
magisterkaEditor: magisterkaEditor-Linux-Development
configure:
$(BUILD) -ProjectFiles -Project="/home/kuhy/Unreal Projects/magisterka/magisterka.uproject" -Game
$(BUILD) -ProjectFiles -Project="/home/kuhy/praca_magisterska/games/unreal/magisterka/magisterka.uproject" -Game
.PHONY: $(TARGETS)

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@ -0,0 +1,8 @@
[CrashReportClient]
bHideLogFilesOption=false
bIsAllowedToCloseWithoutSending=true
CrashConfigPurgeDays=2
Stall.RecordDump=false
Ensure.RecordDump=true
bAgreeToCrashUpload=false

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@ -0,0 +1,76 @@
#include "BackgroundScroller.h"
#include "Components/StaticMeshComponent.h"
#include "Components/SceneComponent.h"
#include "UObject/ConstructorHelpers.h"
ABackgroundScroller::ABackgroundScroller()
{
PrimaryActorTick.bCanEverTick = true;
Root = CreateDefaultSubobject<USceneComponent>(TEXT("Root"));
SetRootComponent(Root);
static ConstructorHelpers::FObjectFinder<UStaticMesh> PlaneMesh(TEXT("/Engine/BasicShapes/Plane.Plane"));
const int32 SegmentCount = 3;
Segments.Reserve(SegmentCount);
for (int32 Index = 0; Index < SegmentCount; ++Index)
{
UStaticMeshComponent* Segment = CreateDefaultSubobject<UStaticMeshComponent>(*FString::Printf(TEXT("Segment_%d"), Index));
Segment->SetupAttachment(Root);
Segment->SetCollisionEnabled(ECollisionEnabled::NoCollision);
Segment->SetRelativeRotation(FRotator(0.f, 0.f, 0.f));
Segment->SetRelativeScale3D(FVector(20.f, 20.f, 1.f));
if (PlaneMesh.Succeeded())
{
Segment->SetStaticMesh(PlaneMesh.Object);
}
Segments.Add(Segment);
}
ScrollSpeed = 300.f;
SegmentLength = 2000.f;
}
void ABackgroundScroller::BeginPlay()
{
Super::BeginPlay();
for (int32 Index = 0; Index < Segments.Num(); ++Index)
{
if (Segments[Index])
{
Segments[Index]->SetRelativeLocation(FVector(0.f, Index * SegmentLength, -200.f));
}
}
}
void ABackgroundScroller::Tick(float DeltaSeconds)
{
Super::Tick(DeltaSeconds);
for (int32 Index = 0; Index < Segments.Num(); ++Index)
{
if (UStaticMeshComponent* Segment = Segments[Index])
{
FVector Location = Segment->GetComponentLocation();
Location.Y -= ScrollSpeed * DeltaSeconds;
if (Location.Y <= -SegmentLength)
{
Location.Y += SegmentLength * Segments.Num();
}
Segment->SetWorldLocation(Location);
}
}
}
void ABackgroundScroller::ResetSegment(UStaticMeshComponent* Segment, float OffsetMultiplier)
{
if (!Segment)
{
return;
}
const FVector BaseLocation(0.f, OffsetMultiplier * SegmentLength, -200.f);
Segment->SetRelativeLocation(BaseLocation);
}

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@ -0,0 +1,34 @@
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "BackgroundScroller.generated.h"
class UStaticMeshComponent;
UCLASS()
class MAGISTERKA_API ABackgroundScroller : public AActor
{
GENERATED_BODY()
public:
ABackgroundScroller();
virtual void Tick(float DeltaSeconds) override;
protected:
virtual void BeginPlay() override;
void ResetSegment(UStaticMeshComponent* Segment, float OffsetMultiplier);
UPROPERTY(VisibleAnywhere, Category = "Components")
USceneComponent* Root;
UPROPERTY(VisibleAnywhere, Category = "Components")
TArray<UStaticMeshComponent*> Segments;
UPROPERTY(EditDefaultsOnly, Category = "Scroll")
float ScrollSpeed;
UPROPERTY(EditDefaultsOnly, Category = "Scroll")
float SegmentLength;
};

