Add initial Throwable Actor implementation
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "Throwable.h"
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#include "PlayerCharacter.h"
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#include "Kismet/GameplayStatics.h"
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// Sets default values
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AThrowable::AThrowable()
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{
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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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PrimaryActorTick.bCanEverTick = false;
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StaticMeshComponent->SetCollisionProfileName(FName("NoCollision"));
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SphereComponent = CreateDefaultSubobject<USphereComponent>(TEXT("SphereComponent"));
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SphereComponent->SetSphereRadius(25.0f, true);
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SphereComponent->SetCollisionEnabled(ECollisionEnabled::QueryAndProbe);
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SphereComponent->SetCollisionProfileName(FName("IgnoreOnlyPawn"));
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SphereComponent->SetupAttachment(RootComponent);
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}
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// Called when the game starts or when spawned
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void AThrowable::BeginPlay()
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{
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Super::BeginPlay();
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SphereComponent->OnComponentBeginOverlap.AddDynamic(this, &AThrowable::OnOverlapBegin);
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auto playerCharacter = Cast<APlayerCharacter>(UGameplayStatics::GetPlayerCharacter(GetWorld(),0));
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auto playerForwardVector = playerCharacter->GetActorForwardVector();
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StaticMeshComponent->AddImpulse(playerForwardVector);
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}
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void AThrowable::OnOverlapBegin(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
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UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep,
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const FHitResult& SweepResult)
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{
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if (OtherActor)
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{
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if (auto healthComponent = GetComponentByClass<UHealthComponent>())
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{
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healthComponent->TakeDamage(this, healthComponent->GetMaxHealth(), nullptr,
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nullptr, this);
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}
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}
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}
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "ExplosiveActor.h"
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#include "Throwable.generated.h"
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UCLASS()
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class NAKATOMI_API AThrowable : public AExplosiveActor
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{
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GENERATED_BODY()
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private:
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UPROPERTY()
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USphereComponent* SphereComponent;
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public:
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// Sets default values for this actor's properties
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AThrowable();
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protected:
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// Called when the game starts or when spawned
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virtual void BeginPlay() override;
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public:
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UFUNCTION()
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virtual void OnOverlapBegin(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
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UPrimitiveComponent* OtherComp,
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int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult);
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};
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