Nakatomi/Source/Nakatomi/HealthPickup.cpp

55 lines
1.7 KiB
C++

#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,
UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep,
const FHitResult& SweepResult)
{
const auto Player = Cast<APlayerCharacter>(OtherActor);
if (Player)
{
Player->GetHealthComponent()->IncrementHealth(Health);
}
Super::OnOverlapBegin(OverlappedComponent, OtherActor, OtherComp, OtherBodyIndex, bFromSweep, SweepResult);
}