View File

@ -0,0 +1,340 @@
#include "ShootEmUpEnemy.h"
#include "Components/SphereComponent.h"
#include "Components/StaticMeshComponent.h"
#include "DrawDebugHelpers.h"
#include "Kismet/GameplayStatics.h"
#include "Materials/MaterialInstanceDynamic.h"
#include "Materials/MaterialInterface.h"
#include "ShootEmUpProjectile.h"
#include "ShootEmUpPlayerPawn.h"
#include "ShootEmUpGameMode.h"
#include "UObject/ConstructorHelpers.h"
AShootEmUpEnemy::AShootEmUpEnemy()
{
PrimaryActorTick.bCanEverTick = true;
CollisionComponent = CreateDefaultSubobject<USphereComponent>(TEXT("Collision"));
SetRootComponent(CollisionComponent);
CollisionComponent->InitSphereRadius(40.0f);
CollisionComponent->SetCollisionEnabled(ECollisionEnabled::QueryOnly);
CollisionComponent->SetCollisionResponseToAllChannels(ECR_Overlap);
CollisionComponent->OnComponentBeginOverlap.AddDynamic(this, &AShootEmUpEnemy::OnEnemyOverlap);
MeshComponent = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Mesh"));
MeshComponent->SetupAttachment(RootComponent);
MeshComponent->SetCollisionEnabled(ECollisionEnabled::NoCollision);
static ConstructorHelpers::FObjectFinder<UStaticMesh> MeshA(TEXT("/Engine/BasicShapes/Cone.Cone"));
static ConstructorHelpers::FObjectFinder<UStaticMesh> MeshB(TEXT("/Engine/BasicShapes/Cylinder.Cylinder"));
static ConstructorHelpers::FObjectFinder<UStaticMesh> MeshC(TEXT("/Engine/BasicShapes/Sphere.Sphere"));
static ConstructorHelpers::FObjectFinder<UStaticMesh> MeshD(TEXT("/Engine/BasicShapes/Cube.Cube"));
static ConstructorHelpers::FObjectFinder<UMaterialInterface> Material(TEXT("/Engine/BasicShapes/BasicShapeMaterial.BasicShapeMaterial"));
MeshTypeA = MeshA.Succeeded() ? MeshA.Object : nullptr;
MeshTypeB = MeshB.Succeeded() ? MeshB.Object : nullptr;
MeshTypeC = MeshC.Succeeded() ? MeshC.Object : nullptr;
MeshTypeD = MeshD.Succeeded() ? MeshD.Object : nullptr;
BaseMaterial = Material.Succeeded() ? Material.Object : nullptr;
if (MeshTypeA)
{
MeshComponent->SetStaticMesh(MeshTypeA);
}
if (BaseMaterial)
{
MeshComponent->SetMaterial(0, BaseMaterial);
}
MoveSpeed = 250.0f;
MaxHealth = 5;
ShootInterval = 1.5f;
ScoreValue = 100;
BulletDamage = 1.0f;
BulletSpeed = 800.0f;
Lifetime = 120.0f;
TimeSinceLastShot = 0.0f;
CurrentHealth = MaxHealth;
Archetype = EEnemyArchetype::TypeA;
TimeAlive = 0.0f;
HorizontalPhase = FMath::FRandRange(0.f, 360.f);
}
void AShootEmUpEnemy::BeginPlay()
{
Super::BeginPlay();
CurrentHealth = MaxHealth;
CachedGameMode = Cast<AShootEmUpGameMode>(UGameplayStatics::GetGameMode(this));
ConfigureAppearance();
if (Lifetime > 0.f)
{
SetLifeSpan(Lifetime);
}
}
void AShootEmUpEnemy::Tick(float DeltaSeconds)
{
Super::Tick(DeltaSeconds);
TimeSinceLastShot += DeltaSeconds;
TimeAlive += DeltaSeconds;
const FVector DesiredVelocity = ComputeDesiredVelocity(DeltaSeconds);
if (!DesiredVelocity.IsNearlyZero())
{
const FVector NewLocation = GetActorLocation() + DesiredVelocity * DeltaSeconds;
FVector ClampedLocation = NewLocation;
ClampedLocation.Z = 0.f;
SetActorLocation(ClampedLocation);
}
HandleShooting(DeltaSeconds);
}
void AShootEmUpEnemy::SetArchetype(EEnemyArchetype InType)
{
Archetype = InType;
ConfigureAppearance();
}
void AShootEmUpEnemy::HandleProjectileImpact(float IncomingDamage, AShootEmUpProjectile* FromProjectile)
{
CurrentHealth -= FMath::RoundToInt(IncomingDamage);
if (CurrentHealth <= 0)
{
if (CachedGameMode.IsValid())
{
CachedGameMode->NotifyEnemyKilled(this);
}
DrawDebugSphere(GetWorld(), GetActorLocation(), 120.f, 24, FColor::Orange, false, 0.6f, 0, 2.f);
RequestDestroy();
}
}
void AShootEmUpEnemy::SetPlayerReference(APawn* InPlayer)
{
PlayerPawn = InPlayer;
}
FVector AShootEmUpEnemy::ComputeDesiredVelocity(float DeltaSeconds)
{
const FVector CurrentLocation = GetActorLocation();
FVector DesiredVelocity = FVector::ZeroVector;
const FVector CenterLocation(0.f, 0.f, CurrentLocation.Z);
FVector ToCenter = CenterLocation - CurrentLocation;
ToCenter.Z = 0.f;
const FVector Bias = ToCenter * 0.4f;
switch (Archetype)
{
case EEnemyArchetype::TypeA:
{
const FVector Down = FVector(0.f, -1.f, 0.f) * MoveSpeed;
DesiredVelocity = Down + Bias;
break;
}
case EEnemyArchetype::TypeB:
{
const float Phase = FMath::DegreesToRadians(HorizontalPhase + TimeAlive * 160.f);
const FVector Wave(FMath::Sin(Phase) * MoveSpeed * 0.7f, -MoveSpeed * 0.8f + FMath::Cos(Phase) * MoveSpeed * 0.5f, 0.f);
DesiredVelocity = Wave + Bias;
break;
}
case EEnemyArchetype::TypeC:
{
const float Phase = FMath::DegreesToRadians(TimeAlive * 220.f);
const FVector Spiral(FMath::Cos(Phase) * MoveSpeed, -MoveSpeed * 0.4f + FMath::Sin(Phase) * MoveSpeed * 0.6f, 0.f);
DesiredVelocity = Spiral + Bias * 0.5f;
break;
}
case EEnemyArchetype::TypeD:
{
const float InwardFactor = FMath::Clamp(TimeAlive / 6.f, 0.f, 1.f);
const FVector DownFast = FVector(0.f, -MoveSpeed * (1.f + InwardFactor), 0.f);
const float Phase = FMath::DegreesToRadians(HorizontalPhase + TimeAlive * 240.f);
const FVector Swirl(FMath::Sin(Phase) * MoveSpeed * 1.3f, FMath::Cos(Phase) * MoveSpeed * 1.3f, 0.f);
DesiredVelocity = DownFast + Swirl + Bias * 0.6f;
break;
}
default:
DesiredVelocity = FVector(0.f, -MoveSpeed, 0.f) + Bias;
break;
}
DesiredVelocity.Z = 0.f;
return DesiredVelocity;
}
void AShootEmUpEnemy::ConfigureAppearance()
{
UMaterialInstanceDynamic* DynMat = MeshComponent->CreateAndSetMaterialInstanceDynamic(0);
if (!DynMat)
{
return;
}
switch (Archetype)
{
case EEnemyArchetype::TypeA:
if (MeshTypeA)
{
MeshComponent->SetStaticMesh(MeshTypeA);
}
DynMat->SetVectorParameterValue(TEXT("Color"), FLinearColor::Red);
MeshComponent->SetRelativeScale3D(FVector(0.7f, 0.7f, 1.2f));
MoveSpeed = 220.f;
ShootInterval = 1.4f;
BulletSpeed = 900.f;
BulletDamage = 1.0f;
ScoreValue = 120;
break;
case EEnemyArchetype::TypeB:
if (MeshTypeB)
{
MeshComponent->SetStaticMesh(MeshTypeB);
}
DynMat->SetVectorParameterValue(TEXT("Color"), FLinearColor::Green);
MeshComponent->SetRelativeScale3D(FVector(0.9f, 0.6f, 1.5f));
MoveSpeed = 260.f;
ShootInterval = 1.0f;
BulletSpeed = 1100.f;
BulletDamage = 1.2f;
ScoreValue = 160;
break;
case EEnemyArchetype::TypeC:
if (MeshTypeC)
{
MeshComponent->SetStaticMesh(MeshTypeC);
}
DynMat->SetVectorParameterValue(TEXT("Color"), FLinearColor::Blue);
MeshComponent->SetRelativeScale3D(FVector(1.3f, 1.3f, 0.8f));
MoveSpeed = 320.f;
ShootInterval = 2.2f;
BulletSpeed = 700.f;
BulletDamage = 1.5f;
ScoreValue = 200;
break;
case EEnemyArchetype::TypeD:
if (MeshTypeD)
{
MeshComponent->SetStaticMesh(MeshTypeD);
}
DynMat->SetVectorParameterValue(TEXT("Color"), FLinearColor::Yellow);
MeshComponent->SetRelativeScale3D(FVector(1.0f, 1.0f, 1.0f));
MoveSpeed = 420.f;
ShootInterval = 0.6f;
BulletSpeed = 1400.f;
BulletDamage = 1.5f;
ScoreValue = 260;
break;
}
}
void AShootEmUpEnemy::HandleShooting(float DeltaSeconds)
{
if (ShootInterval <= 0.f || !PlayerPawn.IsValid())
{
return;
}
if (TimeSinceLastShot < ShootInterval)
{
return;
}
const FVector EnemyLocation = GetActorLocation();
FVector ToPlayer = FVector::ForwardVector;
if (APawn* Player = PlayerPawn.Get())
{
ToPlayer = (Player->GetActorLocation() - EnemyLocation).GetSafeNormal();
}
switch (Archetype)
{
case EEnemyArchetype::TypeA:
ShootDirectedAtPlayer(4, 6.f, BulletSpeed, BulletDamage, FLinearColor::Red);
break;
case EEnemyArchetype::TypeB:
ShootRadialPattern(12, 180.f, BulletSpeed * 0.9f, BulletDamage, FLinearColor::Green);
break;
case EEnemyArchetype::TypeC:
ShootDirectedAtPlayer(1, 2.f, BulletSpeed * 1.4f, BulletDamage * 1.5f, FLinearColor::Blue);
break;
case EEnemyArchetype::TypeD:
ShootRadialPattern(24, 360.f, BulletSpeed * 1.2f, BulletDamage, FLinearColor::Yellow);
ShootDirectedAtPlayer(8, 25.f, BulletSpeed, BulletDamage, FLinearColor::Yellow);
break;
}
TimeSinceLastShot = 0.f;
}
void AShootEmUpEnemy::ShootRadialPattern(int32 BulletCount, float SpreadAngleDeg, float BulletSpeedLocal, float DamageScalar, const FLinearColor& ColorTint)
{
if (!CachedGameMode.IsValid())
{
CachedGameMode = Cast<AShootEmUpGameMode>(UGameplayStatics::GetGameMode(this));
}
if (!CachedGameMode.IsValid())
{
return;
}
const FVector Origin = GetActorLocation();
const float StepAngle = SpreadAngleDeg / FMath::Max(1, BulletCount);
const float StartAngle = -SpreadAngleDeg * 0.5f;
for (int32 Index = 0; Index < BulletCount; ++Index)
{
const float AngleDeg = StartAngle + StepAngle * Index;
const float AngleRad = FMath::DegreesToRadians(AngleDeg);
const FVector Direction(FMath::Sin(AngleRad), FMath::Cos(AngleRad), 0.0f);
CachedGameMode->SpawnEnemyProjectile(Origin, Direction, BulletSpeedLocal, DamageScalar, ColorTint);
}
}
void AShootEmUpEnemy::ShootDirectedAtPlayer(int32 BulletCount, float AngleVarianceDeg, float BulletSpeedLocal, float DamageScalar, const FLinearColor& ColorTint)
{
if (!CachedGameMode.IsValid())
{
CachedGameMode = Cast<AShootEmUpGameMode>(UGameplayStatics::GetGameMode(this));
}
if (!CachedGameMode.IsValid() || !PlayerPawn.IsValid())
{
return;
}
const FVector Origin = GetActorLocation();
const FVector ToPlayer = (PlayerPawn->GetActorLocation() - Origin).GetSafeNormal();
for (int32 Index = 0; Index < BulletCount; ++Index)
{
const float RandomAngle = FMath::FRandRange(-AngleVarianceDeg, AngleVarianceDeg);
const FRotator Rotator(0.f, RandomAngle, 0.f);
const FVector Direction = Rotator.RotateVector(ToPlayer);
CachedGameMode->SpawnEnemyProjectile(Origin, Direction, BulletSpeedLocal, DamageScalar, ColorTint);
}
}
void AShootEmUpEnemy::RequestDestroy()
{
if (CachedGameMode.IsValid())
{
CachedGameMode->RegisterEnemyDestroyed(this);
}
Destroy();
}
void AShootEmUpEnemy::OnEnemyOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
{
if (AShootEmUpPlayerPawn* Player = Cast<AShootEmUpPlayerPawn>(OtherActor))
{
Player->HandleProjectileImpact(BulletDamage, nullptr);
HandleProjectileImpact(CurrentHealth, nullptr);
}
}

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#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Pawn.h"
#include "ShootEmUpEnemy.generated.h"
class USphereComponent;
class UStaticMeshComponent;
class AShootEmUpProjectile;
class AShootEmUpGameMode;
class UMaterialInterface;
UENUM(BlueprintType)
enum class EEnemyArchetype : uint8
{
TypeA,
TypeB,
TypeC,
TypeD
};
UCLASS(Abstract)
class MAGISTERKA_API AShootEmUpEnemy : public APawn
{
GENERATED_BODY()
public:
AShootEmUpEnemy();
virtual void Tick(float DeltaSeconds) override;
virtual void BeginPlay() override;
void SetArchetype(EEnemyArchetype InType);
EEnemyArchetype GetArchetype() const { return Archetype; }
void HandleProjectileImpact(float IncomingDamage, AShootEmUpProjectile* FromProjectile);
int32 GetScoreValue() const { return ScoreValue; }
void SetPlayerReference(APawn* InPlayer);
protected:
virtual FVector ComputeDesiredVelocity(float DeltaSeconds);
virtual void ConfigureAppearance();
virtual void HandleShooting(float DeltaSeconds);
void ShootRadialPattern(int32 BulletCount, float SpreadAngleDeg, float BulletSpeed, float DamageScalar, const FLinearColor& ColorTint);
void ShootDirectedAtPlayer(int32 BulletCount, float AngleVarianceDeg, float BulletSpeed, float DamageScalar, const FLinearColor& ColorTint);
void RequestDestroy();
UPROPERTY(VisibleAnywhere, Category = "Components")
USphereComponent* CollisionComponent;
UPROPERTY(VisibleAnywhere, Category = "Components")
UStaticMeshComponent* MeshComponent;
UPROPERTY(EditDefaultsOnly, Category = "Enemy")
float MoveSpeed;
UPROPERTY(EditDefaultsOnly, Category = "Enemy")
int32 MaxHealth;
UPROPERTY(EditDefaultsOnly, Category = "Enemy")
float ShootInterval;
UPROPERTY(EditDefaultsOnly, Category = "Enemy")
int32 ScoreValue;
UPROPERTY(EditDefaultsOnly, Category = "Enemy")
float BulletDamage;
UPROPERTY(EditDefaultsOnly, Category = "Enemy")
float BulletSpeed;
UPROPERTY(EditDefaultsOnly, Category = "Enemy")
float Lifetime;
float TimeSinceLastShot;
int32 CurrentHealth;
float TimeAlive;
float HorizontalPhase;
TWeakObjectPtr<APawn> PlayerPawn;
TWeakObjectPtr<AShootEmUpGameMode> CachedGameMode;
private:
EEnemyArchetype Archetype;
UStaticMesh* MeshTypeA;
UStaticMesh* MeshTypeB;
UStaticMesh* MeshTypeC;
UStaticMesh* MeshTypeD;
UMaterialInterface* BaseMaterial;
UFUNCTION()
void OnEnemyOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult);
};

