Use NiagaraSystem to spawn Particle Effects on bullet impact
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cda5b81484
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@ -4,6 +4,7 @@
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#include "EnemyAIController.h"
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#include "EnemyHealthComponent.h"
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#include "InteractableComponent.h"
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#include "NiagaraFunctionLibrary.h"
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#include "BehaviorTree/BehaviorTree.h"
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#include "BehaviorTree/BlackboardComponent.h"
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#include "BehaviorTree/BlackboardData.h"
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@ -33,8 +34,9 @@ void AEnemyCharacter::OnFire()
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CurrentWeapon->SetCurrentWeaponStatus(Firing);
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TArray<FHitResult> Hits = TArray<FHitResult>();
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CalculateHits(&Hits);
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ProcessHits(Hits);
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FVector direction = FVector::ZeroVector;
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CalculateHits(&Hits, &direction);
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ProcessHits(Hits, direction);
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CurrentWeapon->PlayFireSoundAtLocation(GetActorLocation());
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@ -68,7 +70,7 @@ void AEnemyCharacter::PlayOnFireAnimations()
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Super::PlayOnFireAnimations();
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}
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void AEnemyCharacter::CalculateHits(TArray<FHitResult>* hits)
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void AEnemyCharacter::CalculateHits(TArray<FHitResult>* hits, FVector* dir)
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{
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// Set up randomness
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const int32 RandomSeed = FMath::Rand();
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@ -108,7 +110,7 @@ void AEnemyCharacter::CalculateHits(TArray<FHitResult>* hits)
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}
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}
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void AEnemyCharacter::ProcessHits(TArray<FHitResult> hits)
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void AEnemyCharacter::ProcessHits(TArray<FHitResult> hits, FVector dir)
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{
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for (FHitResult Hit : hits)
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{
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@ -117,10 +119,18 @@ void AEnemyCharacter::ProcessHits(TArray<FHitResult> hits)
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SpawnParameters.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
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// Spawn field actor
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FTransform transform;
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transform.SetLocation(Hit.ImpactPoint);
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auto field = GetWorld()->SpawnActor<AFieldSystemActor>(CurrentWeapon->GetFieldSystemActor(), transform,
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SpawnParameters);
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if (CurrentWeapon->GetFieldSystemActor())
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{
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FTransform transform;
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transform.SetLocation(Hit.ImpactPoint);
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auto field = GetWorld()->SpawnActor<AFieldSystemActor>(CurrentWeapon->GetFieldSystemActor(), transform,
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SpawnParameters);
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if (field)
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{
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field->Destroy();
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}
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}
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if (Hit.GetActor())
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{
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@ -135,6 +145,36 @@ void AEnemyCharacter::ProcessHits(TArray<FHitResult> hits)
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GetController(), this);
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}
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}
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auto staticMeshComponent = Hit.GetActor()->GetComponentByClass<UStaticMeshComponent>();
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if (staticMeshComponent && !staticMeshComponent->IsSimulatingPhysics() && CurrentWeapon->GetDecalActor())
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{
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FTransform transform;
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transform.SetLocation(Hit.ImpactPoint);
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auto decalActor = GetWorld()->SpawnActor<ADecalActor>(CurrentWeapon->GetDecalActor(), transform,
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SpawnParameters);
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auto rot = Hit.ImpactNormal.Rotation();
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rot.Roll += 90.0f;
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rot.Yaw += 180.0f;
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decalActor->SetActorRotation(rot);
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}
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if (staticMeshComponent && !staticMeshComponent->IsSimulatingPhysics() &&
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CurrentWeapon->GetImpactParticleSystem())
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{
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FTransform transform;
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transform.SetLocation(Hit.ImpactPoint);
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UNiagaraFunctionLibrary::SpawnSystemAtLocation(this,
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CurrentWeapon->GetImpactParticleSystem(),
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transform.GetLocation(),
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dir.MirrorByVector(Hit.ImpactNormal).Rotation(),
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FVector(1),
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true);
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}
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}
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}
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@ -52,9 +52,9 @@ protected:
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private:
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virtual void PlayOnFireAnimations() override;
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virtual void CalculateHits(TArray<FHitResult>* hits) override;
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virtual void CalculateHits(TArray<FHitResult>* hits, FVector* dir) override;
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virtual void ProcessHits(TArray<FHitResult> hits) override;
