Make Throwable Explode() on impact
This commit is contained in:
parent
d3e775758d
commit
6c0e0fe395
BIN
Content/Characters/Y_Bot/Y_Bot_PhysicsAsset.uasset (Stored with Git LFS)
BIN
Content/Characters/Y_Bot/Y_Bot_PhysicsAsset.uasset (Stored with Git LFS)
Binary file not shown.
BIN
Content/Characters/Y_Bot/Y_Bot_Skeleton.uasset (Stored with Git LFS)
BIN
Content/Characters/Y_Bot/Y_Bot_Skeleton.uasset (Stored with Git LFS)
Binary file not shown.
BIN
Content/Player/PlayerCharacter.uasset (Stored with Git LFS)
BIN
Content/Player/PlayerCharacter.uasset (Stored with Git LFS)
Binary file not shown.
BIN
Content/Weapons/Machinegun/Machinegun.uasset (Stored with Git LFS)
BIN
Content/Weapons/Machinegun/Machinegun.uasset (Stored with Git LFS)
Binary file not shown.
Binary file not shown.
|
@ -12,16 +12,13 @@ AThrowable::AThrowable()
|
|||
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
|
||||
PrimaryActorTick.bCanEverTick = false;
|
||||
|
||||
StaticMeshComponent->SetCollisionProfileName(FName("PhysicsActor"));
|
||||
StaticMeshComponent->SetCollisionProfileName(FName("BlockAll"));
|
||||
StaticMeshComponent->SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics);
|
||||
StaticMeshComponent->SetCollisionObjectType(ECC_WorldDynamic);
|
||||
StaticMeshComponent->SetSimulatePhysics(true);
|
||||
StaticMeshComponent->SetGenerateOverlapEvents(true);
|
||||
StaticMeshComponent->SetNotifyRigidBodyCollision(true);
|
||||
SetRootComponent(StaticMeshComponent);
|
||||
|
||||
SphereComponent = CreateDefaultSubobject<USphereComponent>(TEXT("SphereComponent"));
|
||||
SphereComponent->SetSphereRadius(25.0f, true);
|
||||
SphereComponent->SetCollisionEnabled(ECollisionEnabled::QueryAndProbe);
|
||||
SphereComponent->SetCollisionProfileName(FName("IgnoreOnlyPawn"));
|
||||
SphereComponent->SetupAttachment(RootComponent);
|
||||
}
|
||||
|
||||
// Called when the game starts or when spawned
|
||||
|
@ -29,18 +26,19 @@ void AThrowable::BeginPlay()
|
|||
{
|
||||
Super::BeginPlay();
|
||||
|
||||
SphereComponent->OnComponentBeginOverlap.AddDynamic(this, &AThrowable::OnOverlapBegin);
|
||||
auto playerCharacter = Cast<APlayerCharacter>(UGameplayStatics::GetPlayerCharacter(GetWorld(), 0));
|
||||
StaticMeshComponent->OnComponentHit.AddDynamic(this, &AThrowable::OnOverlapBegin);
|
||||
|
||||
auto playerCharacter = UGameplayStatics::GetPlayerCharacter(GetWorld(), 0);
|
||||
auto playerForwardVector = playerCharacter->GetActorForwardVector();
|
||||
playerForwardVector.Z = ImpulseAngle;
|
||||
|
||||
StaticMeshComponent->AddImpulse(playerForwardVector * ImpulseForce);
|
||||
}
|
||||
|
||||
void AThrowable::OnOverlapBegin(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
|
||||
UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep,
|
||||
const FHitResult& SweepResult)
|
||||
void AThrowable::OnOverlapBegin(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp,
|
||||
FVector NormalImpulse, const FHitResult& Hit)
|
||||
{
|
||||
if (OtherActor)
|
||||
if (!OtherActor->ActorHasTag(FName("Player")) && OtherActor != this)
|
||||
{
|
||||
if (HealthComponent)
|
||||
{
|
||||
|
|
|
@ -12,16 +12,14 @@ class NAKATOMI_API AThrowable : public AExplosiveActor
|
|||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, meta = (ClampMin = "0.0"))
|
||||
float ImpulseForce = 10000.f;
|
||||
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, meta = (ClampMin = "0.0", ClampMax = "1.0"))
|
||||
float ImpulseAngle = 0.5f;
|
||||
|
||||
protected:
|
||||
|
||||
UPROPERTY()
|
||||
protected:
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
|
||||
USphereComponent* SphereComponent;
|
||||
|
||||
public:
|
||||
|
@ -33,12 +31,9 @@ protected:
|
|||
