Use WeaponPickupTemplate when spawning WeaponPickup

This commit is contained in:
baz 2024-05-20 19:33:49 +01:00
parent d200298ea6
commit 7c0d00a4a5
9 changed files with 70 additions and 6 deletions

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Content/Enemy/BP_RandomWeapon.uasset (Stored with Git LFS) Normal file

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Content/Enemy/BP_WeaponPickupWidget.uasset (Stored with Git LFS)

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Content/Enemy/BP_WeaponThrowableTemplate.uasset (Stored with Git LFS) Normal file

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@ -123,9 +123,16 @@ void AEnemyAIController::OnDeath(FDamageInfo info)
if (enemy->DefaultWeaponInventory.Num() > 0)
{
// TODO: This can sometimes crash, need to investigate
if (auto weaponPickup = GetWorld()->SpawnActor<AWeaponPickup>())
if (auto weaponPickup = GetWorld()->SpawnActor<AWeaponPickup>(enemy->GetCurrentWeapon()->GetPickupTemplate()))
{
weaponPickup->SetActorLocation(enemy->GetActorLocation());
float radius;
float halfHeight;
enemy->GetCapsuleComponent()->GetScaledCapsuleSize(radius, halfHeight);
auto location = enemy->GetActorLocation();
location.Z -= halfHeight;
weaponPickup->SetActorLocation(location);
weaponPickup->SetWeapon(enemy->DefaultWeaponInventory[enemy->GetCurrentInventorySlot()]);
weaponPickup->SetWeaponProperties(*enemy->CurrentWeapon->GetWeaponProperties());
}

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@ -137,6 +137,11 @@ UNiagaraSystem* AWeapon::GetImpactParticleSystem()
return ImpactParticleSystem;
}
TSubclassOf<AWeaponPickup> AWeapon::GetPickupTemplate()
{
return PickupTemplate;
}
TSubclassOf<class ANakatomiFieldSystemActor> AWeapon::GetFieldSystemActor()
{
return FieldSystemActor;

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@ -59,6 +59,9 @@ protected:
UPROPERTY(EditDefaultsOnly)
UNiagaraSystem* ImpactParticleSystem;
UPROPERTY(EditDefaultsOnly)
TSubclassOf<class AWeaponPickup> PickupTemplate;
public:
// Sets default values for this actor's properties
AWeapon();
@ -108,4 +111,6 @@ public:
TSubclassOf<class ADecalActor> GetDecalActor();
UNiagaraSystem* GetImpactParticleSystem();
TSubclassOf<class AWeaponPickup> GetPickupTemplate();
};

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@ -2,10 +2,18 @@
#include "WeaponPickup.h"
#include "PlayerCharacter.h"
#include "Kismet/GameplayStatics.h"
#include "Kismet/KismetMathLibrary.h"
#include "UI/WeaponPickupUserWidget.h"
// Sets default values
AWeaponPickup::AWeaponPickup()
{
WeaponPropertiesWidgetComponent = CreateDefaultSubobject<UWidgetComponent>(TEXT("Healthbar"));
WeaponPropertiesWidgetComponent->SetupAttachment(RootComponent);
WeaponPropertiesWidgetComponent->SetRelativeLocation(FVector(0,0,90));
WeaponPropertiesWidgetComponent->SetTwoSided(true);
WeaponPropertiesWidgetComponent->SetBackgroundColor(FLinearColor(1,1,1,0));
}
// Called when the game starts or when spawned
@ -34,6 +42,18 @@ void AWeaponPickup::Tick(const float DeltaTime)
const float Sine = FMath::Abs(FMath::Sin(Time * MovementSpeed));
WeaponComponent->SetActorLocation(WeaponStartingLocation + ((MovementDirection * Sine) * MovementDistance));
}
APlayerCharacter* PlayerCharacter = Cast<APlayerCharacter>(UGameplayStatics::GetPlayerCharacter(GetWorld(), 0));
if (PlayerCharacter && WeaponPropertiesWidgetComponent->GetWidget())
{
FVector ActorLocation = GetActorLocation();
UCameraComponent* PlayerCamera = PlayerCharacter->GetCameraComponent();
FVector PlayerLocation = PlayerCamera->GetComponentTransform().GetLocation();
FRotator rotation = UKismetMathLibrary::FindLookAtRotation(ActorLocation, PlayerLocation);
WeaponPropertiesWidgetComponent->SetWorldRotation(rotation);
}
}
void AWeaponPickup::OnOverlapBegin(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
@ -74,6 +94,23 @@ FWeaponProperties* AWeaponPickup::GetWeaponProperties()
void AWeaponPickup::SetWeaponProperties(const FWeaponProperties& FWeaponProperties) const
{
WeaponComponent->SetWeaponProperties(FWeaponProperties);
UWeaponPickupUserWidget* userWidget = Cast<UWeaponPickupUserWidget>(WeaponPropertiesWidgetComponent->GetWidget());
userWidget->AmmoText->SetText(FText::AsNumber(FWeaponProperties.DefaultAmmo));
FString ProjectilesString = FString::FromInt(FWeaponProperties.ProjectilesPerShot);
ProjectilesString += "x";
userWidget->ProjectilesText->SetText(FText::FromString(ProjectilesString));
FString CooldownString = FString::SanitizeFloat(FWeaponProperties.WeaponCooldown);
CooldownString.LeftInline(3);
CooldownString += "s";
userWidget->CooldownText->SetText(FText::FromString(CooldownString));
FString SpreadString = FString::SanitizeFloat(FWeaponProperties.WeaponSpread);
SpreadString.LeftInline(4);
userWidget->SpreadText->SetText(FText::FromString(SpreadString));
}
void AWeaponPickup::SpawnWeapon()

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@ -4,6 +4,7 @@
#include "Pickup.h"
#include "Weapon.h"
#include "Components/WidgetComponent.h"
#include "WeaponPickup.generated.h"
UCLASS()
@ -30,6 +31,9 @@ public:
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
float RotationSpeed = 50.0f;
UPROPERTY(EditAnywhere)
UWidgetComponent* WeaponPropertiesWidgetComponent;
private:
UPROPERTY()
AWeapon* WeaponComponent;