Health and Damage
The player and enemies should have a health level that will decrease each time they are hit by a bullet. We'll store the health information in the Health component.
-
Create the Health component and copy the following code into it:
Health.h
#pragma once #include <UnigineComponentSystem.h> class Health : public Unigine::ComponentBase { public: COMPONENT_DEFINE(Health, Unigine::ComponentBase); // initial health level PROP_PARAM(Int, health, 5); // method indicating that the health value is less or equal to 0 bool isDead() { return health <= 0; } // method implementing damage application void takeDamage(int damage); };
Health.cpp
#include "Health.h" REGISTER_COMPONENT(Health); using namespace Unigine; using namespace Math; void Health::takeDamage(int damage) { // apply damage health = max(health - damage, 0); }
Save all the files that we modified and then build and run the application by hitting Ctrl + F5 to make the Component System update properties used to assign the components to nodes. Close the application after running it and switch to UnigineEditor.
-
Add it to the visuals node of the robot_enemy node.
- Add it to the player_hit_box node of the player node.
-
In order to use the Health component logic, we need to modify number of components.
In WeaponController code, add the following several lines to the part detecting that the player has hit an object:
WeaponController.h
#pragma once #include <UnigineComponentSystem.h> #include <UnigineVisualizer.h> #include "ShootInput.h" ${#HL}$ #include "VFXController.h" ${HL#}$ class WeaponController : public Unigine::ComponentBase { public: COMPONENT_DEFINE(WeaponController, Unigine::ComponentBase); PROP_PARAM(Node, shooting_camera, nullptr); PROP_PARAM(Node, shoot_input_node, nullptr); PROP_PARAM(Node, weapon_muzzle, nullptr); PROP_PARAM(Node, vfx_node, nullptr); Unigine::NodeDummyPtr weaponMuzzle; VFXController* vfx; Unigine::PlayerDummyPtr shootingCamera = nullptr; ShootInput *shootInput = nullptr; ${#HL}$ int damage = 1; ${HL#}$ // Intersection mask to define objects to be affected by bullets int mask = ~0; // declare methods to be called at the corresponding stages of the execution sequence COMPONENT_INIT(init); COMPONENT_UPDATE(update); void shoot(); protected: // world main loop overrides void init(); void update(); };
WeaponController.cpp
#include "WeaponController.h" ${#HL}$ #include "Health.h" ${HL#}$ REGISTER_COMPONENT(WeaponController); using namespace Unigine; using namespace Math; void WeaponController::shoot() { if (weaponMuzzle) vfx->onShoot(weaponMuzzle->getWorldTransform()); // set the line starting point (p0) in the camera position and end point (p1) in the point 100 units away in the camera view direction Vec3 p0 = shootingCamera->getWorldPosition(); Vec3 p1 = shootingCamera->getWorldPosition() + shootingCamera->getWorldDirection() * 100; // create an intersection-normal storage object WorldIntersectionNormalPtr hitInfo = WorldIntersectionNormal::create(); get the first object intersected by the (p0,p1) line Unigine::ObjectPtr hitObject = World::getIntersection(p0, p1, mask, hitInfo); // if the intersection is found if (hitObject) { // render the intersection normal to the surface in the hit point using Visualizer Visualizer::renderVector(hitInfo->getPoint(), hitInfo->getPoint() + hitInfo->getNormal(), vec4_red, 0.25f, false, 2.0f); // render the hit effect in the intersection point vfx->onHit(hitInfo->getPoint(), hitInfo->getNormal(), hitObject); ${#HL}$ // apply damage Health *health = ComponentSystem::get()->getComponent<Health>(hitObject); if (health) health->takeDamage(damage); ${HL#}$ } } void WeaponController::init() { // getting the camera to which the ShootInput component is assigned shootingCamera = checked_ptr_cast<Unigine::PlayerDummy>(shooting_camera.get()); } void WeaponController::update() { // handle user input: check if the 'fire' button is pressed if (shootInput->isShooting()) shoot(); }
