Reparent HealthPickup to StaticMeshPickup

This commit is contained in:
baz 2024-03-12 17:45:45 +00:00
parent b7bb5c6673
commit d87a31ab61
2 changed files with 2 additions and 44 deletions

View File

@ -1,42 +1,22 @@
#include "HealthPickup.h"
#include "HealthPickup.h"
#include "PlayerCharacter.h"
// Sets default values
AHealthPickup::AHealthPickup()
{
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
StaticMeshComponent = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("StaticMesh"));
StaticMeshComponent->SetupAttachment(RootComponent);
}
// Called when the game starts or when spawned
void AHealthPickup::BeginPlay()
{
Super::BeginPlay();
StaticMeshComponent->SetWorldLocation(this->GetActorLocation());
StartingLocation = this->GetActorLocation();
StaticMeshComponent->SetCollisionProfileName(FName("NoCollision"));
}
// Called every frame
void AHealthPickup::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
if (StaticMeshComponent)
{
// Rotate Weapon in desired direction
StaticMeshComponent->AddLocalRotation((SpinRotation * RotationSpeed) * DeltaTime);
// Bob weapon up and down
const float Time = GetWorld()->GetRealTimeSeconds();
const float Sine = FMath::Abs(FMath::Sin(Time * MovementSpeed));
StaticMeshComponent->SetRelativeLocation(StartingLocation + ((MovementDirection * Sine) * MovementDistance));
}
}
void AHealthPickup::OnOverlapBegin(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,

View File

@ -1,10 +1,10 @@
#pragma once
#include "Pickup.h"
#include "StaticMeshPickup.h"
#include "HealthPickup.generated.h"
UCLASS()
class NAKATOMI_API AHealthPickup : public APickup
class NAKATOMI_API AHealthPickup : public AStaticMeshPickup
{
GENERATED_BODY()
@ -12,28 +12,6 @@ public:
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
float Health = 20.0f;
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
UStaticMeshComponent* StaticMeshComponent = nullptr;
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
FVector MovementDirection = FVector(0.0f, 0.0f, 1.0f);
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
float MovementDistance = 1.0f;
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
float MovementSpeed = 1.0f;
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
FRotator SpinRotation = FRotator(0.0, 1.0f, 0.0f);
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
float RotationSpeed = 50.0f;
private:
UPROPERTY()
FVector StartingLocation;
public:
// Sets default values for this actor's properties
AHealthPickup();