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#include "ShootEmUpGameMode.h"
#include "ShootEmUpPlayerPawn.h"
#include "ShootEmUpProjectile.h"
#include "ShootEmUpHUD.h"
#include "BackgroundScroller.h"
#include "DrawDebugHelpers.h"
#include "Kismet/GameplayStatics.h"
#include "TimerManager.h"
AShootEmUpGameMode::AShootEmUpGameMode()
{
PrimaryActorTick.bCanEverTick = true;
DefaultPawnClass = AShootEmUpPlayerPawn::StaticClass();
HUDClass = AShootEmUpHUD::StaticClass();
GameDuration = 90.f;
InitialSpawnInterval = 2.2f;
MinimumSpawnInterval = 0.3f;
PlayerSpawnLocation = FVector(0.f, -800.f, 0.f);
ElapsedTime = 0.f;
CurrentSpawnInterval = InitialSpawnInterval;
Score = 0;
LivesRemaining = 2;
PlayerLevel = 1;
bGameOver = false;
bVictory = false;
SpawnSteps.Add(FEnemySpawnStep(0.f, 2.2f, EEnemyArchetype::TypeA));
SpawnSteps.Add(FEnemySpawnStep(20.f, 1.6f, EEnemyArchetype::TypeB));
SpawnSteps.Add(FEnemySpawnStep(40.f, 1.2f, EEnemyArchetype::TypeC));
SpawnSteps.Add(FEnemySpawnStep(60.f, 0.8f, EEnemyArchetype::TypeD));
}
void AShootEmUpGameMode::BeginPlay()
{
Super::BeginPlay();
InitializePlayer();
InitializeBackground();
ScheduleNextSpawn(InitialSpawnInterval);
}
void AShootEmUpGameMode::Tick(float DeltaSeconds)
{
Super::Tick(DeltaSeconds);
if (bGameOver)
{
return;
}
UpdateTimer(DeltaSeconds);
UpdateDifficulty(DeltaSeconds);
CleanupDestroyedActors();
if (ElapsedTime >= GameDuration)
{
if (ActiveEnemies.Num() == 0)
{
TriggerGameOver(true);
}
}
}
void AShootEmUpGameMode::NotifyEnemyKilled(AShootEmUpEnemy* Enemy)
{
if (!Enemy)
{
return;
}
if (PlayerPawn.IsValid())
{
PlayerPawn->NotifyEnemyDestroyed(Enemy->GetScoreValue());
Score = PlayerPawn->GetScore();
PlayerLevel = PlayerPawn->GetPlayerLevel();
}
}
void AShootEmUpGameMode::RegisterEnemyDestroyed(AShootEmUpEnemy* Enemy)
{
ActiveEnemies.RemoveAll([Enemy](const TWeakObjectPtr<AShootEmUpEnemy>& Ptr)
{
return !Ptr.IsValid() || Ptr.Get() == Enemy;
});
}
void AShootEmUpGameMode::SpawnEnemyProjectile(const FVector& Origin, const FVector& Direction, float Speed, float Damage, const FLinearColor& Tint)
{
if (!EnemyProjectileClass)
{
EnemyProjectileClass = AShootEmUpProjectile::StaticClass();
}
UWorld* World = GetWorld();
if (!World)
{
return;
}
FActorSpawnParameters Params;
Params.Owner = this;
AShootEmUpProjectile* Projectile = World->SpawnActor<AShootEmUpProjectile>(EnemyProjectileClass, Origin, Direction.Rotation(), Params);
if (Projectile)
{
Projectile->InitProjectile(Direction, Speed, 6.f, false, Damage, Tint);
ActiveEnemyProjectiles.Add(Projectile);
}
}
void AShootEmUpGameMode::HandlePlayerDamaged(int32 InLivesRemaining)
{
LivesRemaining = InLivesRemaining;
}
void AShootEmUpGameMode::HandlePlayerDeath()
{
if (bGameOver)
{
return;
}
TriggerGameOver(false);
}
void AShootEmUpGameMode::HandlePlayerRespawnRequest()
{
if (!PlayerPawn.IsValid())
{
return;
}
HandleScreenClearRequested();
PlayerPawn->OnRespawn(PlayerSpawnLocation);
}
void AShootEmUpGameMode::HandleScoreUpdated(int32 NewScore)
{
Score = NewScore;
}
void AShootEmUpGameMode::HandlePlayerLevelUp(int32 NewLevel)
{
PlayerLevel = NewLevel;
if (APlayerController* PC = UGameplayStatics::GetPlayerController(this, 0))
{
if (AShootEmUpHUD* HUD = PC ? Cast<AShootEmUpHUD>(PC->GetHUD()) : nullptr)
{
const FString Message = FString::Printf(TEXT("Level %d"), NewLevel);
HUD->SetLevelUpMessage(Message, 2.0f);
}
}
}
void AShootEmUpGameMode::HandleScreenClearRequested()
{
TArray<TWeakObjectPtr<AShootEmUpProjectile>> ProjectilesCopy = ActiveEnemyProjectiles;
for (auto& ProjectilePtr : ProjectilesCopy)
{
if (ProjectilePtr.IsValid())
{
ProjectilePtr->Destroy();
}
}
ActiveEnemyProjectiles.Empty();
TArray<AShootEmUpEnemy*> EnemiesCopy;
for (const auto& EnemyPtr : ActiveEnemies)
{
if (AShootEmUpEnemy* Enemy = EnemyPtr.Get())
{
EnemiesCopy.Add(Enemy);
}
}
for (AShootEmUpEnemy* Enemy : EnemiesCopy)
{
if (Enemy)
{
Enemy->HandleProjectileImpact(999.f, nullptr);
}
}
if (UWorld* World = GetWorld())
{
DrawDebugSphere(World, PlayerSpawnLocation, 900.f, 32, FColor::Purple, false, 1.0f, 0, 6.f);
}
}
void AShootEmUpGameMode::InitializePlayer()
{
if (APlayerController* PC = UGameplayStatics::GetPlayerController(this, 0))
{
if (APawn* ExistingPawn = PC->GetPawn())
{
PlayerPawn = Cast<AShootEmUpPlayerPawn>(ExistingPawn);
}
else
{
APawn* SpawnedPawn = PC->GetWorld()->SpawnActor<APawn>(DefaultPawnClass, PlayerSpawnLocation, FRotator::ZeroRotator);
if (SpawnedPawn)
{
PC->Possess(SpawnedPawn);
PlayerPawn = Cast<AShootEmUpPlayerPawn>(SpawnedPawn);
}
}
}
if (PlayerPawn.IsValid())
{
LivesRemaining = PlayerPawn->GetLivesRemaining();
Score = PlayerPawn->GetScore();
PlayerLevel = PlayerPawn->GetPlayerLevel();
}
}
void AShootEmUpGameMode::InitializeBackground()
{
if (!BackgroundClass)
{
BackgroundClass = ABackgroundScroller::StaticClass();
}
if (UWorld* World = GetWorld())
{
World->SpawnActor<ABackgroundScroller>(BackgroundClass, FVector::ZeroVector, FRotator::ZeroRotator);
}
}
void AShootEmUpGameMode::ScheduleNextSpawn(float Delay)
{
if (bGameOver)
{
return;
}
GetWorldTimerManager().SetTimer(SpawnTimerHandle, this, &AShootEmUpGameMode::OnSpawnTimerElapsed, Delay, false);
}
void AShootEmUpGameMode::SpawnEnemyByArchetype(EEnemyArchetype Archetype)
{
UWorld* World = GetWorld();
if (!World)
{
return;
}
FVector SpawnLocation = GenerateSpawnLocation();
FActorSpawnParameters Params;
Params.Owner = this;
AShootEmUpEnemy* Enemy = World->SpawnActor<AShootEmUpEnemy>(AShootEmUpEnemy::StaticClass(), SpawnLocation, FRotator::ZeroRotator, Params);
if (Enemy)
{
Enemy->SetArchetype(Archetype);
Enemy->SetPlayerReference(PlayerPawn.Get());
ActiveEnemies.Add(Enemy);
}
}
FVector AShootEmUpGameMode::GenerateSpawnLocation() const
{
const float Bias = FMath::Pow(FMath::FRandRange(-1.f, 1.f), 3); // bias towards center
const float YBias = FMath::Pow(FMath::FRandRange(-1.f, 1.f), 3);
const float X = Bias * 900.f;
const float Y = 1200.f + FMath::Abs(YBias) * 400.f;
const float Z = 0.f;
return FVector(X, Y, Z);
}
EEnemyArchetype AShootEmUpGameMode::SelectCurrentArchetype() const
{
TArray<EEnemyArchetype> AvailableTypes;
for (const FEnemySpawnStep& Step : SpawnSteps)
{
if (ElapsedTime >= Step.StartTime)
{
AvailableTypes.AddUnique(Step.Archetype);
}
}
if (AvailableTypes.Num() == 0)
{
AvailableTypes.Add(EEnemyArchetype::TypeA);
}
const int32 RandomIndex = FMath::RandRange(0, AvailableTypes.Num() - 1);
return AvailableTypes[RandomIndex];
}
void AShootEmUpGameMode::UpdateDifficulty(float DeltaSeconds)
{
float StageInterval = InitialSpawnInterval;
for (const FEnemySpawnStep& Step : SpawnSteps)
{
if (ElapsedTime >= Step.StartTime)
{
StageInterval = FMath::Min(StageInterval, Step.SpawnInterval);
}
}
const float RampTarget = InitialSpawnInterval - (ElapsedTime / GameDuration) * (InitialSpawnInterval - MinimumSpawnInterval);
const float TargetInterval = FMath::Clamp(FMath::Min(StageInterval, RampTarget), MinimumSpawnInterval, InitialSpawnInterval);
CurrentSpawnInterval = FMath::FInterpTo(CurrentSpawnInterval, TargetInterval, DeltaSeconds, 0.7f);
}
void AShootEmUpGameMode::CleanupDestroyedActors()
{
ActiveEnemyProjectiles.RemoveAll([](const TWeakObjectPtr<AShootEmUpProjectile>& Ptr)
{
return !Ptr.IsValid();
});
ActiveEnemies.RemoveAll([](const TWeakObjectPtr<AShootEmUpEnemy>& Ptr)
{
return !Ptr.IsValid();
});
}
void AShootEmUpGameMode::TriggerGameOver(bool bPlayerWon)
{
bGameOver = true;
bVictory = bPlayerWon;
GetWorldTimerManager().ClearTimer(SpawnTimerHandle);
}
void AShootEmUpGameMode::OnSpawnTimerElapsed()
{
if (bGameOver)
{
return;
}
if (ElapsedTime >= GameDuration)
{
return;
}
const EEnemyArchetype Archetype = SelectCurrentArchetype();
SpawnEnemyByArchetype(Archetype);
ScheduleNextSpawn(CurrentSpawnInterval);
}
void AShootEmUpGameMode::UpdateTimer(float DeltaSeconds)
{
ElapsedTime += DeltaSeconds;
}