In Bullet.cpp, let's add several lines after detecting that the player has been hit and just before removing the bullet in order to apply damage to the character and update the health information:
Bullet.cpp
#include "Bullet.h" #include "PlayerLogic.h" ${#HL}$ #include "Health.h" #include "HUD.h" ${HL#}$ #include <UnigineGame.h> REGISTER_COMPONENT(Bullet); using namespace Unigine; using namespace Math; void Bullet::update() { // set the current bullet position Vec3 currentPosition = node->getWorldPosition(); // set the direction of the bullet movement along the Y axis vec3 currentDirection = node->getWorldDirection(Math::AXIS_Y); // update bullet position along the trajectory according to the set speed node->setWorldPosition(node->getWorldPosition() + currentDirection * speed * Game::getIFps()); // find the intersection of the bullet's trajectory with some of objects Unigine::ObjectPtr hitObject = World::getIntersection(currentPosition, node->getWorldPosition(), intersectionMask, hitInfo); // if intersections weren't found, do nothing if (!hitObject) return; // otherwise load NodeReference with hit effect NodePtr hitEffect = World::loadNode(Unigine::FileSystem::guidToPath(FileSystem::getGUID(hitPrefab.getRaw()))); // set NodeReference to the hit point and set its direction according to the hit normal hitEffect->setParent(hitObject); hitEffect->setWorldPosition(hitInfo->getPoint()); hitEffect->setWorldDirection(hitInfo->getNormal(), vec3_up, Math::AXIS_Y); ${#HL}$ // check the hitObject, whether it is a player and whether it has a Health component Health *health = ComponentSystem::get()->getComponent<Health>(hitObject); if (health && ComponentSystem::get()->getComponentInParent<PlayerLogic>(hitObject)) { // apply damage from the bullet health->takeDamage(damage); // update player health info in HUD ComponentSystem::get()->getComponentInWorld<HUD>()->updateHealthInfo(health->health); } ${HL#}$ // delete the bullet node.deleteLater(); }
The robots that have zero health should be deleted from the scene. The Health component has the isDead() flag which is checked by the EnemyLogic component of the robot. If the flag is set to true, the node of that robot will be deleted. To do this, we will add the health property to the EnemyLogic component, initialize it in init() and then we'll check the health level of the enemy robot every frame in update() and remove it if necessary:
EnemyLogic.h
#pragma once
#include <UnigineComponentSystem.h>
#include <UniginePathFinding.h>
#include <UnigineVisualizer.h>
${#HL}$
#include "Health.h" ${HL#}$
#include "EnemyFireController.h"
class EnemyLogic :
public Unigine::ComponentBase
{
public:
COMPONENT_DEFINE(EnemyLogic, Unigine::ComponentBase);
// declare the enemy states
enum EnemyLogicState
{
Idle,
Chase,
Attack,
};
PROP_PARAM(Node, player, nullptr);
PROP_PARAM(Node, intersectionSocket, nullptr);
PROP_PARAM(Mask, playerIntersectionMask, ~0);
PROP_PARAM(File, hitPrefab, "");
PROP_PARAM(Float, reachRadius, 0.5);
PROP_PARAM(Float, attackInnerRadius, 5.0f);
PROP_PARAM(Float, attackOuterRadius, 7.0f);
