Move Garlic out of PlayerCharacter to GarlicWeapon
This commit is contained in:
parent
8e1dd981ce
commit
26edffa233
BIN
Content/Player/BP_PlayerCharacter.uasset (Stored with Git LFS)
BIN
Content/Player/BP_PlayerCharacter.uasset (Stored with Git LFS)
Binary file not shown.
Binary file not shown.
Binary file not shown.
|
@ -7,7 +7,6 @@
|
|||
#include "EnhancedInputComponent.h"
|
||||
#include "EnhancedInputSubsystems.h"
|
||||
#include "InputMappingContext.h"
|
||||
#include "Kismet/GameplayStatics.h"
|
||||
|
||||
APlayerCharacter::APlayerCharacter()
|
||||
{
|
||||
|
@ -34,11 +33,6 @@ APlayerCharacter::APlayerCharacter()
|
|||
// Create Gold Component
|
||||
GoldComponent = CreateDefaultSubobject<UGoldComponent>(TEXT("Gold Component"));
|
||||
|
||||
// Create Garlic Sphere Component
|
||||
GarlicSphereComponent = CreateDefaultSubobject<USphereComponent>(TEXT("Garlic Sphere Component"));
|
||||
GarlicSphereComponent->SetupAttachment(RootComponent);
|
||||
GarlicSphereComponent->SetSphereRadius(150.0f);
|
||||
|
||||
//Create Weapon Inventory Component
|
||||
WeaponInventoryComponent = CreateDefaultSubobject<UWeaponInventoryComponent>(TEXT("Weapon Inventory Component"));
|
||||
}
|
||||
|
@ -46,10 +40,6 @@ APlayerCharacter::APlayerCharacter()
|
|||
void APlayerCharacter::BeginPlay()
|
||||
{
|
||||
Super::BeginPlay();
|
||||
|
||||
GarlicSphereComponent->OnComponentBeginOverlap.AddDynamic(this, &APlayerCharacter::OnGarlicBeginOverlap);
|
||||
GarlicSphereComponent->OnComponentEndOverlap.AddDynamic(this, &APlayerCharacter::OnGarlicEndOverlap);
|
||||
GetWorldTimerManager().SetTimer(GarlicTimerHandle, this, &APlayerCharacter::GarlicUpdate, GarlicUpdateTime, true);
|
||||
}
|
||||
|
||||
void APlayerCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
|
||||
|
@ -97,54 +87,3 @@ void APlayerCharacter::MovementCallback(const FInputActionInstance& Instance)
|
|||
AddMovementInput({1.0f, 0.0f, 0.0f}, vec2.X);
|
||||
}
|
||||
}
|
||||
|
||||
void APlayerCharacter::OnGarlicBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
|
||||
UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep,
|
||||
const FHitResult& SweepResult)
|
||||
{
|
||||
if (AEnemyCharacter* Enemy = Cast<AEnemyCharacter>(OtherActor))
|
||||
{
|
||||
OverlappedEnemies.Add(Enemy);
|
||||
}
|
||||
}
|
||||
|
||||
void APlayerCharacter::OnGarlicEndOverlap(UPrimitiveComponent* OverlappedComp, AActor* OtherActor,
|
||||
UPrimitiveComponent* OtherComp, int32 OtherBodyIndex)
|
||||
{
|
||||
if (AEnemyCharacter* Enemy = Cast<AEnemyCharacter>(OtherActor))
|
||||
{
|
||||
OverlappedEnemies.Remove(Enemy);
|
||||
}
|
||||
}
|
||||
|
||||
void APlayerCharacter::GarlicUpdate()
|
||||
{
|
||||
TArray<AEnemyCharacter*> OverlappedEnemiesCache = OverlappedEnemies;
|
||||
|
||||
for (int i = 0; i < OverlappedEnemiesCache.Num(); i++)
|
||||
{
|
||||
bool deadCheck = false;
|
||||
UHealthComponent* EnemyHealthComponent = OverlappedEnemiesCache[i]->GetHealthComponent();
|
||||
|
||||
if (!EnemyHealthComponent->GetIsDead())
|
||||
{
|
||||
FVector Direction = OverlappedEnemiesCache[i]->GetActorLocation() - this->GetActorLocation();
|
||||
Direction.Normalize();
|
||||
float distance = GarlicSphereComponent->GetScaledSphereRadius();
|
||||
Direction *= distance;
|
||||
OverlappedEnemiesCache[i]->SetActorLocation(OverlappedEnemiesCache[i]->GetActorLocation() + Direction);
|
||||
|
||||
