Add Throw Explosive Animation Notifier

This commit is contained in:
baz 2024-02-01 20:08:18 +00:00
parent eaa81f4478
commit aef9f87dbf
4 changed files with 56 additions and 12 deletions

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@ -0,0 +1,15 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "../AnimNotify/NakatomiThrowExplosiveNotify.h"
#include "Nakatomi/PlayerCharacter.h"
void UNakatomiThrowExplosiveNotify::Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation)
{
APlayerCharacter* Character = Cast<APlayerCharacter>(MeshComp->GetOwner());
if (Character != nullptr)
{
Character->ThrowExplosive();
}
}

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@ -0,0 +1,21 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Animation/AnimNotifies/AnimNotify.h"
#include "NakatomiThrowExplosiveNotify.generated.h"
/**
*
*/
UCLASS()
class NAKATOMI_API UNakatomiThrowExplosiveNotify : public UAnimNotify
{
GENERATED_BODY()
public:
virtual void Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation) override;
};

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@ -731,8 +731,12 @@ void APlayerCharacter::ThrowExplosiveCallback()
{
if (ThrowableInventory.Num() > 0)
{
PlayAnimMontage(ThrowAnimMontage);
PlayAnimMontage(ThrowExplosiveAnimMontage);
}
}
void APlayerCharacter::ThrowExplosive()
{
FVector Location;
FVector BoxExtent;
GetActorBounds(true, Location, BoxExtent, false);
@ -744,7 +748,6 @@ void APlayerCharacter::ThrowExplosiveCallback()
GetWorld()->SpawnActor<AThrowable>(ThrowableInventory.Pop(), SpawnLocation, FRotator::ZeroRotator);
}
}
AThrowable* APlayerCharacter::ThrowThrowable()
{

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@ -86,6 +86,9 @@ public:
UPROPERTY(EditDefaultsOnly)
UAnimMontage* ThrowWeaponAnimMontage;
UPROPERTY(EditDefaultsOnly)
UAnimMontage* ThrowExplosiveAnimMontage;
protected:
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
float SprintSpeedMultiplier = 2.0f;
@ -221,6 +224,8 @@ public:
void ThrowExplosiveCallback();
void ThrowExplosive();
AThrowable* ThrowThrowable();
UFUNCTION(BlueprintCallable)