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#pragma once
#include "CoreMinimal.h"
#include "GameFramework/GameModeBase.h"
#include "ShootEmUpEnemy.h"
#include "ShootEmUpGameMode.generated.h"
class AShootEmUpPlayerPawn;
class AShootEmUpProjectile;
class AShootEmUpEnemy;
class AShootEmUpHUD;
class ABackgroundScroller;
USTRUCT()
struct FEnemySpawnStep
{
GENERATED_BODY()
UPROPERTY()
float StartTime;
UPROPERTY()
float SpawnInterval;
UPROPERTY()
EEnemyArchetype Archetype;
FEnemySpawnStep()
: StartTime(0.f)
, SpawnInterval(3.f)
, Archetype(EEnemyArchetype::TypeA)
{
}
FEnemySpawnStep(float InTime, float InInterval, EEnemyArchetype InType)
: StartTime(InTime)
, SpawnInterval(InInterval)
, Archetype(InType)
{
}
};
UCLASS()
class MAGISTERKA_API AShootEmUpGameMode : public AGameModeBase
{
GENERATED_BODY()
public:
AShootEmUpGameMode();
virtual void BeginPlay() override;
virtual void Tick(float DeltaSeconds) override;
void NotifyEnemyKilled(AShootEmUpEnemy* Enemy);
void RegisterEnemyDestroyed(AShootEmUpEnemy* Enemy);
void SpawnEnemyProjectile(const FVector& Origin, const FVector& Direction, float Speed, float Damage, const FLinearColor& Tint);
void HandlePlayerDamaged(int32 LivesRemaining);
void HandlePlayerDeath();
void HandlePlayerRespawnRequest();
void HandleScoreUpdated(int32 NewScore);
void HandlePlayerLevelUp(int32 NewLevel);
void HandleScreenClearRequested();
float GetRemainingTime() const { return FMath::Max(0.f, GameDuration - ElapsedTime); }
int32 GetScore() const { return Score; }
int32 GetLives() const { return LivesRemaining; }
int32 GetPlayerLevel() const { return PlayerLevel; }
bool IsGameOver() const { return bGameOver; }
bool IsVictory() const { return bVictory; }
protected:
void InitializePlayer();
void InitializeBackground();
void ScheduleNextSpawn(float Delay);
void SpawnEnemyByArchetype(EEnemyArchetype Archetype);
FVector GenerateSpawnLocation() const;
EEnemyArchetype SelectCurrentArchetype() const;
void UpdateDifficulty(float DeltaSeconds);
void CleanupDestroyedActors();
void TriggerGameOver(bool bPlayerWon);
UPROPERTY(EditDefaultsOnly, Category = "Config")
float GameDuration;
UPROPERTY(EditDefaultsOnly, Category = "Config")
float InitialSpawnInterval;
UPROPERTY(EditDefaultsOnly, Category = "Config")
float MinimumSpawnInterval;
UPROPERTY(EditDefaultsOnly, Category = "Config")
TSubclassOf<AShootEmUpProjectile> EnemyProjectileClass;
UPROPERTY(EditDefaultsOnly, Category = "Config")
TSubclassOf<ABackgroundScroller> BackgroundClass;
UPROPERTY(EditDefaultsOnly, Category = "Config")
FVector PlayerSpawnLocation;
private:
void OnSpawnTimerElapsed();
void UpdateTimer(float DeltaSeconds);
FTimerHandle SpawnTimerHandle;
TWeakObjectPtr<AShootEmUpPlayerPawn> PlayerPawn;
TArray<TWeakObjectPtr<AShootEmUpEnemy>> ActiveEnemies;
TArray<TWeakObjectPtr<AShootEmUpProjectile>> ActiveEnemyProjectiles;
TArray<FEnemySpawnStep> SpawnSteps;
float ElapsedTime;
float CurrentSpawnInterval;
int32 Score;
int32 LivesRemaining;
int32 PlayerLevel;
bool bGameOver;
bool bVictory;
};

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#include "ShootEmUpHUD.h"
#include "ShootEmUpGameMode.h"
#include "Engine/Canvas.h"
#include "Engine/Engine.h"
#include "Kismet/GameplayStatics.h"
AShootEmUpHUD::AShootEmUpHUD()
{
ScoreColor = FLinearColor::White;
TimerColor = FLinearColor::Yellow;
LifeColor = FLinearColor::Green;
AlertColor = FLinearColor::Red;
LevelUpMessageTimer = 0.f;
}
void AShootEmUpHUD::DrawHUD()
{
Super::DrawHUD();
if (!Canvas)
{
return;
}
const float Margin = 32.f;
DrawScore(Margin, Margin);
DrawLives(Margin, Margin + 48.f);
DrawTimer(Canvas->SizeX - 300.f, Margin);
DrawLevelUp(Canvas->SizeX * 0.5f - 150.f, Margin * 0.5f);
DrawGameOver(Canvas->SizeX * 0.5f - 200.f, Canvas->SizeY * 0.5f - 50.f);
}
void AShootEmUpHUD::SetLevelUpMessage(const FString& Message, float Duration)
{
LevelUpMessage = Message;
LevelUpMessageTimer = Duration;
}
void AShootEmUpHUD::DrawScore(float X, float Y)
{
if (AShootEmUpGameMode* GM = Cast<AShootEmUpGameMode>(UGameplayStatics::GetGameMode(this)))
{
const FString ScoreText = FString::Printf(TEXT("Score: %d"), GM->GetScore());
FCanvasTextItem TextItem(FVector2D(X, Y), FText::FromString(ScoreText), GEngine->GetLargeFont(), ScoreColor);
TextItem.EnableShadow(FLinearColor::Black);
Canvas->DrawItem(TextItem);
}
}
void AShootEmUpHUD::DrawLives(float X, float Y)
{
if (AShootEmUpGameMode* GM = Cast<AShootEmUpGameMode>(UGameplayStatics::GetGameMode(this)))
{
const int32 Lives = GM->GetLives();
FString LifeText = TEXT("Lives: ");
for (int32 Index = 0; Index < Lives; ++Index)
{
LifeText.Append(TEXT("[+] "));
}
if (Lives <= 0)
{
LifeText = TEXT("Lives: [x]");
}
FCanvasTextItem TextItem(FVector2D(X, Y), FText::FromString(LifeText), GEngine->GetLargeFont(), LifeColor);
TextItem.EnableShadow(FLinearColor::Black);
Canvas->DrawItem(TextItem);
}
}
void AShootEmUpHUD::DrawTimer(float X, float Y)
{
if (AShootEmUpGameMode* GM = Cast<AShootEmUpGameMode>(UGameplayStatics::GetGameMode(this)))
{
const float Remaining = GM->GetRemainingTime();
const int32 Minutes = FMath::FloorToInt(Remaining / 60.f);
const int32 Seconds = FMath::FloorToInt(FMath::Fmod(Remaining, 60.f));
const FString TimerText = FString::Printf(TEXT("Time: %02d:%02d"), Minutes, Seconds);
FCanvasTextItem TextItem(FVector2D(X, Y), FText::FromString(TimerText), GEngine->GetLargeFont(), TimerColor);
TextItem.EnableShadow(FLinearColor::Black);
Canvas->DrawItem(TextItem);
}
}
void AShootEmUpHUD::DrawLevelUp(float X, float Y)
{
if (LevelUpMessageTimer <= 0.f)
{
return;
}
LevelUpMessageTimer -= GetWorld()->GetDeltaSeconds();
const FString Text = LevelUpMessage.IsEmpty() ? TEXT("Level Up!") : LevelUpMessage;
FCanvasTextItem TextItem(FVector2D(X, Y), FText::FromString(Text), GEngine->GetLargeFont(), AlertColor);
TextItem.EnableShadow(FLinearColor::Black);
Canvas->DrawItem(TextItem);
}
void AShootEmUpHUD::DrawGameOver(float X, float Y)
{
if (AShootEmUpGameMode* GM = Cast<AShootEmUpGameMode>(UGameplayStatics::GetGameMode(this)))
{
if (!GM->IsGameOver())
{
return;
}
const FString ResultText = GM->IsVictory() ? TEXT("Mission Complete!") : TEXT("Game Over");
FCanvasTextItem TextItem(FVector2D(X, Y), FText::FromString(ResultText), GEngine->GetLargeFont(), AlertColor);
TextItem.EnableShadow(FLinearColor::Black);
Canvas->DrawItem(TextItem);
}
}

