69 lines
2.3 KiB
C++
69 lines
2.3 KiB
C++
// Fill out your copyright notice in the Description page of Project Settings.
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#include "DemolitionCharacter.h"
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#include <Kismet/GameplayStatics.h>
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#include "EnemyAIController.h"
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ADemolitionCharacter::ADemolitionCharacter(const FObjectInitializer& ObjectInitializer) : AEnemyCharacter(ObjectInitializer)
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{
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}
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void ADemolitionCharacter::BeginPlay()
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{
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Super::BeginPlay();
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GetHealthComponent()->OnDeath.BindUFunction(this, "Explode");
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auto controller = Cast<AEnemyAIController>(GetController());
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GetHealthComponent()->OnDeath.BindUFunction(controller, "OnDeath");
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GetHealthComponent()->OnDamaged.BindUFunction(controller, "OnDamaged");
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}
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void ADemolitionCharacter::Explode()
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{
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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(),
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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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