Create StaticMeshPickup
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								Source/Nakatomi/StaticMeshPickup.cpp
									
									
									
									
									
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								Source/Nakatomi/StaticMeshPickup.cpp
									
									
									
									
									
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "StaticMeshPickup.h"
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AStaticMeshPickup::AStaticMeshPickup()
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{
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	PrimaryActorTick.bCanEverTick = true;
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	StaticMeshComponent = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("StaticMesh"));
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	StaticMeshComponent->SetupAttachment(RootComponent);
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}
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void AStaticMeshPickup::BeginPlay()
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{
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	Super::BeginPlay();
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	StaticMeshComponent->SetWorldLocation(this->GetActorLocation());
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	StartingLocation = this->GetActorLocation();
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	StaticMeshComponent->SetCollisionProfileName(FName("NoCollision"));
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}
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void AStaticMeshPickup::Tick(float DeltaTime)
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{
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	Super::Tick(DeltaTime);
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	if (StaticMeshComponent)
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	{
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		// Rotate Weapon in desired direction
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		StaticMeshComponent->AddLocalRotation((SpinRotation * RotationSpeed) * DeltaTime);
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		// Bob weapon up and down
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		const float Time = GetWorld()->GetRealTimeSeconds();
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		const float Sine = FMath::Abs(FMath::Sin(Time * MovementSpeed));
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		StaticMeshComponent->SetRelativeLocation(StartingLocation + ((MovementDirection * Sine) * MovementDistance));
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	}
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}
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void AStaticMeshPickup::OnOverlapBegin(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
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	UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
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{
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	Super::OnOverlapBegin(OverlappedComponent, OtherActor, OtherComp, OtherBodyIndex, bFromSweep, SweepResult);
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}
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								Source/Nakatomi/StaticMeshPickup.h
									
									
									
									
									
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								Source/Nakatomi/StaticMeshPickup.h
									
									
									
									
									
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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 "Pickup.h"
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#include "StaticMeshPickup.generated.h"
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/**
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 * 
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 */
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UCLASS()
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class NAKATOMI_API AStaticMeshPickup : public APickup
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{
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	GENERATED_BODY()
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public:
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	UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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	UStaticMeshComponent* StaticMeshComponent = nullptr;
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	UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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	FVector MovementDirection = FVector(0.0f, 0.0f, 1.0f);
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	UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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	float MovementDistance = 1.0f;
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	UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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	float MovementSpeed = 1.0f;
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	UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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	FRotator SpinRotation = FRotator(0.0, 1.0f, 0.0f);
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	UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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	float RotationSpeed = 50.0f;
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private:
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	UPROPERTY()
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	FVector StartingLocation;
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public:
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	AStaticMeshPickup();
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protected:
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	virtual void BeginPlay() override;
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public:
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	virtual void Tick(float DeltaTime) override;
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	virtual void OnOverlapBegin(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
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		UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult) override;
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};
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