View File

@ -0,0 +1,36 @@
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/HUD.h"
#include "ShootEmUpHUD.generated.h"
class AShootEmUpGameMode;
class AShootEmUpPlayerPawn;
UCLASS()
class MAGISTERKA_API AShootEmUpHUD : public AHUD
{
GENERATED_BODY()
public:
AShootEmUpHUD();
virtual void DrawHUD() override;
void SetLevelUpMessage(const FString& Message, float Duration);
protected:
void DrawScore(float X, float Y);
void DrawLives(float X, float Y);
void DrawTimer(float X, float Y);
void DrawLevelUp(float X, float Y);
void DrawGameOver(float X, float Y);
FLinearColor ScoreColor;
FLinearColor TimerColor;
FLinearColor LifeColor;
FLinearColor AlertColor;
float LevelUpMessageTimer;
FString LevelUpMessage;
};

View File

@ -0,0 +1,336 @@
#include "ShootEmUpPlayerPawn.h"
#include "ShootEmUpProjectile.h"
#include "ShootEmUpGameMode.h"
#include "DrawDebugHelpers.h"
#include "Materials/MaterialInterface.h"
#include "Components/SphereComponent.h"
#include "Components/StaticMeshComponent.h"
#include "GameFramework/FloatingPawnMovement.h"
#include "Kismet/GameplayStatics.h"
#include "TimerManager.h"
#include "Camera/CameraComponent.h"
#include "GameFramework/SpringArmComponent.h"
#include "Materials/MaterialInstanceDynamic.h"
#include "UObject/ConstructorHelpers.h"
AShootEmUpPlayerPawn::AShootEmUpPlayerPawn()
{
PrimaryActorTick.bCanEverTick = true;
CollisionComponent = CreateDefaultSubobject<USphereComponent>(TEXT("Collision"));
SetRootComponent(CollisionComponent);
CollisionComponent->InitSphereRadius(1.0f);
CollisionComponent->SetCollisionEnabled(ECollisionEnabled::QueryOnly);
CollisionComponent->SetCollisionProfileName(TEXT("Pawn"));
CollisionComponent->SetGenerateOverlapEvents(true);
MeshComponent = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Mesh"));
MeshComponent->SetupAttachment(RootComponent);
MeshComponent->SetCollisionEnabled(ECollisionEnabled::NoCollision);
MeshComponent->SetRelativeScale3D(FVector(0.5f, 1.2f, 0.4f));
static ConstructorHelpers::FObjectFinder<UStaticMesh> ConeMesh(TEXT("/Engine/BasicShapes/Cone.Cone"));
static ConstructorHelpers::FObjectFinder<UMaterialInterface> BaseMaterial(TEXT("/Engine/BasicShapes/BasicShapeMaterial.BasicShapeMaterial"));
if (ConeMesh.Succeeded())
{
MeshComponent->SetStaticMesh(ConeMesh.Object);
MeshComponent->SetRelativeRotation(FRotator(90.f, 0.f, 0.f));
}
if (BaseMaterial.Succeeded())
{
MeshComponent->SetMaterial(0, BaseMaterial.Object);
}
MovementComponent = CreateDefaultSubobject<UFloatingPawnMovement>(TEXT("Movement"));
MovementComponent->MaxSpeed = 1200.0f;
SpringArmComponent = CreateDefaultSubobject<USpringArmComponent>(TEXT("SpringArm"));
SpringArmComponent->SetupAttachment(RootComponent);
SpringArmComponent->TargetOffset = FVector(0.f, 0.f, 500.f);
SpringArmComponent->SetRelativeRotation(FRotator(-90.f, 0.f, 0.f));
SpringArmComponent->bDoCollisionTest = false;
CameraComponent = CreateDefaultSubobject<UCameraComponent>(TEXT("Camera"));
CameraComponent->SetupAttachment(SpringArmComponent, USpringArmComponent::SocketName);
CameraComponent->ProjectionMode = ECameraProjectionMode::Orthographic;
CameraComponent->OrthoWidth = 2200.f;
FireInterval = 0.15f;
ProjectileSpeed = 2200.f;
ProjectileDamage = 1.0f;
MaxLives = 2;
HitInvulnerabilityDuration = 1.5f;
ArenaHalfWidth = 1200.f;
ArenaHalfHeight = 1800.f;
bIsFiring = false;
bSpecialUsed = false;
Score = 0;
PlayerLevel = 1;
LivesRemaining = MaxLives;
InvulnerabilityTimer = 0.f;
LevelUpFlashTimer = 0.f;
AutoPossessPlayer = EAutoReceiveInput::Player0;
PlayerMaterial = nullptr;
}
void AShootEmUpPlayerPawn::BeginPlay()
{
Super::BeginPlay();
CachedGameMode = Cast<AShootEmUpGameMode>(UGameplayStatics::GetGameMode(this));
if (UStaticMeshComponent* Mesh = MeshComponent)
{
PlayerMaterial = Mesh->CreateAndSetMaterialInstanceDynamic(0);
if (PlayerMaterial)
{
PlayerMaterial->SetVectorParameterValue(TEXT("Color"), FLinearColor::White);
}
}
if (!PlayerProjectileClass)
{
PlayerProjectileClass = AShootEmUpProjectile::StaticClass();
}
}
void AShootEmUpPlayerPawn::Tick(float DeltaSeconds)
{
Super::Tick(DeltaSeconds);
if (!MoveInput.IsNearlyZero())
{
MovementComponent->AddInputVector(MoveInput);
}
FVector Location = GetActorLocation();
Location.X = FMath::Clamp(Location.X, -ArenaHalfWidth, ArenaHalfWidth);
Location.Y = FMath::Clamp(Location.Y, -ArenaHalfHeight, ArenaHalfHeight);
Location.Z = FMath::Clamp(Location.Z, -50.f, 50.f);
SetActorLocation(Location);
if (InvulnerabilityTimer > 0.f)
{
InvulnerabilityTimer -= DeltaSeconds;
}
if (LevelUpFlashTimer > 0.f)
{
LevelUpFlashTimer -= DeltaSeconds;
if (LevelUpFlashTimer <= 0.f)
{
if (PlayerMaterial)
{
PlayerMaterial->SetVectorParameterValue(TEXT("Color"), FLinearColor::White);
}
}
}
UpdateVisuals(DeltaSeconds);
}
void AShootEmUpPlayerPawn::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
PlayerInputComponent->BindAxis(TEXT("MoveForward"), this, &AShootEmUpPlayerPawn::MoveForward);
PlayerInputComponent->BindAxis(TEXT("MoveRight"), this, &AShootEmUpPlayerPawn::MoveRight);
PlayerInputComponent->BindAction(TEXT("Fire"), IE_Pressed, this, &AShootEmUpPlayerPawn::StartFiring);
PlayerInputComponent->BindAction(TEXT("Fire"), IE_Released, this, &AShootEmUpPlayerPawn::StopFiring);
PlayerInputComponent->BindAction(TEXT("Special"), IE_Pressed, this, &AShootEmUpPlayerPawn::PerformSpecial);
}
void AShootEmUpPlayerPawn::HandleProjectileImpact(float DamageAmount, AShootEmUpProjectile* FromProjectile)
{
if (InvulnerabilityTimer > 0.f)
{
return;
}
LivesRemaining = FMath::Max(0, LivesRemaining - 1);
InvulnerabilityTimer = HitInvulnerabilityDuration;
DrawDebugSphere(GetWorld(), GetActorLocation(), 100.f, 20, FColor::Red, false, 0.5f, 0, 2.f);
if (CachedGameMode.IsValid())
{
CachedGameMode->HandlePlayerDamaged(LivesRemaining);
}
if (LivesRemaining <= 0)
{
if (CachedGameMode.IsValid())
{
CachedGameMode->HandlePlayerDeath();
}
}
else
{
if (CachedGameMode.IsValid())
{
CachedGameMode->HandlePlayerRespawnRequest();
}
}
}
void AShootEmUpPlayerPawn::NotifyEnemyDestroyed(int32 ScoreReward)
{
Score += ScoreReward;
if (CachedGameMode.IsValid())
{
CachedGameMode->HandleScoreUpdated(Score);
}
const int32 ExpectedLevel = FMath::Clamp(Score / 500 + 1, 1, 10);
if (ExpectedLevel > PlayerLevel)
{
PlayerLevel = ExpectedLevel;
LevelUp();
}
}
void AShootEmUpPlayerPawn::ClearScreenSpecial()
{
if (CachedGameMode.IsValid())
{
CachedGameMode->HandleScreenClearRequested();
}
}
void AShootEmUpPlayerPawn::OnRespawn(const FVector& SpawnPoint)
{
SetActorLocation(SpawnPoint);
InvulnerabilityTimer = HitInvulnerabilityDuration;
MoveInput = FVector::ZeroVector;
if (MovementComponent)
{
MovementComponent->StopMovementImmediately();
}
if (PlayerMaterial)
{
PlayerMaterial->SetVectorParameterValue(TEXT("Color"), FLinearColor::White);
}
}
void AShootEmUpPlayerPawn::MoveForward(float Value)
{
MoveInput.Y = FMath::Clamp(Value, -1.f, 1.f);
}
void AShootEmUpPlayerPawn::MoveRight(float Value)
{
MoveInput.X = FMath::Clamp(Value, -1.f, 1.f);
}
void AShootEmUpPlayerPawn::StartFiring()
{
bIsFiring = true;
FireOnce();
GetWorldTimerManager().SetTimer(FireTimerHandle, this, &AShootEmUpPlayerPawn::FireOnce, FireInterval, true, FireInterval);
}
void AShootEmUpPlayerPawn::StopFiring()
{
bIsFiring = false;
GetWorldTimerManager().ClearTimer(FireTimerHandle);
}
void AShootEmUpPlayerPawn::FireOnce()
{
if (!PlayerProjectileClass || !CachedGameMode.IsValid())
{
return;
}
const FVector SpawnLocation = GetActorLocation() + FVector(0.f, 50.f, 0.f);
const TArray<FVector> Directions = BuildFireDirections();
for (const FVector& Direction : Directions)
{
FActorSpawnParameters Params;
Params.Owner = this;
Params.Instigator = this;
AShootEmUpProjectile* Projectile = GetWorld()->SpawnActor<AShootEmUpProjectile>(PlayerProjectileClass, SpawnLocation, Direction.Rotation(), Params);
if (Projectile)
{
Projectile->InitProjectile(Direction, ProjectileSpeed, 4.0f, true, ProjectileDamage, FLinearColor::White);
}
}
}
void AShootEmUpPlayerPawn::PerformSpecial()
{
if (bSpecialUsed)
{
return;
}
bSpecialUsed = true;
ClearScreenSpecial();
LevelUpFlashTimer = 1.0f;
if (PlayerMaterial)
{
PlayerMaterial->SetVectorParameterValue(TEXT("Color"), FLinearColor::Purple);
}
DrawDebugSphere(GetWorld(), GetActorLocation(), 320.f, 24, FColor::Purple, false, 1.0f, 0, 4.f);
}
TArray<FVector> AShootEmUpPlayerPawn::BuildFireDirections() const
{
TArray<FVector> Directions;
const FVector ForwardDir(0.f, 1.f, 0.f);
const FVector RightDir(1.f, 0.f, 0.f);
switch (PlayerLevel)
{
case 1:
Directions.Add(ForwardDir);
break;
case 2:
Directions.Add(ForwardDir);
Directions.Add((ForwardDir + RightDir * 0.25f).GetSafeNormal());
Directions.Add((ForwardDir - RightDir * 0.25f).GetSafeNormal());
break;
case 3:
Directions.Add(ForwardDir);
Directions.Add((ForwardDir + RightDir * 0.35f).GetSafeNormal());
Directions.Add((ForwardDir - RightDir * 0.35f).GetSafeNormal());
Directions.Add(RightDir);
Directions.Add(-RightDir);
break;
default:
Directions.Add(ForwardDir);
Directions.Add((ForwardDir + RightDir * 0.35f).GetSafeNormal());
Directions.Add((ForwardDir - RightDir * 0.35f).GetSafeNormal());
Directions.Add(RightDir);
Directions.Add(-RightDir);
Directions.Add(-ForwardDir);
break;
}
return Directions;
}
void AShootEmUpPlayerPawn::LevelUp()
{
LevelUpFlashTimer = 1.0f;
if (PlayerMaterial)
{
PlayerMaterial->SetVectorParameterValue(TEXT("Color"), FLinearColor::MakeRandomColor());
}
DrawDebugSphere(GetWorld(), GetActorLocation(), 160.f, 16, FColor::Purple, false, 1.0f, 0, 3.f);
if (CachedGameMode.IsValid())
{
CachedGameMode->HandlePlayerLevelUp(PlayerLevel);
}
}
void AShootEmUpPlayerPawn::UpdateVisuals(float DeltaSeconds)
{
// Reserved for future VFX hooks; keep function to host level-up flashes or damage flicker.
}