virtual void BeginPlay() override;
|
||||
|
||||
public:
|
||||
|
||||
UFUNCTION()
|
||||
virtual void OnOverlapBegin(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
|
||||
UPrimitiveComponent* OtherComp,
|
||||
int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult);
|
||||
virtual void OnOverlapBegin(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp,
|
||||
FVector NormalImpulse, const FHitResult& Hit);
|
||||
|
||||
USphereComponent* GetSphereComponent() const { return SphereComponent; }
|
||||
|
||||
};
|
||||
|
|
|
@ -49,7 +49,7 @@ protected:
|
|||
TSubclassOf<class ANakatomiFieldSystemActor> FieldSystemActor;
|
||||
|
||||
UPROPERTY(EditDefaultsOnly)
|
||||
TSubclassOf<AWeaponThrowable> WeaponThrowableTemplate;
|
||||
TSubclassOf<class AWeaponThrowable> WeaponThrowableTemplate;
|
||||
|
||||
public:
|
||||
// Sets default values for this actor's properties
|
||||
|
|
|
@ -9,28 +9,37 @@
|
|||
AWeaponThrowable::AWeaponThrowable()
|
||||
{
|
||||
WeaponSkeletalMeshComponent = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("Skeletal Mesh Component"));
|
||||
WeaponSkeletalMeshComponent->SetCollisionProfileName(FName("PhysicsActor"));
|
||||
WeaponSkeletalMeshComponent->SetCollisionProfileName(FName("BlockAll"));
|
||||
WeaponSkeletalMeshComponent->SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics);
|
||||
WeaponSkeletalMeshComponent->SetCollisionObjectType(ECC_WorldDynamic);
|
||||
WeaponSkeletalMeshComponent->SetSimulatePhysics(true);
|
||||
WeaponSkeletalMeshComponent->SetGenerateOverlapEvents(true);
|
||||
WeaponSkeletalMeshComponent->SetNotifyRigidBodyCollision(true);
|
||||
SetRootComponent(WeaponSkeletalMeshComponent);
|
||||
}
|
||||
|
||||
void AWeaponThrowable::BeginPlay()
|
||||
{
|
||||
Super::BeginPlay();
|
||||
|
||||
auto playerCharacter = Cast<APlayerCharacter>(UGameplayStatics::GetPlayerCharacter(GetWorld(), 0));
|
||||
|
||||
WeaponSkeletalMeshComponent->OnComponentHit.AddDynamic(this, &AWeaponThrowable::OnOverlapBegin);
|
||||
|
||||
auto playerCharacter = UGameplayStatics::GetPlayerCharacter(GetWorld(), 0);
|
||||
auto playerForwardVector = playerCharacter->GetActorForwardVector();
|
||||
playerForwardVector.Z = ImpulseAngle;
|
||||
|
||||
WeaponSkeletalMeshComponent->AddImpulse(playerForwardVector * ImpulseForce);
|
||||
}
|
||||
|
||||
void AWeaponThrowable::SetWeaponSkeletalMesh(USkeletalMesh* SkeletalMesh)
|
||||
{
|
||||
WeaponSkeletalMeshComponent->SetSkeletalMesh(SkeletalMesh);
|
||||
|
||||
auto playerCharacter = Cast<APlayerCharacter>(UGameplayStatics::GetPlayerCharacter(GetWorld(), 0));
|
||||
auto playerForwardVector = playerCharacter->GetActorForwardVector();
|
||||
playerForwardVector.Z = ImpulseAngle;
|
||||
WeaponSkeletalMeshComponent->AddImpulse(playerForwardVector * ImpulseForce);
|
||||
|
||||
if (auto playerCharacter = UGameplayStatics::GetPlayerCharacter(GetWorld(), 0))
|
||||
{
|
||||
auto playerForwardVector = playerCharacter->GetActorForwardVector();
|
||||
playerForwardVector.Z = ImpulseAngle;
|
||||
|
||||
WeaponSkeletalMeshComponent->AddImpulse(playerForwardVector * ImpulseForce);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -15,9 +15,9 @@ class NAKATOMI_API AWeaponThrowable : public AThrowable
|
|||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
|
||||
USkeletalMeshComponent* WeaponSkeletalMeshComponent;
|
||||
|
||||
|
||||
public:
|
||||
// Sets default values for this actor's properties
|
||||
AWeaponThrowable();
|
||||
|
@ -27,6 +27,5 @@ protected:
|
|||
virtual void BeginPlay() override;
|
||||
|
||||
public:
|
||||
|
||||
void SetWeaponSkeletalMesh(USkeletalMesh* SkeletalMesh);
|
||||
};
|
||||
|
|
Loading…
Reference in New Issue