75 lines
2.5 KiB
C++
75 lines
2.5 KiB
C++
// Fill out your copyright notice in the Description page of Project Settings.
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#include "WeaponPickup.h"
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// Sets default values
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AWeaponPickup::AWeaponPickup()
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{
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// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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PrimaryActorTick.bCanEverTick = true;
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PrimaryActorTick.SetTickFunctionEnable(true);
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PrimaryActorTick.bStartWithTickEnabled = true;
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SphereComponent = CreateDefaultSubobject<USphereComponent>(TEXT("SphereComponent"));
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SphereComponent->SetSphereRadius(25.0f, true);
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SphereComponent->SetCollisionEnabled(ECollisionEnabled::QueryAndProbe);
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SphereComponent->SetupAttachment(RootComponent);
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}
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// Called when the game starts or when spawned
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void AWeaponPickup::BeginPlay()
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{
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Super::BeginPlay();
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if (Weapon)
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{
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FActorSpawnParameters SpawnParameters;
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SpawnParameters.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
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WeaponComponent = GetWorld()->SpawnActor<AWeapon>(Weapon, SpawnParameters);
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FAttachmentTransformRules TransformRules = FAttachmentTransformRules(EAttachmentRule::SnapToTarget, EAttachmentRule::SnapToTarget, EAttachmentRule::SnapToTarget, true);
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WeaponComponent->AttachToComponent(RootComponent, TransformRules);
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WeaponComponent->SetActorRelativeLocation(FVector(0.0f, 0.0f, 5.0f));
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WeaponComponent->SetActorEnableCollision(false);
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WeaponStartingLocation = WeaponComponent->GetActorLocation();
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WeaponStartingLocation += ((MovementDirection * MovementDistance) / 2);
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SphereComponent->OnComponentBeginOverlap.AddDynamic(this, &AWeaponPickup::OnOverlapBegin);
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}
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}
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// Called every frame
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void AWeaponPickup::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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if (WeaponComponent)
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{
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// Rotate Weapon in desired direction
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WeaponComponent->AddActorLocalRotation((SpinRotation * RotationSpeed) * DeltaTime);
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// Bob weapon up and down
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float Time = GetWorld()->GetRealTimeSeconds();
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float Sine = FMath::Sin(Time * MovementSpeed);
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WeaponComponent->SetActorLocation(WeaponStartingLocation + ((MovementDirection * Sine) * MovementDistance));
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}
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}
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void AWeaponPickup::OnOverlapBegin(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
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UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
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{
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// TODO: Add extra checking here
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auto player = Cast<APlayerCharacter>(OtherActor);
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if (player && Weapon)
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{
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player->AddWeaponToInventory(Weapon);
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this->Destroy();
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WeaponComponent->Destroy();
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}
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}
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