View File

@ -0,0 +1,109 @@
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Pawn.h"
#include "ShootEmUpPlayerPawn.generated.h"
class USphereComponent;
class UStaticMeshComponent;
class UFloatingPawnMovement;
class USpringArmComponent;
class UCameraComponent;
class AShootEmUpProjectile;
class AShootEmUpGameMode;
class UMaterialInstanceDynamic;
UCLASS()
class MAGISTERKA_API AShootEmUpPlayerPawn : public APawn
{
GENERATED_BODY()
public:
AShootEmUpPlayerPawn();
virtual void BeginPlay() override;
virtual void Tick(float DeltaSeconds) override;
virtual void SetupPlayerInputComponent(UInputComponent* PlayerInputComponent) override;
void HandleProjectileImpact(float DamageAmount, AShootEmUpProjectile* FromProjectile);
void NotifyEnemyDestroyed(int32 ScoreReward);
int32 GetScore() const { return Score; }
int32 GetLivesRemaining() const { return LivesRemaining; }
int32 GetPlayerLevel() const { return PlayerLevel; }
bool HasUsedSpecial() const { return bSpecialUsed; }
void OnRespawn(const FVector& SpawnPoint);
void ClearScreenSpecial();
protected:
void MoveForward(float Value);
void MoveRight(float Value);
void StartFiring();
void StopFiring();
void FireOnce();
void PerformSpecial();
TArray<FVector> BuildFireDirections() const;
void LevelUp();
void UpdateVisuals(float DeltaSeconds);
UPROPERTY(VisibleAnywhere, Category = "Components")
USphereComponent* CollisionComponent;
UPROPERTY(VisibleAnywhere, Category = "Components")
UStaticMeshComponent* MeshComponent;
UPROPERTY(VisibleAnywhere, Category = "Components")
UFloatingPawnMovement* MovementComponent;
UPROPERTY(VisibleAnywhere, Category = "Components")
USpringArmComponent* SpringArmComponent;
UPROPERTY(VisibleAnywhere, Category = "Components")
UCameraComponent* CameraComponent;
UPROPERTY(EditDefaultsOnly, Category = "Combat")
TSubclassOf<AShootEmUpProjectile> PlayerProjectileClass;
UPROPERTY(EditDefaultsOnly, Category = "Combat")
float FireInterval;
UPROPERTY(EditDefaultsOnly, Category = "Combat")
float ProjectileSpeed;
UPROPERTY(EditDefaultsOnly, Category = "Combat")
float ProjectileDamage;
UPROPERTY(EditDefaultsOnly, Category = "Player")
int32 MaxLives;
UPROPERTY(EditDefaultsOnly, Category = "Player")
float HitInvulnerabilityDuration;
UPROPERTY(EditDefaultsOnly, Category = "Player")
float ArenaHalfWidth;
UPROPERTY(EditDefaultsOnly, Category = "Player")
float ArenaHalfHeight;
bool bIsFiring;
bool bSpecialUsed;
int32 Score;
int32 PlayerLevel;
int32 LivesRemaining;
float InvulnerabilityTimer;
float LevelUpFlashTimer;
FVector MoveInput;
FTimerHandle FireTimerHandle;
TWeakObjectPtr<AShootEmUpGameMode> CachedGameMode;
UPROPERTY()
UMaterialInstanceDynamic* PlayerMaterial;
};

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@ -0,0 +1,125 @@
#include "ShootEmUpProjectile.h"
#include "Components/SphereComponent.h"
#include "Components/StaticMeshComponent.h"
#include "GameFramework/ProjectileMovementComponent.h"
#include "Materials/MaterialInstanceDynamic.h"
#include "ShootEmUpEnemy.h"
#include "ShootEmUpPlayerPawn.h"
#include "UObject/ConstructorHelpers.h"
#include "Engine/CollisionProfile.h"
AShootEmUpProjectile::AShootEmUpProjectile()
{
PrimaryActorTick.bCanEverTick = true;
CollisionComponent = CreateDefaultSubobject<USphereComponent>(TEXT("Collision"));
SetRootComponent(CollisionComponent);
CollisionComponent->InitSphereRadius(6.0f);
CollisionComponent->SetCollisionProfileName(UCollisionProfile::Projectile_ProfileName);
CollisionComponent->SetGenerateOverlapEvents(true);
CollisionComponent->OnComponentBeginOverlap.AddDynamic(this, &AShootEmUpProjectile::OnProjectileOverlap);
CollisionComponent->SetCollisionEnabled(ECollisionEnabled::QueryOnly);
CollisionComponent->SetCollisionResponseToAllChannels(ECR_Overlap);
MeshComponent = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Visual"));
MeshComponent->SetupAttachment(RootComponent);
MeshComponent->SetCollisionEnabled(ECollisionEnabled::NoCollision);
MeshComponent->SetRelativeScale3D(FVector(0.2f));
static ConstructorHelpers::FObjectFinder<UStaticMesh> SphereMesh(TEXT("/Engine/BasicShapes/Sphere.Sphere"));
if (SphereMesh.Succeeded())
{
MeshComponent->SetStaticMesh(SphereMesh.Object);
}
MovementComponent = CreateDefaultSubobject<UProjectileMovementComponent>(TEXT("Movement"));
MovementComponent->InitialSpeed = 2000.0f;
MovementComponent->MaxSpeed = 4000.0f;
MovementComponent->ProjectileGravityScale = 0.0f;
MovementComponent->bRotationFollowsVelocity = true;
DefaultSpeed = 1500.0f;
DefaultLifeSpan = 5.0f;
DefaultDamage = 1.0f;
bFromPlayer = false;
Damage = DefaultDamage;
PrimaryActorTick.bCanEverTick = false;
}
void AShootEmUpProjectile::BeginPlay()
{
Super::BeginPlay();
if (!IsPendingKill())
{
SetLifeSpan(DefaultLifeSpan);
}
}
void AShootEmUpProjectile::Tick(float DeltaSeconds)
{
Super::Tick(DeltaSeconds);
}
void AShootEmUpProjectile::InitProjectile(const FVector& Direction, float Speed, float LifeSeconds, bool bPlayerBullet, float InDamage, const FLinearColor& TintColor)
{
bFromPlayer = bPlayerBullet;
Damage = InDamage > 0.f ? InDamage : DefaultDamage;
const FVector NormalizedDirection = Direction.GetSafeNormal(FVector::ForwardVector);
MovementComponent->Velocity = NormalizedDirection * (Speed > 0.f ? Speed : DefaultSpeed);
if (LifeSeconds > 0.f)
{
SetLifeSpan(LifeSeconds);
}
UMaterialInstanceDynamic* DynMat = MeshComponent->CreateAndSetMaterialInstanceDynamic(0);
if (DynMat)
{
DynMat->SetVectorParameterValue(TEXT("Color"), TintColor);
}
else
{
MeshComponent->SetVectorParameterValueOnMaterials(TEXT("Color"), TintColor);
}
CollisionComponent->SetCollisionResponseToChannel(ECC_Pawn, ECR_Overlap);
}
void AShootEmUpProjectile::OnProjectileOverlap(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
{
if (!OtherActor || OtherActor == this)
{
return;
}
if (AShootEmUpProjectile* OtherProjectile = Cast<AShootEmUpProjectile>(OtherActor))
{
Destroy();
if (IsValid(OtherProjectile))
{
OtherProjectile->Destroy();
}
return;
}
if (bFromPlayer)
{
if (AShootEmUpEnemy* HitEnemy = Cast<AShootEmUpEnemy>(OtherActor))
{
HitEnemy->HandleProjectileImpact(Damage, this);
Destroy();
}
}
else
{
if (AShootEmUpPlayerPawn* Player = Cast<AShootEmUpPlayerPawn>(OtherActor))
{
Player->HandleProjectileImpact(Damage, this);
Destroy();
}
}
}

