//tick中检测冷却,只在服务器进行
void AAICharacterBase::CheckInterval()
{
if (HasAuthority() == true && State == EAICharacterState::Normal && CurClipBullet > 0)
{
if (LastFireTime + FireInterval < UKismetSystemLibrary::GetGameTimeInSeconds(GetWorld()))
bIntervalFinish = true;
}
}
//是否可以开火判定
bool AAICharacterBase::CanFire() const
{
if (State != EAICharacterState::Normal)
return false;
//弹夹中没有子弹
if (CurClipBullet <= 0)
return false;
//是否冷却完毕,该值为Replicated值,由服务器在tick中判定,然后复制给客户端
return bIntervalFinish;
}
//Fire
void AAICharacterBase::Fire()
{
//如果可以开火,则调用服务器的开火事件
if (CanFire())
FireServer();
}
//开火的服务器事件
void AAICharacterBase::FireServer_Implementation()
{
//只在服务器端记录上次开火事件
LastFireTime = UKismetSystemLibrary::GetGameTimeInSeconds(GetWorld());
bIntervalFinish = false;
if (CurClipBullet > MaxClipBullet)
CurClipBullet = MaxClipBullet;
if (CurClipBullet > 0)
CurClipBullet--;
FRotator FireRotator = GetActorRotation();
//子弹扩散
FireRotator.Yaw += UKismetMathLibrary::RandomFloatInRange(-1.f * DiffuseRadian, DiffuseRadian);
FireRotator.Pitch += UKismetMathLibrary::RandomFloatInRange(-1.f * DiffuseRadian, DiffuseRadian);
//调用开火的多播事件
FireNetwork(FireRotator);
}
//服务器事件的验证,返回false时候,服务器会把该客户端踢掉
bool AAICharacterBase::FireServer_Validate()
{
return true;
}
//开火的多播事件
void AAICharacterBase::FireNetwork_Implementation(FRotator FireRotator)
{
if (State != EAICharacterState::Normal)
return;
//判定该端是否为专用服,专用服不用表现音效和特效等
if (UKismetSystemLibrary::IsDedicatedServer(GetWorld()) == false)
{
FireParticle->SetActive(true, true);
FireParticle->SetWorldRotation(FireRotator, false);
}
//产生子弹
if (ProjectileClass)
{
FActorSpawnParameters SpawnParams;
SpawnParams.Owner = this;
SpawnParams.Instigator = Instigator;
FVector FireLocation = FireParticle->K2_GetComponentLocation();
AProjectileActor* Projectile = GetWorld()->SpawnActor(ProjectileClass, FireLocation, FireRotator, SpawnParams);
//调用到蓝图,在蓝图中处理一部分开火时候的事件
FireEvent();
}
}