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10 changed files with 124 additions and 36 deletions

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Content/AnimStarterPack/Throw_Explosive_Montage.uasset (Stored with Git LFS) Normal file

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Content/AnimStarterPack/Throw_Weapon_Montage.uasset (Stored with Git LFS) Normal file

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Content/Player/PlayerCharacter.uasset (Stored with Git LFS)

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@ -0,0 +1,15 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "../AnimNotify/NakatomiThrowExplosiveNotify.h"
#include "Nakatomi/PlayerCharacter.h"
void UNakatomiThrowExplosiveNotify::Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation)
{
APlayerCharacter* Character = Cast<APlayerCharacter>(MeshComp->GetOwner());
if (Character != nullptr)
{
Character->ThrowExplosive();
}
}

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@ -0,0 +1,21 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Animation/AnimNotifies/AnimNotify.h"
#include "NakatomiThrowExplosiveNotify.generated.h"
/**
*
*/
UCLASS()
class NAKATOMI_API UNakatomiThrowExplosiveNotify : public UAnimNotify
{
GENERATED_BODY()
public:
virtual void Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation) override;
};

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@ -0,0 +1,16 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "../AnimNotify/NakatomiThrowWeaponNotify.h"
#include "Nakatomi/PlayerCharacter.h"
void UNakatomiThrowWeaponNotify::Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation)
{
APlayerCharacter* Character = Cast<APlayerCharacter>(MeshComp->GetOwner());
if (Character != nullptr)
{
Character->ThrowWeapon();
}
}

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@ -0,0 +1,20 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Animation/AnimNotifies/AnimNotify.h"
#include "NakatomiThrowWeaponNotify.generated.h"
/**
*
*/
UCLASS()
class NAKATOMI_API UNakatomiThrowWeaponNotify : public UAnimNotify
{
GENERATED_BODY()
public:
virtual void Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation) override;
};

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@ -703,46 +703,52 @@ void APlayerCharacter::ThrowWeaponCallback()
{
if (CurrentWeapon)
{
PlayAnimMontage(ThrowAnimMontage);
FVector Location;
FVector BoxExtent;
GetActorBounds(true, Location, BoxExtent, false);
FVector SpawnLocation = (BoxExtent.X * GetActorForwardVector()) * 2;
SpawnLocation += Location;
SpawnLocation.Z += BoxExtent.Z;
TSubclassOf<AWeaponThrowable> WeaponThrowableTemplate = CurrentWeapon->GetWeaponThrowableTemplate();
AWeaponThrowable* Throwable = GetWorld()->SpawnActor<AWeaponThrowable>(
WeaponThrowableTemplate, SpawnLocation, FRotator::ZeroRotator);
Throwable->SetWeaponSkeletalMesh(GetCurrentWeapon()->GetSkeletalMesh());
RemoveCurrentWeaponFromInventory();
PlayAnimMontage(ThrowWeaponAnimMontage);
}
}
void APlayerCharacter::ThrowWeapon()
{
FVector Location;
FVector BoxExtent;
GetActorBounds(true, Location, BoxExtent, false);
FVector SpawnLocation = (BoxExtent.X * GetActorForwardVector()) * 2;
SpawnLocation += Location;
SpawnLocation.Z += BoxExtent.Z;
TSubclassOf<AWeaponThrowable> WeaponThrowableTemplate = CurrentWeapon->GetWeaponThrowableTemplate();
AWeaponThrowable* Throwable = GetWorld()->SpawnActor<AWeaponThrowable>(
WeaponThrowableTemplate, SpawnLocation, FRotator::ZeroRotator);
Throwable->SetWeaponSkeletalMesh(GetCurrentWeapon()->GetSkeletalMesh());
RemoveCurrentWeaponFromInventory();
}
void APlayerCharacter::ThrowExplosiveCallback()
{
if (ThrowableInventory.Num() > 0)
{
PlayAnimMontage(ThrowAnimMontage);
FVector Location;
FVector BoxExtent;
GetActorBounds(true, Location, BoxExtent, false);
FVector SpawnLocation = (BoxExtent.X * GetActorForwardVector()) * 2;
SpawnLocation += Location;
SpawnLocation += (25.0f * GetActorForwardVector());
SpawnLocation.Z += BoxExtent.Z;
GetWorld()->SpawnActor<AThrowable>(ThrowableInventory.Pop(), SpawnLocation, FRotator::ZeroRotator);
PlayAnimMontage(ThrowExplosiveAnimMontage);
}
}
void APlayerCharacter::ThrowExplosive()
{
FVector Location;
FVector BoxExtent;
GetActorBounds(true, Location, BoxExtent, false);
FVector SpawnLocation = (BoxExtent.X * GetActorForwardVector()) * 2;
SpawnLocation += Location;
SpawnLocation += (25.0f * GetActorForwardVector());
SpawnLocation.Z += BoxExtent.Z;
GetWorld()->SpawnActor<AThrowable>(ThrowableInventory.Pop(), SpawnLocation, FRotator::ZeroRotator);
}
AThrowable* APlayerCharacter::ThrowThrowable()
{
FVector Location;

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@ -84,7 +84,10 @@ public:
FOnEnemyHitDelegate OnEnemyHit;
UPROPERTY(EditDefaultsOnly)
UAnimMontage* ThrowAnimMontage;
UAnimMontage* ThrowWeaponAnimMontage;
UPROPERTY(EditDefaultsOnly)
UAnimMontage* ThrowExplosiveAnimMontage;
protected:
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
@ -217,8 +220,12 @@ public:
void ThrowWeaponCallback();
void ThrowWeapon();
void ThrowExplosiveCallback();
void ThrowExplosive();
AThrowable* ThrowThrowable();
UFUNCTION(BlueprintCallable)