View File

@ -0,0 +1,53 @@
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "ShootEmUpProjectile.generated.h"
class USphereComponent;
class UStaticMeshComponent;
class UProjectileMovementComponent;
UCLASS()
class MAGISTERKA_API AShootEmUpProjectile : public AActor
{
GENERATED_BODY()
public:
AShootEmUpProjectile();
virtual void Tick(float DeltaSeconds) override;
void InitProjectile(const FVector& Direction, float Speed, float LifeSeconds, bool bPlayerBullet, float InDamage, const FLinearColor& TintColor);
bool IsPlayerProjectile() const { return bFromPlayer; }
float GetDamage() const { return Damage; }
protected:
virtual void BeginPlay() override;
private:
UPROPERTY(VisibleAnywhere, Category = "Components")
USphereComponent* CollisionComponent;
UPROPERTY(VisibleAnywhere, Category = "Components")
UStaticMeshComponent* MeshComponent;
UPROPERTY(VisibleAnywhere, Category = "Components")
UProjectileMovementComponent* MovementComponent;
UPROPERTY(EditDefaultsOnly, Category = "Projectile")
float DefaultSpeed;
UPROPERTY(EditDefaultsOnly, Category = "Projectile")
float DefaultLifeSpan;
UPROPERTY(EditDefaultsOnly, Category = "Projectile")
float DefaultDamage;
bool bFromPlayer;
float Damage;
UFUNCTION()
void OnProjectileOverlap(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult);
};