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virtual void ProcessHits(TArray<FHitResult> hits, FVector dir) override;
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protected:
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virtual void OnDamaged() override;
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@ -257,11 +257,11 @@ bool ANakatomiCharacter::GetCrouched()
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return false;
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}
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void ANakatomiCharacter::CalculateHits(TArray<FHitResult>* hits)
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void ANakatomiCharacter::CalculateHits(TArray<FHitResult>* hits, FVector* dir)
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{
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}
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void ANakatomiCharacter::ProcessHits(TArray<FHitResult> hits)
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void ANakatomiCharacter::ProcessHits(TArray<FHitResult> hits, FVector dir)
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{
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}
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@ -116,9 +116,9 @@ public:
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bool GetCrouched();
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protected:
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virtual void CalculateHits(TArray<FHitResult>* hits);
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virtual void CalculateHits(TArray<FHitResult>* hits, FVector* dir);
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virtual void ProcessHits(TArray<FHitResult> hits);
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virtual void ProcessHits(TArray<FHitResult> hits, FVector dir);
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virtual void PlayOnFireAnimations();
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@ -14,6 +14,7 @@
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#include "InteractableComponent.h"
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#include "NakatomiCMC.h"
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#include "WeaponThrowable.h"
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#include "NiagaraFunctionLibrary.h"
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#include "GameFramework/CharacterMovementComponent.h"
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#define COLLISION_WEAPON ECC_GameTraceChannel1
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@ -318,7 +319,7 @@ void APlayerCharacter::SetWalkingCallback(const FInputActionInstance& Instance)
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}
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}
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void APlayerCharacter::CalculateHits(TArray<FHitResult>* hits)
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void APlayerCharacter::CalculateHits(TArray<FHitResult>* hits, FVector* dir)
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{
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// Set up the collision query params, use the Weapon trace settings, Ignore the actor firing this trace
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FCollisionQueryParams TraceParams(SCENE_QUERY_STAT(WeaponTrace), true, GetInstigator());
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@ -349,6 +350,7 @@ void APlayerCharacter::CalculateHits(TArray<FHitResult>* hits)
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TraceStart = GetRootComponent()->GetComponentLocation();
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FVector AimDir = CamHit.ImpactPoint - TraceStart;
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AimDir.Normalize();
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*dir = AimDir;
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TraceStart = TraceStart + AimDir * ((GetInstigator()->GetActorLocation() - TraceStart) | AimDir);
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// Calculate the hit results from the trace
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@ -371,7 +373,7 @@ void APlayerCharacter::CalculateHits(TArray<FHitResult>* hits)
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}
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}
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void APlayerCharacter::ProcessHits(TArray<FHitResult> hits)
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void APlayerCharacter::ProcessHits(TArray<FHitResult> hits, FVector dir)
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{
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for (FHitResult Hit : hits)
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{
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@ -437,11 +439,13 @@ void APlayerCharacter::ProcessHits(TArray<FHitResult> hits)
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FTransform transform;
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transform.SetLocation(Hit.ImpactPoint);
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UGameplayStatics::SpawnEmitterAtLocation(this,
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CurrentWeapon->GetImpactParticleSystem(),
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transform.GetLocation(),
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FRotator::ZeroRotator,
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true);
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UNiagaraFunctionLibrary::SpawnSystemAtLocation(this,
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CurrentWeapon->GetImpactParticleSystem(),
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transform.GetLocation(),
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dir.MirrorByVector(Hit.ImpactNormal).Rotation(),
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FVector(1),
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true);
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}
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}
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@ -643,8 +647,9 @@ void APlayerCharacter::OnFire()
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CurrentWeapon->SetCurrentWeaponStatus(Firing);
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TArray<FHitResult> Hits = TArray<FHitResult>();
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CalculateHits(&Hits);
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ProcessHits(Hits);
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FVector direction = FVector::ZeroVector;
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CalculateHits(&Hits, &direction);
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ProcessHits(Hits, direction);
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CurrentWeapon->DecrementAmmoCount(1);
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@ -243,9 +243,9 @@ public:
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void SetIsThrowing(bool bIsThrowing);
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protected:
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virtual void CalculateHits(TArray<FHitResult>* hits) override;
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virtual void CalculateHits(TArray<FHitResult>* hits, FVector* dir) override;
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virtual void ProcessHits(TArray<FHitResult> hits) override;
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virtual void ProcessHits(TArray<FHitResult> hits, FVector dir) override;
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virtual void PlayOnFireAnimations() override;
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