2023-06-01 03:22:04 +02:00
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "ExplosiveActor.h"
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#include <Kismet/GameplayStatics.h>
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#include "NakatomiCharacter.h"
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// Sets default values
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AExplosiveActor::AExplosiveActor()
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{
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2023-06-23 22:06:18 +02:00
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// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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2023-06-01 03:22:04 +02:00
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PrimaryActorTick.bCanEverTick = false;
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HealthComponent = CreateDefaultSubobject<UHealthComponent>(TEXT("Health Component"));
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HealthComponent->OnDeath.BindUFunction(this, "Explode");
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StaticMeshComponent = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Static Mesh Component"));
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StaticMeshComponent->SetSimulatePhysics(true);
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}
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// Called when the game starts or when spawned
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void AExplosiveActor::BeginPlay()
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{
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Super::BeginPlay();
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}
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void AExplosiveActor::Explode()
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{
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FActorSpawnParameters SpawnParameters;
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SpawnParameters.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
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if (ExplosionParticleSystem)
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{
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2023-06-23 22:06:18 +02:00
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UGameplayStatics::SpawnEmitterAtLocation(this,
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ExplosionParticleSystem,
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this->ActorToWorld().GetLocation(),
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FRotator::ZeroRotator,
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true);
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2023-06-01 03:22:04 +02:00
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}
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2023-06-23 22:06:18 +02:00
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2023-06-01 03:22:04 +02:00
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TArray<FOverlapResult> outOverlaps;
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2023-06-23 22:06:18 +02:00
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GetWorld()->OverlapMultiByObjectType(outOverlaps,
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ActorToWorld().GetLocation(),
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FQuat::Identity,
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FCollisionObjectQueryParams::AllObjects,
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FCollisionShape::MakeSphere(ExplosionRadius));
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2023-06-01 03:22:04 +02:00
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for (FOverlapResult Overlaps : outOverlaps)
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{
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if (auto healthComponent = Overlaps.GetActor()->GetComponentByClass<UHealthComponent>())
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{
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2023-06-23 22:06:18 +02:00
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float distance = FVector::Distance(ActorToWorld().GetLocation(),
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Overlaps.GetActor()->ActorToWorld().GetLocation());
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2023-06-01 03:22:04 +02:00
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float scale = 1.f - (distance / ExplosionRadius);
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healthComponent->TakeDamage(Overlaps.GetActor(), scale * MaxDamage, nullptr, nullptr, this);
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}
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}
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if (FieldSystemActor)
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{
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FTransform transform;
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transform.SetLocation(this->ActorToWorld().GetLocation());
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auto field = GetWorld()->SpawnActor<AFieldSystemActor>(FieldSystemActor, transform, SpawnParameters);
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if (field)
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{
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field->Destroy();
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}
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}
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this->Destroy();
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}
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