View File

@ -37,7 +37,7 @@
"magisterka",
"Linux",
"Debug",
"/home/kuhy/Unreal Projects/magisterka/magisterka.uproject",
"/home/kuhy/praca_magisterska/games/unreal/magisterka/magisterka.uproject",
"-waitmutex"
],
"problemMatcher": "$msCompile",
@ -54,7 +54,7 @@
"magisterka",
"Linux",
"Debug",
"/home/kuhy/Unreal Projects/magisterka/magisterka.uproject",
"/home/kuhy/praca_magisterska/games/unreal/magisterka/magisterka.uproject",
"-waitmutex"
],
"problemMatcher": "$msCompile",
@ -74,7 +74,7 @@
"magisterka",
"Linux",
"Debug",
"/home/kuhy/Unreal Projects/magisterka/magisterka.uproject",
"/home/kuhy/praca_magisterska/games/unreal/magisterka/magisterka.uproject",
"-waitmutex",
"-clean"
],
@ -92,7 +92,7 @@
"magisterka",
"Linux",
"DebugGame",
"/home/kuhy/Unreal Projects/magisterka/magisterka.uproject",
"/home/kuhy/praca_magisterska/games/unreal/magisterka/magisterka.uproject",
"-waitmutex"
],
"problemMatcher": "$msCompile",
@ -109,7 +109,7 @@
"magisterka",
"Linux",
"DebugGame",
"/home/kuhy/Unreal Projects/magisterka/magisterka.uproject",
"/home/kuhy/praca_magisterska/games/unreal/magisterka/magisterka.uproject",
"-waitmutex"
],
"problemMatcher": "$msCompile",
@ -129,7 +129,7 @@
"magisterka",
"Linux",
"DebugGame",
"/home/kuhy/Unreal Projects/magisterka/magisterka.uproject",
"/home/kuhy/praca_magisterska/games/unreal/magisterka/magisterka.uproject",
"-waitmutex",
"-clean"
],
@ -147,7 +147,7 @@
"magisterka",
"Linux",
"Development",
"/home/kuhy/Unreal Projects/magisterka/magisterka.uproject",
"/home/kuhy/praca_magisterska/games/unreal/magisterka/magisterka.uproject",
"-waitmutex"
],
"problemMatcher": "$msCompile",
@ -164,7 +164,7 @@
"magisterka",
"Linux",
"Development",
"/home/kuhy/Unreal Projects/magisterka/magisterka.uproject",
"/home/kuhy/praca_magisterska/games/unreal/magisterka/magisterka.uproject",
"-waitmutex"
],
"problemMatcher": "$msCompile",
@ -184,7 +184,7 @@
"magisterka",
"Linux",
"Development",
"/home/kuhy/Unreal Projects/magisterka/magisterka.uproject",
"/home/kuhy/praca_magisterska/games/unreal/magisterka/magisterka.uproject",
"-waitmutex",
"-clean"
],
@ -202,7 +202,7 @@
"magisterka",
"Linux",
"Test",
"/home/kuhy/Unreal Projects/magisterka/magisterka.uproject",
"/home/kuhy/praca_magisterska/games/unreal/magisterka/magisterka.uproject",
"-waitmutex"
],
"problemMatcher": "$msCompile",
@ -219,7 +219,7 @@
"magisterka",
"Linux",
"Test",
"/home/kuhy/Unreal Projects/magisterka/magisterka.uproject",
"/home/kuhy/praca_magisterska/games/unreal/magisterka/magisterka.uproject",
"-waitmutex"
],
"problemMatcher": "$msCompile",
@ -239,7 +239,7 @@
"magisterka",
"Linux",
"Test",
"/home/kuhy/Unreal Projects/magisterka/magisterka.uproject",
"/home/kuhy/praca_magisterska/games/unreal/magisterka/magisterka.uproject",
"-waitmutex",
"-clean"
],
@ -257,7 +257,7 @@
"magisterka",
"Linux",
"Shipping",
"/home/kuhy/Unreal Projects/magisterka/magisterka.uproject",
"/home/kuhy/praca_magisterska/games/unreal/magisterka/magisterka.uproject",
"-waitmutex"
],
"problemMatcher": "$msCompile",
@ -274,7 +274,7 @@
"magisterka",
"Linux",
"Shipping",
"/home/kuhy/Unreal Projects/magisterka/magisterka.uproject",
"/home/kuhy/praca_magisterska/games/unreal/magisterka/magisterka.uproject",
"-waitmutex"
],
"problemMatcher": "$msCompile",
@ -294,7 +294,7 @@
"magisterka",
"Linux",
"Shipping",
"/home/kuhy/Unreal Projects/magisterka/magisterka.uproject",
"/home/kuhy/praca_magisterska/games/unreal/magisterka/magisterka.uproject",
"-waitmutex",
"-clean"
],
@ -312,7 +312,7 @@
"magisterka",
"LinuxArm64",
"Debug",
"/home/kuhy/Unreal Projects/magisterka/magisterka.uproject",
"/home/kuhy/praca_magisterska/games/unreal/magisterka/magisterka.uproject",
"-waitmutex"
],
"problemMatcher": "$msCompile",
@ -329,7 +329,7 @@
"magisterka",
"LinuxArm64",
"Debug",
"/home/kuhy/Unreal Projects/magisterka/magisterka.uproject",
"/home/kuhy/praca_magisterska/games/unreal/magisterka/magisterka.uproject",
"-waitmutex"
],
"problemMatcher": "$msCompile",
@ -349,7 +349,7 @@
"magisterka",
"LinuxArm64",
"Debug",
"/home/kuhy/Unreal Projects/magisterka/magisterka.uproject",
"/home/kuhy/praca_magisterska/games/unreal/magisterka/magisterka.uproject",
"-waitmutex",
"-clean"
],
@ -367,7 +367,7 @@
"magisterka",
"LinuxArm64",
"DebugGame",
"/home/kuhy/Unreal Projects/magisterka/magisterka.uproject",
"/home/kuhy/praca_magisterska/games/unreal/magisterka/magisterka.uproject",
"-waitmutex"
],
"problemMatcher": "$msCompile",
@ -384,7 +384,7 @@
"magisterka",
"LinuxArm64",
"DebugGame",
"/home/kuhy/Unreal Projects/magisterka/magisterka.uproject",
"/home/kuhy/praca_magisterska/games/unreal/magisterka/magisterka.uproject",
"-waitmutex"
],
"problemMatcher": "$msCompile",
@ -404,7 +404,7 @@
"magisterka",
"LinuxArm64",
"DebugGame",
"/home/kuhy/Unreal Projects/magisterka/magisterka.uproject",
"/home/kuhy/praca_magisterska/games/unreal/magisterka/magisterka.uproject",
"-waitmutex",
"-clean"
],
@ -422,7 +422,7 @@
"magisterka",
"LinuxArm64",
"Development",
"/home/kuhy/Unreal Projects/magisterka/magisterka.uproject",
"/home/kuhy/praca_magisterska/games/unreal/magisterka/magisterka.uproject",
"-waitmutex"
],
"problemMatcher": "$msCompile",
@ -439,7 +439,7 @@
"magisterka",
"LinuxArm64",
"Development",
"/home/kuhy/Unreal Projects/magisterka/magisterka.uproject",
"/home/kuhy/praca_magisterska/games/unreal/magisterka/magisterka.uproject",
"-waitmutex"
],
"problemMatcher": "$msCompile",
@ -459,7 +459,7 @@
"magisterka",
"LinuxArm64",
"Development",
"/home/kuhy/Unreal Projects/magisterka/magisterka.uproject",
"/home/kuhy/praca_magisterska/games/unreal/magisterka/magisterka.uproject",
"-waitmutex",
"-clean"
],
@ -477,7 +477,7 @@
"magisterka",
"LinuxArm64",
"Test",
"/home/kuhy/Unreal Projects/magisterka/magisterka.uproject",
"/home/kuhy/praca_magisterska/games/unreal/magisterka/magisterka.uproject",
"-waitmutex"
],
"problemMatcher": "$msCompile",
@ -494,7 +494,7 @@
"magisterka",
"LinuxArm64",
"Test",
"/home/kuhy/Unreal Projects/magisterka/magisterka.uproject",
"/home/kuhy/praca_magisterska/games/unreal/magisterka/magisterka.uproject",
"-waitmutex"
],
"problemMatcher": "$msCompile",
@ -514,7 +514,7 @@
"magisterka",
"LinuxArm64",
"Test",
"/home/kuhy/Unreal Projects/magisterka/magisterka.uproject",
"/home/kuhy/praca_magisterska/games/unreal/magisterka/magisterka.uproject",
"-waitmutex",
"-clean"
],
@ -532,7 +532,7 @@
"magisterka",
"LinuxArm64",
"Shipping",
"/home/kuhy/Unreal Projects/magisterka/magisterka.uproject",
"/home/kuhy/praca_magisterska/games/unreal/magisterka/magisterka.uproject",
"-waitmutex"
],
"problemMatcher": "$msCompile",
@ -549,7 +549,7 @@
"magisterka",
"LinuxArm64",
"Shipping",
"/home/kuhy/Unreal Projects/magisterka/magisterka.uproject",
"/home/kuhy/praca_magisterska/games/unreal/magisterka/magisterka.uproject",
"-waitmutex"
],
"problemMatcher": "$msCompile",
@ -569,7 +569,7 @@
"magisterka",
"LinuxArm64",
"Shipping",
"/home/kuhy/Unreal Projects/magisterka/magisterka.uproject",
"/home/kuhy/praca_magisterska/games/unreal/magisterka/magisterka.uproject",
"-waitmutex",
"-clean"
],
@ -587,7 +587,7 @@
"magisterkaEditor",
"Linux",
"Debug",
"/home/kuhy/Unreal Projects/magisterka/magisterka.uproject",
"/home/kuhy/praca_magisterska/games/unreal/magisterka/magisterka.uproject",
"-waitmutex"
],
"problemMatcher": "$msCompile",
@ -604,7 +604,7 @@
"magisterkaEditor",
"Linux",
"Debug",
"/home/kuhy/Unreal Projects/magisterka/magisterka.uproject",
"/home/kuhy/praca_magisterska/games/unreal/magisterka/magisterka.uproject",
"-waitmutex"
],
"problemMatcher": "$msCompile",
@ -624,7 +624,7 @@
"magisterkaEditor",
"Linux",
"Debug",
"/home/kuhy/Unreal Projects/magisterka/magisterka.uproject",
"/home/kuhy/praca_magisterska/games/unreal/magisterka/magisterka.uproject",
"-waitmutex",
"-clean"
],
@ -642,7 +642,7 @@
"magisterkaEditor",
"Linux",
"DebugGame",
"/home/kuhy/Unreal Projects/magisterka/magisterka.uproject",
"/home/kuhy/praca_magisterska/games/unreal/magisterka/magisterka.uproject",
"-waitmutex"
],
"problemMatcher": "$msCompile",
@ -659,7 +659,7 @@
"magisterkaEditor",
"Linux",
"DebugGame",
"/home/kuhy/Unreal Projects/magisterka/magisterka.uproject",
"/home/kuhy/praca_magisterska/games/unreal/magisterka/magisterka.uproject",
"-waitmutex"
],
"problemMatcher": "$msCompile",
@ -679,7 +679,7 @@
"magisterkaEditor",
"Linux",
"DebugGame",
"/home/kuhy/Unreal Projects/magisterka/magisterka.uproject",
"/home/kuhy/praca_magisterska/games/unreal/magisterka/magisterka.uproject",
"-waitmutex",
"-clean"
],
@ -697,7 +697,7 @@
"magisterkaEditor",
"Linux",
"Development",
"/home/kuhy/Unreal Projects/magisterka/magisterka.uproject",
"/home/kuhy/praca_magisterska/games/unreal/magisterka/magisterka.uproject",
"-waitmutex"
],
"problemMatcher": "$msCompile",
@ -714,7 +714,7 @@
"magisterkaEditor",
"Linux",
"Development",
"/home/kuhy/Unreal Projects/magisterka/magisterka.uproject",
"/home/kuhy/praca_magisterska/games/unreal/magisterka/magisterka.uproject",
"-waitmutex"
],
"problemMatcher": "$msCompile",
@ -734,7 +734,7 @@
"magisterkaEditor",
"Linux",
"Development",
"/home/kuhy/Unreal Projects/magisterka/magisterka.uproject",
"/home/kuhy/praca_magisterska/games/unreal/magisterka/magisterka.uproject",
"-waitmutex",
"-clean"
],
@ -752,7 +752,7 @@
{
"name": "Launch magisterka (Debug)",
"request": "launch",
"program": "/home/kuhy/Unreal Projects/magisterka/Binaries/Linux/UnrealGame-Linux-Debug",
"program": "/home/kuhy/praca_magisterska/games/unreal/magisterka/Binaries/Linux/UnrealGame-Linux-Debug",
"preLaunchTask": "magisterka Linux Debug Build",
"args": [
],
@ -764,7 +764,7 @@
{
"name": "Launch magisterka (DebugGame)",
"request": "launch",
"program": "/home/kuhy/Unreal Projects/magisterka/Binaries/Linux/UnrealGame-Linux-DebugGame",
"program": "/home/kuhy/praca_magisterska/games/unreal/magisterka/Binaries/Linux/UnrealGame-Linux-DebugGame",
"preLaunchTask": "magisterka Linux DebugGame Build",
"args": [
],
@ -776,7 +776,7 @@
{
"name": "Launch magisterka (Development)",
"request": "launch",
"program": "/home/kuhy/Unreal Projects/magisterka/Binaries/Linux/UnrealGame",
"program": "/home/kuhy/praca_magisterska/games/unreal/magisterka/Binaries/Linux/UnrealGame",
"preLaunchTask": "magisterka Linux Development Build",
"args": [
],
@ -788,7 +788,7 @@
{
"name": "Launch magisterka (Test)",
"request": "launch",
"program": "/home/kuhy/Unreal Projects/magisterka/Binaries/Linux/UnrealGame-Linux-Test",
"program": "/home/kuhy/praca_magisterska/games/unreal/magisterka/Binaries/Linux/UnrealGame-Linux-Test",
"preLaunchTask": "magisterka Linux Test Build",
"args": [
],
@ -800,7 +800,7 @@
{
"name": "Launch magisterka (Shipping)",
"request": "launch",
"program": "/home/kuhy/Unreal Projects/magisterka/Binaries/Linux/UnrealGame-Linux-Shipping",
"program": "/home/kuhy/praca_magisterska/games/unreal/magisterka/Binaries/Linux/UnrealGame-Linux-Shipping",
"preLaunchTask": "magisterka Linux Shipping Build",
"args": [
],
@ -815,7 +815,7 @@
"program": "/home/kuhy/aur/unreal-engine-bin/Engine/Binaries/Linux/UnrealEditor-Linux-Debug",
"preLaunchTask": "magisterkaEditor Linux Debug Build",
"args": [
"/home/kuhy/Unreal Projects/magisterka/magisterka.uproject"
"/home/kuhy/praca_magisterska/games/unreal/magisterka/magisterka.uproject"
],
"cwd": "/home/kuhy/aur/unreal-engine-bin",
"type": "cppdbg",
@ -828,7 +828,7 @@
"program": "/home/kuhy/aur/unreal-engine-bin/Engine/Binaries/Linux/UnrealEditor-Linux-DebugGame",
"preLaunchTask": "magisterkaEditor Linux DebugGame Build",
"args": [
"/home/kuhy/Unreal Projects/magisterka/magisterka.uproject"
"/home/kuhy/praca_magisterska/games/unreal/magisterka/magisterka.uproject"
],
"cwd": "/home/kuhy/aur/unreal-engine-bin",
"type": "cppdbg",
@ -841,7 +841,7 @@
"program": "/home/kuhy/aur/unreal-engine-bin/Engine/Binaries/Linux/UnrealEditor",
"preLaunchTask": "magisterkaEditor Linux Development Build",
"args": [
"/home/kuhy/Unreal Projects/magisterka/magisterka.uproject"
"/home/kuhy/praca_magisterska/games/unreal/magisterka/magisterka.uproject"
],
"cwd": "/home/kuhy/aur/unreal-engine-bin",
"type": "cppdbg",
@ -857,7 +857,7 @@
"args": [
"-projectfiles",
"-vscode",
"-project=/home/kuhy/Unreal Projects/magisterka/magisterka.uproject",
"-project=/home/kuhy/praca_magisterska/games/unreal/magisterka/magisterka.uproject",
"-game",
"-engine",
"-dotnet"