Add Throw Weapon Animation Notifier
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "../AnimNotify/NakatomiThrowWeaponNotify.h"
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#include "Nakatomi/PlayerCharacter.h"
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void UNakatomiThrowWeaponNotify::Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation)
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{
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APlayerCharacter* Character = Cast<APlayerCharacter>(MeshComp->GetOwner());
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if (Character != nullptr)
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{
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Character->ThrowWeapon();
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}
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}
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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 "Animation/AnimNotifies/AnimNotify.h"
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#include "NakatomiThrowWeaponNotify.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 UNakatomiThrowWeaponNotify : public UAnimNotify
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{
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GENERATED_BODY()
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public:
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virtual void Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation) override;
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};
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@ -703,27 +703,30 @@ void APlayerCharacter::ThrowWeaponCallback()
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if (CurrentWeapon)
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if (CurrentWeapon)
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{
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{
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PlayAnimMontage(ThrowAnimMontage);
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PlayAnimMontage(ThrowWeaponAnimMontage);
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FVector Location;
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FVector BoxExtent;
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GetActorBounds(true, Location, BoxExtent, false);
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FVector SpawnLocation = (BoxExtent.X * GetActorForwardVector()) * 2;
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SpawnLocation += Location;
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SpawnLocation.Z += BoxExtent.Z;
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TSubclassOf<AWeaponThrowable> WeaponThrowableTemplate = CurrentWeapon->GetWeaponThrowableTemplate();
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AWeaponThrowable* Throwable = GetWorld()->SpawnActor<AWeaponThrowable>(
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WeaponThrowableTemplate, SpawnLocation, FRotator::ZeroRotator);
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Throwable->SetWeaponSkeletalMesh(GetCurrentWeapon()->GetSkeletalMesh());
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RemoveCurrentWeaponFromInventory();
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}
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}
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}
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}
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void APlayerCharacter::ThrowWeapon()
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{
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FVector Location;
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FVector BoxExtent;
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GetActorBounds(true, Location, BoxExtent, false);
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FVector SpawnLocation = (BoxExtent.X * GetActorForwardVector()) * 2;
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SpawnLocation += Location;
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SpawnLocation.Z += BoxExtent.Z;
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TSubclassOf<AWeaponThrowable> WeaponThrowableTemplate = CurrentWeapon->GetWeaponThrowableTemplate();
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AWeaponThrowable* Throwable = GetWorld()->SpawnActor<AWeaponThrowable>(
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WeaponThrowableTemplate, SpawnLocation, FRotator::ZeroRotator);
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Throwable->SetWeaponSkeletalMesh(GetCurrentWeapon()->GetSkeletalMesh());
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RemoveCurrentWeaponFromInventory();
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}
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void APlayerCharacter::ThrowExplosiveCallback()
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void APlayerCharacter::ThrowExplosiveCallback()
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{
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{
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if (ThrowableInventory.Num() > 0)
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if (ThrowableInventory.Num() > 0)
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@ -84,7 +84,7 @@ public:
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FOnEnemyHitDelegate OnEnemyHit;
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FOnEnemyHitDelegate OnEnemyHit;
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UPROPERTY(EditDefaultsOnly)
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UPROPERTY(EditDefaultsOnly)
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UAnimMontage* ThrowAnimMontage;
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UAnimMontage* ThrowWeaponAnimMontage;
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protected:
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protected:
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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@ -217,6 +217,8 @@ public:
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void ThrowWeaponCallback();
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void ThrowWeaponCallback();
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void ThrowWeapon();
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void ThrowExplosiveCallback();
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void ThrowExplosiveCallback();
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AThrowable* ThrowThrowable();
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AThrowable* ThrowThrowable();
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