Add Particle Effects and Sound Effect
This commit is contained in:
parent
adef6ecc54
commit
6ad454a881
|
@ -2,6 +2,9 @@
|
||||||
|
|
||||||
|
|
||||||
#include "Pickup.h"
|
#include "Pickup.h"
|
||||||
|
|
||||||
|
#include <Kismet/GameplayStatics.h>
|
||||||
|
|
||||||
#include "PlayerCharacter.h"
|
#include "PlayerCharacter.h"
|
||||||
|
|
||||||
// Sets default values
|
// Sets default values
|
||||||
|
@ -50,6 +53,20 @@ void APickup::OnOverlapBegin(UPrimitiveComponent* OverlappedComponent, AActor* O
|
||||||
{
|
{
|
||||||
if (Cast<APlayerCharacter>(OtherActor))
|
if (Cast<APlayerCharacter>(OtherActor))
|
||||||
{
|
{
|
||||||
|
if (FireSound)
|
||||||
|
{
|
||||||
|
UGameplayStatics::PlaySoundAtLocation(this, FireSound, this->ActorToWorld().GetLocation());
|
||||||
|
}
|
||||||
|
|
||||||
|
if (ParticleSystem)
|
||||||
|
{
|
||||||
|
UGameplayStatics::SpawnEmitterAtLocation(this,
|
||||||
|
ParticleSystem,
|
||||||
|
this->ActorToWorld().GetLocation(),
|
||||||
|
FRotator::ZeroRotator,
|
||||||
|
true);
|
||||||
|
}
|
||||||
|
|
||||||
this->Destroy();
|
this->Destroy();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -25,6 +25,12 @@ public:
|
||||||
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
|
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
|
||||||
FColor LightColor = FColor::White;
|
FColor LightColor = FColor::White;
|
||||||
|
|
||||||
|
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
|
||||||
|
USoundBase* FireSound;
|
||||||
|
|
||||||
|
UPROPERTY(EditDefaultsOnly)
|
||||||
|
UParticleSystem* ParticleSystem;
|
||||||
|
|
||||||
private:
|
private:
|
||||||
UPROPERTY()
|
UPROPERTY()
|
||||||
USphereComponent* SphereComponent;
|
USphereComponent* SphereComponent;
|
||||||
|
|
Loading…
Reference in New Issue