Add Bouncing Static Mesh to Health Pickup
This commit is contained in:
parent
df9a1af227
commit
db22a4eb58
|
@ -1,4 +1,5 @@
|
||||||
#include "HealthPickup.h"
|
#include "HealthPickup.h"
|
||||||
|
#include "HealthPickup.h"
|
||||||
#include "PlayerCharacter.h"
|
#include "PlayerCharacter.h"
|
||||||
|
|
||||||
|
|
||||||
|
@ -7,18 +8,35 @@ AHealthPickup::AHealthPickup()
|
||||||
{
|
{
|
||||||
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
|
// 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;
|
PrimaryActorTick.bCanEverTick = true;
|
||||||
|
|
||||||
|
StaticMeshComponent = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("StaticMesh"));
|
||||||
|
StaticMeshComponent->SetupAttachment(RootComponent);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Called when the game starts or when spawned
|
// Called when the game starts or when spawned
|
||||||
void AHealthPickup::BeginPlay()
|
void AHealthPickup::BeginPlay()
|
||||||
{
|
{
|
||||||
Super::BeginPlay();
|
Super::BeginPlay();
|
||||||
|
StaticMeshComponent->SetWorldLocation(this->GetActorLocation());
|
||||||
|
StartingLocation = this->GetActorLocation();
|
||||||
|
StaticMeshComponent->SetCollisionProfileName(FName("NoCollision"));
|
||||||
}
|
}
|
||||||
|
|
||||||
// Called every frame
|
// Called every frame
|
||||||
void AHealthPickup::Tick(float DeltaTime)
|
void AHealthPickup::Tick(float DeltaTime)
|
||||||
{
|
{
|
||||||
Super::Tick(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,
|
void AHealthPickup::OnOverlapBegin(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
|
||||||
|
|
|
@ -12,6 +12,28 @@ public:
|
||||||
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
|
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
|
||||||
float Health = 20.0f;
|
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:
|
public:
|
||||||
// Sets default values for this actor's properties
|
// Sets default values for this actor's properties
|
||||||
AHealthPickup();
|
AHealthPickup();
|
||||||
|
|
|
@ -31,7 +31,7 @@ void AWeaponPickup::Tick(const float DeltaTime)
|
||||||
|
|
||||||
// Bob weapon up and down
|
// Bob weapon up and down
|
||||||
const float Time = GetWorld()->GetRealTimeSeconds();
|
const float Time = GetWorld()->GetRealTimeSeconds();
|
||||||
const float Sine = FMath::Sin(Time * MovementSpeed);
|
const float Sine = FMath::Abs(FMath::Sin(Time * MovementSpeed));
|
||||||
WeaponComponent->SetActorLocation(WeaponStartingLocation + ((MovementDirection * Sine) * MovementDistance));
|
WeaponComponent->SetActorLocation(WeaponStartingLocation + ((MovementDirection * Sine) * MovementDistance));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue