Projectile Weapon OnBeginOverlap refactor
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e55d62ff05
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@ -3,19 +3,21 @@
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#include "Projectile.h"
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#include "EnemyCharacter.h"
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#include "Components/SphereComponent.h"
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#include "GameFramework/ProjectileMovementComponent.h"
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#include "Weapons/ProjectileWeapon.h"
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// Sets default values
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AProjectile::AProjectile()
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{ SphereComponent = CreateDefaultSubobject<USphereComponent>(TEXT("Sphere Component"));
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{
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SphereComponent = CreateDefaultSubobject<USphereComponent>(TEXT("Sphere Component"));
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SetRootComponent(SphereComponent);
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SphereComponent->SetSphereRadius(50.0f);
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ProjectileMovement = CreateDefaultSubobject<UProjectileMovementComponent>(TEXT("Projectile Movement"));
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ProjectileMovement->ProjectileGravityScale = 0.0f;
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ProjectileMovement->Friction = 0.0f;;
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ProjectileMovement->Friction = 0.0f;
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ProjectileMovement->bIsSliding = true;
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}
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@ -23,9 +25,8 @@ AProjectile::AProjectile()
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void AProjectile::BeginPlay()
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{
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Super::BeginPlay();
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AProjectileWeapon* OwnerWeapon = Cast<AProjectileWeapon>(GetOwner());
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SphereComponent->OnComponentBeginOverlap.AddDynamic(OwnerWeapon, &AProjectileWeapon::OnProjectileBeginOverlap);
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SphereComponent->OnComponentBeginOverlap.AddDynamic(this, &AProjectile::OnProjectileBeginOverlap);
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ProjectileMovement->InitialSpeed = ProjectileSpeed;
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ProjectileMovement->MaxSpeed = ProjectileSpeed;
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}
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@ -36,3 +37,26 @@ void AProjectile::SetTargetDirection(FVector direction)
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ProjectileMovement->SetVelocityInLocalSpace(TargetDirection * ProjectileSpeed);
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}
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void AProjectile::OnProjectileBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
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UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep,
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const FHitResult& SweepResult)
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{
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if (AEnemyCharacter* Enemy = Cast<AEnemyCharacter>(OtherActor))
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{
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UHealthComponent* EnemyHealthComponent = Enemy->GetHealthComponent();
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if (!EnemyHealthComponent->GetIsDead())
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{
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AController* ownerController = nullptr;
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if (AVampireCharacter* character = Cast<AVampireCharacter>(GetOwner()))
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{
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ownerController = character->GetController();
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}
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AProjectileWeapon* ownerWeapon = Cast<AProjectileWeapon>(GetOwner());
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EnemyHealthComponent->TakeDamage(Enemy, ownerWeapon->Damage, nullptr, ownerController, this);
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OverlappedComponent->GetAttachmentRootActor()->Destroy();
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}
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}
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}
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@ -37,4 +37,9 @@ protected:
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public:
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void SetTargetDirection(FVector direction);
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private:
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UFUNCTION()
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void OnProjectileBeginOverlap(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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@ -62,26 +62,3 @@ void AProjectileWeapon::OnWeaponEndOverlap(UPrimitiveComponent* OverlappedComp,
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OverlappedEnemies.Remove(Enemy);
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}
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}
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void AProjectileWeapon::OnProjectileBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
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UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep,
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const FHitResult& SweepResult)
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{
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if (AEnemyCharacter* Enemy = Cast<AEnemyCharacter>(OtherActor))
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{
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UHealthComponent* EnemyHealthComponent = Enemy->GetHealthComponent();
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if (!EnemyHealthComponent->GetIsDead())
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{
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AController* ownerController = nullptr;
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if (AVampireCharacter* character = Cast<AVampireCharacter>(GetOwner()))
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{
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ownerController = character->GetController();
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}
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EnemyHealthComponent->TakeDamage(Enemy, Damage, nullptr, ownerController, this);
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OverlappedComponent->GetAttachmentRootActor()->Destroy();
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}
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}
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}
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@ -16,6 +16,7 @@ UCLASS()
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class VAMPIRES_API AProjectileWeapon : public AWeapon
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{
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GENERATED_BODY()
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public:
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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UBoxComponent* BoxComponent = nullptr;
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@ -25,24 +26,20 @@ public:
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protected:
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TArray<AActor*> OverlappedEnemies = TArray<AActor*>();
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public:
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AProjectileWeapon();
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protected:
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virtual void BeginPlay() override;
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public:
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UFUNCTION()
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void OnWeaponBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
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UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep,
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const FHitResult& SweepResult);
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UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep,
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const FHitResult& SweepResult);
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UFUNCTION()
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void OnWeaponEndOverlap(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp,
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int32 OtherBodyIndex);
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UFUNCTION()
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void OnProjectileBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
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UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult);
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int32 OtherBodyIndex);
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};
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