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6 changed files with 47 additions and 103 deletions

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@ -1,22 +1,42 @@
#include "HealthPickup.h"
#include "HealthPickup.h"
#include "PlayerCharacter.h"
// Sets default values
AHealthPickup::AHealthPickup()
{
// 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;
StaticMeshComponent = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("StaticMesh"));
StaticMeshComponent->SetupAttachment(RootComponent);
}
// Called when the game starts or when spawned
void AHealthPickup::BeginPlay()
{
Super::BeginPlay();
StaticMeshComponent->SetWorldLocation(this->GetActorLocation());
StartingLocation = this->GetActorLocation();
StaticMeshComponent->SetCollisionProfileName(FName("NoCollision"));
}
// Called every frame
void AHealthPickup::Tick(float 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,

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@ -1,10 +1,10 @@
#pragma once
#include "StaticMeshPickup.h"
#include "Pickup.h"
#include "HealthPickup.generated.h"
UCLASS()
class NAKATOMI_API AHealthPickup : public AStaticMeshPickup
class NAKATOMI_API AHealthPickup : public APickup
{
GENERATED_BODY()
@ -12,6 +12,28 @@ public:
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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:
// Sets default values for this actor's properties
AHealthPickup();

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@ -2,6 +2,7 @@
#include "LevelKeyPickup.h"
#include "NakatomiGameInstance.h"
#include "Kismet/GameplayStatics.h"

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@ -3,20 +3,17 @@
#pragma once
#include "CoreMinimal.h"
#include "StaticMeshPickup.h"
#include "Pickup.h"
#include "LevelKeyPickup.generated.h"
/**
*
*/
UCLASS()
class NAKATOMI_API ALevelKeyPickup : public AStaticMeshPickup
class NAKATOMI_API ALevelKeyPickup : public APickup
{
GENERATED_BODY()
public:
ALevelKeyPickup() { }
protected:
virtual void BeginPlay() override;

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@ -1,43 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "StaticMeshPickup.h"
AStaticMeshPickup::AStaticMeshPickup()
{
PrimaryActorTick.bCanEverTick = true;
StaticMeshComponent = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("StaticMesh"));
StaticMeshComponent->SetupAttachment(RootComponent);
}
void AStaticMeshPickup::BeginPlay()
{
Super::BeginPlay();
StaticMeshComponent->SetWorldLocation(this->GetActorLocation());
StartingLocation = this->GetActorLocation();
StaticMeshComponent->SetCollisionProfileName(FName("NoCollision"));
}
void AStaticMeshPickup::Tick(float 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 AStaticMeshPickup::OnOverlapBegin(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
{
Super::OnOverlapBegin(OverlappedComponent, OtherActor, OtherComp, OtherBodyIndex, bFromSweep, SweepResult);
}

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@ -1,53 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Pickup.h"
#include "StaticMeshPickup.generated.h"
/**
*
*/
UCLASS()
class NAKATOMI_API AStaticMeshPickup : public APickup
{
GENERATED_BODY()
public:
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:
AStaticMeshPickup();
protected:
virtual void BeginPlay() override;
public:
virtual void Tick(float DeltaTime) override;
virtual void OnOverlapBegin(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult) override;
};