if (EnemyHealthComponent->GetCurrentHealth() < GarlicDamage)
|
||||
{
|
||||
deadCheck = true;
|
||||
}
|
||||
|
||||
EnemyHealthComponent->TakeDamage(OverlappedEnemiesCache[i], GarlicDamage, nullptr, GetController(), this);
|
||||
}
|
||||
|
||||
if (deadCheck)
|
||||
{
|
||||
i -= 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -3,13 +3,11 @@
|
|||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "EnemyCharacter.h"
|
||||
#include "EXPComponent.h"
|
||||
#include "GoldComponent.h"
|
||||
#include "VampireCharacter.h"
|
||||
#include "WeaponInventoryComponent.h"
|
||||
#include "Camera/CameraComponent.h"
|
||||
#include "Components/SphereComponent.h"
|
||||
#include "GameFramework/SpringArmComponent.h"
|
||||
#include "PlayerCharacter.generated.h"
|
||||
|
||||
|
@ -37,18 +35,6 @@ public:
|
|||
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
|
||||
UInputAction* MovementAction;
|
||||
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
|
||||
float GarlicDamage = 51.0f;
|
||||
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
|
||||
float GarlicUpdateTime = 1.0f;
|
||||
|
||||
UPROPERTY(VisibleAnywhere)
|
||||
USphereComponent* GarlicSphereComponent;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
||||
TArray<AEnemyCharacter*> OverlappedEnemies;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
||||
UEXPComponent* EXPComponent;
|
||||
|
||||
|
@ -77,16 +63,4 @@ public:
|
|||
private:
|
||||
UFUNCTION()
|
||||
void MovementCallback(const FInputActionInstance& Instance);
|
||||
|
||||
UFUNCTION()
|
||||
void OnGarlicBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
|
||||
UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep,
|
||||
const FHitResult& SweepResult);
|
||||
|
||||
UFUNCTION()
|
||||
void OnGarlicEndOverlap(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp,
|
||||
int32 OtherBodyIndex);
|
||||
|
||||
UFUNCTION()
|
||||
void GarlicUpdate();
|
||||
};
|
||||
|
|
|
@ -18,6 +18,7 @@ void AWeapon::BeginPlay()
|
|||
Super::BeginPlay();
|
||||
GetWorldTimerManager().SetTimer(WeaponTimerHandle, this, &AWeapon::FireWeaponAction, WeaponCooldown, true);
|
||||
UEXPComponent* expcomponent = GetOwner()->GetComponentByClass<UEXPComponent>();
|
||||
|
||||
if (expcomponent)
|
||||
{
|
||||
expcomponent->OnEXPLevelUp.BindUObject(this, &AWeapon::UpgradeWeapon);
|
||||
|
|
|
@ -12,22 +12,24 @@ class VAMPIRES_API AWeapon : public AActor
|
|||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
|
||||
UPROPERTY()
|
||||
float WeaponCooldown = 1.0f;
|
||||
|
||||
|
||||
UPROPERTY()
|
||||
float Damage;
|
||||
|
||||
private:
|
||||
FTimerHandle WeaponTimerHandle;
|
||||
|
||||
public:
|
||||
|
||||
public:
|
||||
// Sets default values for this actor's properties
|
||||
AWeapon();
|
||||
|
||||
protected:
|
||||
// Called when the game starts or when spawned
|
||||
virtual void BeginPlay() override;
|
||||
|
||||
public:
|
||||
|
||||
UFUNCTION(BlueprintCallable)
|
||||
virtual void FireWeaponAction();
|
||||
|
||||
|
|
|
@ -3,8 +3,6 @@
|
|||
|
||||
#include "WeaponInventoryComponent.h"
|
||||
|
||||
#include "Kismet/GameplayStatics.h"
|
||||
|
||||
// Sets default values for this component's properties
|
||||
UWeaponInventoryComponent::UWeaponInventoryComponent()
|
||||
{
|
||||
|
@ -21,8 +19,7 @@ void UWeaponInventoryComponent::BeginPlay()
|
|||
{
|
||||
Super::BeginPlay();
|
||||
|
||||
// ...
