Create WeaponThrowable class
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@ -3,3 +3,32 @@
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#include "WeaponThrowable.h"
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#include "PlayerCharacter.h"
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#include "Kismet/GameplayStatics.h"
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AWeaponThrowable::AWeaponThrowable()
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{
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WeaponSkeletalMeshComponent = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("Skeletal Mesh Component"));
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WeaponSkeletalMeshComponent->SetCollisionProfileName(FName("PhysicsActor"));
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WeaponSkeletalMeshComponent->SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics);
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WeaponSkeletalMeshComponent->SetSimulatePhysics(true);
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SetRootComponent(WeaponSkeletalMeshComponent);
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}
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void AWeaponThrowable::BeginPlay()
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{
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Super::BeginPlay();
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auto playerCharacter = Cast<APlayerCharacter>(UGameplayStatics::GetPlayerCharacter(GetWorld(), 0));
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auto playerForwardVector = playerCharacter->GetActorForwardVector();
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WeaponSkeletalMeshComponent->AddImpulse(playerForwardVector);
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}
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void AWeaponThrowable::SetWeaponSkeletalMesh(USkeletalMesh* SkeletalMesh)
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{
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WeaponSkeletalMeshComponent->SetSkeletalMesh(SkeletalMesh);
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auto playerCharacter = Cast<APlayerCharacter>(UGameplayStatics::GetPlayerCharacter(GetWorld(), 0));
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auto playerForwardVector = playerCharacter->GetActorForwardVector();
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WeaponSkeletalMeshComponent->AddImpulse(playerForwardVector);
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}
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@ -13,5 +13,20 @@ UCLASS()
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class NAKATOMI_API AWeaponThrowable : public AThrowable
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{
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GENERATED_BODY()
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public:
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USkeletalMeshComponent* WeaponSkeletalMeshComponent;
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public:
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// Sets default values for this actor's properties
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AWeaponThrowable();
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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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void SetWeaponSkeletalMesh(USkeletalMesh* SkeletalMesh);
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};
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