Add initial Throwable Actor implementation
This commit is contained in:
parent
cb46d98936
commit
7569f2d792
|
@ -0,0 +1,47 @@
|
|||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
|
||||
#include "Throwable.h"
|
||||
|
||||
#include "PlayerCharacter.h"
|
||||
#include "Kismet/GameplayStatics.h"
|
||||
|
||||
// Sets default values
|
||||
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("NoCollision"));
|
||||
|
||||
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
|
||||
void AThrowable::BeginPlay()
|
||||
{
|
||||
Super::BeginPlay();
|
||||
|
||||
SphereComponent->OnComponentBeginOverlap.AddDynamic(this, &AThrowable::OnOverlapBegin);
|
||||
auto playerCharacter = Cast<APlayerCharacter>(UGameplayStatics::GetPlayerCharacter(GetWorld(),0));
|
||||
auto playerForwardVector = playerCharacter->GetActorForwardVector();
|
||||
StaticMeshComponent->AddImpulse(playerForwardVector);
|
||||
}
|
||||
|
||||
void AThrowable::OnOverlapBegin(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
|
||||
UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep,
|
||||
const FHitResult& SweepResult)
|
||||
{
|
||||
if (OtherActor)
|
||||
{
|
||||
if (auto healthComponent = GetComponentByClass<UHealthComponent>())
|
||||
{
|
||||
healthComponent->TakeDamage(this, healthComponent->GetMaxHealth(), nullptr,
|
||||
nullptr, this);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,34 @@
|
|||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "ExplosiveActor.h"
|
||||
#include "Throwable.generated.h"
|
||||
|
||||
UCLASS()
|
||||
class NAKATOMI_API AThrowable : public AExplosiveActor
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
private:
|
||||
|
||||
UPROPERTY()
|
||||
USphereComponent* SphereComponent;
|
||||
|
||||
public:
|
||||
// Sets default values for this actor's properties
|
||||
AThrowable();
|
||||
|
||||
protected:
|
||||
// Called when the game starts or when spawned
|
||||
virtual void BeginPlay() override;
|
||||
|
||||
public:
|
||||
|
||||
UFUNCTION()
|
||||
virtual void OnOverlapBegin(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
|
||||
UPrimitiveComponent* OtherComp,
|
||||
int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult);
|
||||
|
||||
};
|
Loading…
Reference in New Issue