PROP_PARAM(Float, speed, 1.0f);
PROP_PARAM(Float, rotationStiffness, 8);
PROP_PARAM(Float, routeRecalculationInterval, 3.0f);
PROP_PARAM(Int, damage, 1);
PROP_PARAM(Mask, intersectionMask, ~0);
// declare methods to be called at the corresponding stages of the execution sequence
COMPONENT_INIT(init);
COMPONENT_UPDATE(update);
protected:
// world main loop overrides
void init();
void update();
bool isTargetVisible();
void updateRoute();
void updateTargetState();
void updateOrientation();
void processIdleState();
void processChaseState();
void processAttackState();
private:
// initializing the enemy state
EnemyLogicState currentState = EnemyLogicState::Idle;
bool targetIsVisible;
Unigine::Math::Vec3 lastSeenPosition;
Unigine::Math::vec3 lastSeenDirection;
float lastSeenDistanceSqr;
Unigine::BodyRigidPtr bodyRigid = nullptr;
Unigine::WorldIntersectionPtr hitInfo = Unigine::WorldIntersection::create();
Unigine::Vector<Unigine::NodePtr> hitExcludes;
EnemyFireController *fireController = nullptr;
${#HL}$
Health *health = nullptr; ${HL#}$
// creating a queue for route points
Unigine::Vector<Unigine::Math::Vec3> calculatedRoute;
Unigine::PathRoutePtr route = Unigine::PathRoute::create();
bool shouldUpdateRoute = true;
float lastCalculationTime = 0.0f;
};
EnemyLogic.cpp
#include "EnemyLogic.h"
REGISTER_COMPONENT(EnemyLogic);
using namespace Unigine;
using namespace Math;
bool EnemyLogic::isTargetVisible()
{
Vec3 direction = (player->getWorldPosition() - intersectionSocket->getWorldPosition());
Vec3 p0 = intersectionSocket->getWorldPosition();
Vec3 p1 = p0 + direction;
Unigine::ObjectPtr hitObject = World::getIntersection(p0, p1, playerIntersectionMask.get(), hitExcludes, hitInfo);
if (!hitObject)
return false;
return player->getID() == hitObject->getID();
}
void EnemyLogic::updateRoute()
{
if (Game::getTime() - lastCalculationTime < routeRecalculationInterval)
return;
if (shouldUpdateRoute)
{
// calculate the route to the player
route->create2D(node->getWorldPosition(), lastSeenPosition, 1);
shouldUpdateRoute = false;
}
// if route calculation is over
if (route->isReady())
{
// check if the target point was reached
if (route->isReached())
{
// clear the queue of path points
calculatedRoute.clear();
// add all root points to the queue
for (int i = 1; i < route->getNumPoints(); ++i)
calculatedRoute.append(route->getPoint(i));
shouldUpdateRoute = true;
lastCalculationTime = Game::getTime();
}
else
// recalculate the route if the target point wasn't reached
shouldUpdateRoute = true;
}
}
void EnemyLogic::updateTargetState()
{
// refresh the current visibility state
targetIsVisible = isTargetVisible();
// if the player is visible, remember his latest registered position
if (targetIsVisible)
lastSeenPosition = player->getWorldPosition();
lastSeenDirection = (vec3)(lastSeenPosition - node->getWorldPosition());
lastSeenDistanceSqr = lastSeenDirection.length2();
lastSeenDirection.normalize();
}
void EnemyLogic::updateOrientation()
{
vec3 direction = lastSeenDirection;
direction.z = 0.0f;
quat targetRotation = quat(Math::setTo(vec3_zero, direction.normalize(), vec3_up, Math::AXIS_Y));
quat currentRotation = node->getWorldRotation();
currentRotation = Math::slerp(currentRotation, targetRotation, Game::getIFps() * rotationStiffness);
node->setWorldRotation(currentRotation);
}
void EnemyLogic::processIdleState()
{
// if the target is visible (player) - shift Idle -> Chase
if (targetIsVisible)
currentState = EnemyLogicState::Chase;
}
void EnemyLogic::processChaseState()
{