|
||||
|
||||
InitializeInventory();
|
||||
}
|
||||
|
||||
void UWeaponInventoryComponent::InitializeInventory()
|
||||
|
@ -37,10 +34,10 @@ void UWeaponInventoryComponent::InitializeInventory()
|
|||
|
||||
void UWeaponInventoryComponent::AddWeaponToInventory(TSubclassOf<AWeapon> Weapon)
|
||||
{
|
||||
AWeapon* weapon = GetWorld()->SpawnActor<AWeapon>(Weapon);
|
||||
weapon->SetActorTransform(GetOwner()->GetTransform());
|
||||
weapon->SetOwner(GetOwner());
|
||||
FActorSpawnParameters SpawnParameters;
|
||||
SpawnParameters.Owner = GetOwner();
|
||||
|
||||
AWeapon* weapon = GetWorld()->SpawnActor<AWeapon>(Weapon, GetOwner()->GetTransform(), SpawnParameters);
|
||||
weapon->AttachToActor(GetOwner(), FAttachmentTransformRules::KeepRelativeTransform);
|
||||
inventory.Add(weapon);
|
||||
}
|
||||
|
||||
|
|
|
@ -8,21 +8,20 @@
|
|||
#include "WeaponInventoryComponent.generated.h"
|
||||
|
||||
|
||||
UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
|
||||
UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
|
||||
class VAMPIRES_API UWeaponInventoryComponent : public UActorComponent
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
|
||||
UPROPERTY()
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
||||
TArray<TSubclassOf<AWeapon>> initialInventory;
|
||||
|
||||
|
||||
private:
|
||||
UPROPERTY()
|
||||
TArray<AWeapon*> inventory;
|
||||
|
||||
public:
|
||||
|
||||
public:
|
||||
// Sets default values for this component's properties
|
||||
UWeaponInventoryComponent();
|
||||
|
||||
|
@ -30,12 +29,10 @@ protected:
|
|||
// Called when the game starts
|
||||
virtual void BeginPlay() override;
|
||||
|
||||
|
||||
public:
|
||||
|
||||
UFUNCTION()
|
||||
void InitializeInventory();
|
||||
|
||||
|
||||
UFUNCTION()
|
||||
void AddWeaponToInventory(TSubclassOf<AWeapon> Weapon);
|
||||
};
|
||||
|
|
|
@ -0,0 +1,78 @@
|
|||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
|
||||
#include "GarlicWeapon.h"
|
||||
|
||||
AGarlicWeapon::AGarlicWeapon()
|
||||
{
|
||||
SphereComponent = CreateDefaultSubobject<USphereComponent>(TEXT("Sphere Component"));
|
||||
SphereComponent->SetupAttachment(RootComponent);
|
||||
SphereComponent->SetSphereRadius(150.0f);
|
||||
Damage = 51.0f;
|
||||
}
|
||||
|
||||
void AGarlicWeapon::BeginPlay()
|
||||
{
|
||||
Super::BeginPlay();
|
||||
SphereComponent->OnComponentBeginOverlap.AddDynamic(this, &AGarlicWeapon::OnBeginOverlap);
|
||||
SphereComponent->OnComponentEndOverlap.AddDynamic(this, &AGarlicWeapon::OnEndOverlap);
|
||||
}
|
||||
|
||||
void AGarlicWeapon::FireWeaponAction()
|
||||
{
|
||||
TArray<AEnemyCharacter*> OverlappedEnemiesCache = OverlappedEnemies;
|
||||
|
||||
for (int i = 0; i < OverlappedEnemiesCache.Num(); i++)
|
||||
{
|
||||
bool deadCheck = false;
|
