Add logic to Explode in Demolition Character
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				| @ -2,8 +2,50 @@ | ||||
| 
 | ||||
| 
 | ||||
| #include "DemolitionCharacter.h" | ||||
| #include <Kismet/GameplayStatics.h> | ||||
| 
 | ||||
| void ADemolitionCharacter::Explode() | ||||
| { | ||||
| 	UE_LOG(LogTemp, Warning, TEXT("BANG!")); | ||||
| 	GetHealthComponent()->TakeDamage(this, this->GetHealthComponent()->GetMaxHealth(), nullptr, nullptr, nullptr); | ||||
| 	 | ||||
| 	FActorSpawnParameters SpawnParameters; | ||||
| 	SpawnParameters.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn; | ||||
| 
 | ||||
| 	if (ExplosionParticleSystem) | ||||
| 	{ | ||||
| 		UGameplayStatics::SpawnEmitterAtLocation(this, | ||||
| 												ExplosionParticleSystem, | ||||
| 												this->ActorToWorld().GetLocation(), | ||||
| 												FRotator::ZeroRotator, | ||||
| 												true); | ||||
| 	} | ||||
| 
 | ||||
| 	TArray<FOverlapResult> outOverlaps; | ||||
| 	GetWorld()->OverlapMultiByObjectType(outOverlaps, | ||||
| 										ActorToWorld().GetLocation(), | ||||
| 										FQuat::Identity, | ||||
| 										FCollisionObjectQueryParams::AllObjects, | ||||
| 										FCollisionShape::MakeSphere(ExplosionRadius)); | ||||
| 
 | ||||
| 	for (FOverlapResult Overlaps : outOverlaps) | ||||
| 	{ | ||||
| 		if (auto healthComponent = Overlaps.GetActor()->GetComponentByClass<UHealthComponent>()) | ||||
| 		{ | ||||
| 			float distance = FVector::Distance(ActorToWorld().GetLocation(), Overlaps.GetActor()->ActorToWorld().GetLocation()); | ||||
| 			float scale = 1.f - (distance / ExplosionRadius); | ||||
| 			healthComponent->TakeDamage(Overlaps.GetActor(), scale * MaxDamage, nullptr, nullptr, this); | ||||
| 		} | ||||
| 	} | ||||
| 
 | ||||
| 	if (FieldSystemActor) | ||||
| 	{ | ||||
| 		FTransform transform; | ||||
| 		transform.SetLocation(this->ActorToWorld().GetLocation()); | ||||
| 		auto field = GetWorld()->SpawnActor<AFieldSystemActor>(FieldSystemActor, transform, SpawnParameters); | ||||
| 
 | ||||
| 		if (field) | ||||
| 		{ | ||||
| 			field->Destroy(); | ||||
| 		} | ||||
| 	} | ||||
| } | ||||
|  | ||||
| @ -14,6 +14,22 @@ class NAKATOMI_API ADemolitionCharacter : public AEnemyCharacter | ||||
| { | ||||
| 	GENERATED_BODY() | ||||
| 	 | ||||
| protected: | ||||
| 	UPROPERTY(EditDefaultsOnly) | ||||
| 	USoundBase* ExplosionSound; | ||||
| 
 | ||||
| 	UPROPERTY(EditDefaultsOnly) | ||||
| 	TSubclassOf<class ANakatomiFieldSystemActor> FieldSystemActor; | ||||
| 
 | ||||
| 	UPROPERTY(EditDefaultsOnly) | ||||
| 	UParticleSystem* ExplosionParticleSystem; | ||||
| 
 | ||||
| 	UPROPERTY(EditDefaultsOnly) | ||||
| 	float ExplosionRadius = 500.f; | ||||
| 
 | ||||
| 	UPROPERTY(EditDefaultsOnly) | ||||
| 	float MaxDamage = 150.f; | ||||
| 
 | ||||
| public: | ||||
| 
 | ||||
| 	UFUNCTION() | ||||
|  | ||||
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