Add barebones weapon pickup

This commit is contained in:
Louis Hobbs 2023-01-06 01:33:26 +00:00
parent 86b34b7226
commit 2d48d7c703
4 changed files with 108 additions and 0 deletions

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Content/Weapons/Pickups/TestWeaponPickup.uasset (Stored with Git LFS) Normal file

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Content/Weapons/TestWeapon.uasset (Stored with Git LFS) Normal file

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// Fill out your copyright notice in the Description page of Project Settings.
#include "WeaponPickup.h"
// Sets default values
AWeaponPickup::AWeaponPickup()
{
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
PrimaryActorTick.SetTickFunctionEnable(true);
PrimaryActorTick.bStartWithTickEnabled = true;
SphereComponent = CreateDefaultSubobject<USphereComponent>(TEXT("SphereComponent"));
SphereComponent->SetupAttachment(RootComponent);
}
// Called when the game starts or when spawned
void AWeaponPickup::BeginPlay()
{
Super::BeginPlay();
FActorSpawnParameters SpawnParameters;
SpawnParameters.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
WeaponComponent = GetWorld()->SpawnActor<AWeapon>(Weapon, SpawnParameters);
FAttachmentTransformRules TransformRules = FAttachmentTransformRules(EAttachmentRule::SnapToTarget, EAttachmentRule::SnapToTarget, EAttachmentRule::SnapToTarget, true);
WeaponComponent->AttachToComponent(RootComponent, TransformRules);
WeaponComponent->SetActorRelativeLocation(FVector(0.0f, 0.0f, 5.0f));
WeaponComponent->SetActorEnableCollision(false);
WeaponStartingLocation = WeaponComponent->GetActorLocation();
}
// Called every frame
void AWeaponPickup::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
// Rotate Weapon in desired direction
WeaponComponent->AddActorLocalRotation((SpinRotation * RotationSpeed) * DeltaTime);
// Bob weapon up and down
float Time = GetWorld()->GetRealTimeSeconds();
float Sine = FMath::Sin(Time * MovementSpeed);
WeaponComponent->SetActorLocation(WeaponStartingLocation + (MovementDirection * Sine));
}

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "Components/SphereComponent.h"
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "Weapon.h"
#include "WeaponPickup.generated.h"
UCLASS()
class NAKATOMI_API AWeaponPickup : public AActor
{
GENERATED_BODY()
public:
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
TSubclassOf<class AWeapon> Weapon;
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
FVector MovementDirection = FVector(0.0f, 1.0f, 0.0f);
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
float MovementSpeed = 1.0f;
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
FRotator SpinRotation = FRotator(0, 1, 0);
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
float RotationSpeed = 1.0f;
private:
USphereComponent* SphereComponent;
AWeapon* WeaponComponent;
FVector WeaponStartingLocation;
public:
// Sets default values for this actor's properties
AWeaponPickup();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
};