vec3 currentVelocity = bodyRigid->getLinearVelocity();
currentVelocity.x = 0.0f;
currentVelocity.y = 0.0f;
if (calculatedRoute.size() > 0)
{
float distanceToTargetSqr = (calculatedRoute.first() - node->getWorldPosition()).length2();
bool targetReached = (distanceToTargetSqr < reachRadius* reachRadius);
if (targetReached)
calculatedRoute.removeFirst();
if (calculatedRoute.size() > 0)
{
vec3 direction = calculatedRoute.first() - node->getWorldPosition();
direction.z = 0.0f;
direction.normalize();
currentVelocity.x = direction.x * speed;
currentVelocity.y = direction.y * speed;
}
}
// check distance and shift Chase -> Attack
if (!targetIsVisible)
currentState = EnemyLogicState::Idle;
// check distance and shift Chase -> Attack
else if (lastSeenDistanceSqr < attackInnerRadius * attackInnerRadius)
{
currentState = EnemyLogicState::Attack;
currentVelocity.x = 0.0f;
currentVelocity.y = 0.0f;
// start shooting
if (fireController)
fireController->startFiring();
}
bodyRigid->setLinearVelocity(currentVelocity);
}
void EnemyLogic::processAttackState()
{
// check distance and shift Attack -> Chase
if (!targetIsVisible || lastSeenDistanceSqr > attackOuterRadius * attackOuterRadius)
{
currentState = EnemyLogicState::Chase;
// stop shooting
if (fireController)
fireController->stopFiring();
}
}
void EnemyLogic::init()
{
// initialize the parameters of the point moving along the path within navigational mesh
route->setRadius(0.0f);
route->setHeight(1.0f);
route->setMaxAngle(0.5f);
bodyRigid = node->getObjectBodyRigid();
hitExcludes.append(node);
hitExcludes.append(node->getChild(0));
targetIsVisible = false;
// getting the EnemyFireController component
fireController = ComponentSystem::get()->getComponent<EnemyFireController>(node);
${#HL}$
// getting the Health component
health = ComponentSystem::get()->getComponentInChildren<Health>(node); ${HL#}$
shouldUpdateRoute = true;
lastCalculationTime = Game::getTime();
}
void EnemyLogic::update()
{
${#HL}$
// check the enemy's health
if (health && health->isDead())
// remove the enemy, if its health is reduced to zero
node.deleteLater(); ${HL#}$
updateTargetState();
updateOrientation();
updateRoute();
// switching between the enemy states
switch (currentState)
{
case EnemyLogicState::Idle: processIdleState(); break;
case EnemyLogicState::Chase: processChaseState(); break;
case EnemyLogicState::Attack: processAttackState(); break;
}
// changing color depending on the current state
vec4 color = vec4_black;
switch (currentState)
{
case EnemyLogicState::Idle: color = vec4_blue; break;
case EnemyLogicState::Chase: color = vec4(1.0f, 1.0f, 0.0f, 1.0f); break;
case EnemyLogicState::Attack: color = vec4_red; break;
}
// visualize the enemy states
Visualizer::renderPoint3D(node->getWorldPosition() + vec3_up * 2.0f, 0.25f, color);
Visualizer::renderPoint3D(node->getWorldPosition() + vec3_up * 3.0f, 0.25f, isTargetVisible() ? vec4_green : vec4_red);
Visualizer::renderPoint3D(lastSeenPosition, 0.1f, vec4(1.0f, 0.0f, 1.0f, 1.0f));
// visualize the attack radius
Visualizer::renderSphere(attackInnerRadius, node->getWorldTransform(), vec4_red);
Visualizer::renderSphere(attackOuterRadius, node->getWorldTransform(), vec4_red);
// visualize the route points
for(Vec3 route_point: calculatedRoute)
Visualizer::renderPoint3D(route_point + vec3_up, 0.25f, vec4_black);
}
We need to add the same check for the player, only instead of deleting it (in this case we'll just delete the main camera and see nothing else) we'll just make it immovable by disabling several components.
