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