||||
UHealthComponent* EnemyHealthComponent = OverlappedEnemiesCache[i]->GetHealthComponent();
|
||||
|
||||
if (!EnemyHealthComponent->GetIsDead())
|
||||
{
|
||||
FVector Direction = OverlappedEnemiesCache[i]->GetActorLocation() - this->GetActorLocation();
|
||||
Direction.Normalize();
|
||||
float distance = SphereComponent->GetScaledSphereRadius();
|
||||
Direction *= distance;
|
||||
OverlappedEnemiesCache[i]->SetActorLocation(OverlappedEnemiesCache[i]->GetActorLocation() + Direction);
|
||||
|
||||
if (EnemyHealthComponent->GetCurrentHealth() < Damage)
|
||||
{
|
||||
deadCheck = true;
|
||||
}
|
||||
|
||||
AController* ownerController = nullptr;
|
||||
if (AVampireCharacter* character = Cast<AVampireCharacter>(GetOwner()))
|
||||
{
|
||||
ownerController = character->GetController();
|
||||
}
|
||||
|
||||
EnemyHealthComponent->TakeDamage(OverlappedEnemiesCache[i], Damage, nullptr, ownerController, this);
|
||||
}
|
||||
|
||||
if (deadCheck)
|
||||
{
|
||||
i -= 1;
|
||||
}
|
||||
}
|
||||
|
||||
Super::FireWeaponAction();
|
||||
}
|
||||
|
||||
void AGarlicWeapon::OnBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
|
||||
UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep,
|
||||
const FHitResult& SweepResult)
|
||||
{
|
||||
if (AEnemyCharacter* Enemy = Cast<AEnemyCharacter>(OtherActor))
|
||||
{
|
||||
OverlappedEnemies.Add(Enemy);
|
||||
}
|
||||
}
|
||||
|
||||
void AGarlicWeapon::OnEndOverlap(UPrimitiveComponent* OverlappedComp, AActor* OtherActor,
|
||||
UPrimitiveComponent* OtherComp, int32 OtherBodyIndex)
|
||||
{
|
||||
if (AEnemyCharacter* Enemy = Cast<AEnemyCharacter>(OtherActor))
|
||||
{
|
||||
OverlappedEnemies.Remove(Enemy);
|
||||
}
|
||||
}
|
|
@ -0,0 +1,41 @@
|
|||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "../Weapon.h"
|
||||
#include "Components/SphereComponent.h"
|
||||
#include "vampires/EnemyCharacter.h"
|
||||
#include "GarlicWeapon.generated.h"
|
||||
|
||||
/**
|
||||
*
|
||||
*/
|
||||
UCLASS()
|
||||
class VAMPIRES_API AGarlicWeapon : public AWeapon
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
USphereComponent* SphereComponent;
|
||||
|
||||
TArray<AEnemyCharacter*> OverlappedEnemies;
|
||||
|
||||
public:
|
||||
AGarlicWeapon();
|
||||
|
||||
protected:
|
||||
virtual void BeginPlay() override;
|
||||
|
||||
public:
|
||||
virtual void FireWeaponAction() override;
|
||||
|
||||
protected:
|
||||
UFUNCTION()
|
||||
void OnBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
|
||||
UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep,
|
||||
const FHitResult& SweepResult);
|
||||
|
||||
UFUNCTION()
|
||||
void OnEndOverlap(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp,
|
||||
int32 OtherBodyIndex);
|
||||
};
|
Loading…
Reference in New Issue