-
Create the PlayerLogic component and add the following code into it:
PlayerLogic.h
#pragma once #include <UnigineComponentSystem.h> #include "Health.h" class PlayerLogic : public Unigine::ComponentBase { public: COMPONENT_DEFINE(PlayerLogic, Unigine::ComponentBase); // declare methods to be called at the corresponding stages of the execution sequence COMPONENT_INIT(init,2); COMPONENT_UPDATE(update); private: // player's health Health *health = nullptr; // world main loop overrides void init(); void update(); };
PlayerLogic.cpp
#include "PlayerLogic.h" #include "FirstPersonController.h" #include "HUD.h" #include "WeaponController.h" #include "ShootInput.h" REGISTER_COMPONENT(PlayerLogic); using namespace Unigine; using namespace Math; void PlayerLogic::init() { // take the Health component from a node health = ComponentSystem::get()->getComponentInChildren<Health>(node); // updating info on initial player's health ComponentSystem::get()->getComponentInWorld<HUD>()->updateHealthInfo(health->health); } void PlayerLogic::update() { // checking if the isDead flag is set if (health && health->isDead()) { // make the player immovable by disabling the components ComponentSystem::get()->getComponent<FirstPersonController>(node)->setEnabled(false); ComponentSystem::get()->getComponent<WeaponController>(node)->setEnabled(false); ComponentSystem::get()->getComponent<ShootInput>(node)->setEnabled(false); } }
Save all the files that we modified and then build and run the application by hitting Ctrl + F5 to make the Component System update properties used to assign the components to nodes. Close the application after running it and switch to UnigineEditor.
- Add the PlayerLogic component to the player node.
Let's also add displaying of player's health information in the HUD. To do this, we will add a few lines to the init() method and add the updateHealthInfo() method to update the value in the GUI widget in the HUD component's code:
HUD.h
#pragma once
#include <UnigineComponentSystem.h>
#include <UnigineGui.h>
class HUD :
public Unigine::ComponentBase
{
public:
COMPONENT_DEFINE(HUD, Unigine::ComponentBase);
// crosshair parameters
PROP_PARAM(File, crosshairImage, "");
PROP_PARAM(Int, crosshairSize, 16);
// declare methods to be called at the corresponding stages of the execution sequence
COMPONENT_INIT(init);
COMPONENT_UPDATE(update);
// link to the screen GUI
Unigine::GuiPtr screenGui = nullptr;
${#HL}$
void updateHealthInfo(int health); ${HL#}$
protected:
Unigine::WidgetSpritePtr sprite = nullptr;
${#HL}$
// label to display player's health
Unigine::WidgetLabelPtr label = nullptr; ${HL#}$
Unigine::Math::ivec2 prev_size;
// world main loop overrides
void init();
void update();
};
HUD.cpp
#include "HUD.h"
#include <UnigineGame.h>
REGISTER_COMPONENT(HUD);
using namespace Unigine;
using namespace Math;
void HUD::init()
{
// get the current screen GUI
screenGui = Gui::getCurrent();
// add WidgetSprite for crosshair
if (crosshairImage != "")
sprite = WidgetSprite::create(screenGui, Unigine::FileSystem::guidToPath(FileSystem::getGUID(crosshairImage.getRaw())));
// set the sprite size
sprite->setWidth(crosshairSize);
sprite->setHeight(crosshairSize);
// add the sprite to GUI so that it would always be in the center of the screen and overlap other widgets
screenGui->addChild(sprite, Gui::ALIGN_CENTER | Gui::ALIGN_OVERLAP);
// bind the widget lifetime to the world
sprite->setLifetime(Widget::LIFETIME_WORLD);
${#HL}$
// adding a WidgetLabel to display player's health and setting font size
label = WidgetLabel::create(screenGui, "");
label->setFontSize(50);
label->setPosition(10, 10);
label->setLifetime(Widget::LIFETIME_WORLD);
// adding the widget to GUI
screenGui->addChild(label, Gui::ALIGN_TOP | Gui::ALIGN_LEFT | Gui::ALIGN_OVERLAP); ${HL#}$
}
void HUD::update()
{
ivec2 new_size = screenGui->getSize();
if (prev_size != new_size)
{
screenGui->removeChild(sprite);
screenGui->addChild(sprite, Gui::ALIGN_CENTER | Gui::ALIGN_OVERLAP);
}
prev_size = new_size;
}
${#HL}$
// updating the player's current health level
void HUD::updateHealthInfo(int health)
{
label->setText(Unigine::String::format("Health: %d", health));
} ${HL#}$
Save all the files that we modified and then build and run the application by hitting Ctrl + F5 to make the Component System update properties used to assign the components to nodes. Close the application after running it and switch to UnigineEditor.