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)
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@ -7,7 +7,6 @@
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#include "EnhancedInputComponent.h"
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#include "EnhancedInputComponent.h"
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#include "EnhancedInputSubsystems.h"
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#include "EnhancedInputSubsystems.h"
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#include "InputMappingContext.h"
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#include "InputMappingContext.h"
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#include "Kismet/GameplayStatics.h"
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APlayerCharacter::APlayerCharacter()
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APlayerCharacter::APlayerCharacter()
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{
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{
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@ -34,11 +33,6 @@ APlayerCharacter::APlayerCharacter()
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// Create Gold Component
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// Create Gold Component
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GoldComponent = CreateDefaultSubobject<UGoldComponent>(TEXT("Gold Component"));
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GoldComponent = CreateDefaultSubobject<UGoldComponent>(TEXT("Gold Component"));
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// Create Garlic Sphere Component
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GarlicSphereComponent = CreateDefaultSubobject<USphereComponent>(TEXT("Garlic Sphere Component"));
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GarlicSphereComponent->SetupAttachment(RootComponent);
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GarlicSphereComponent->SetSphereRadius(150.0f);
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//Create Weapon Inventory Component
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//Create Weapon Inventory Component
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WeaponInventoryComponent = CreateDefaultSubobject<UWeaponInventoryComponent>(TEXT("Weapon Inventory Component"));
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WeaponInventoryComponent = CreateDefaultSubobject<UWeaponInventoryComponent>(TEXT("Weapon Inventory Component"));
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}
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}
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@ -46,10 +40,6 @@ APlayerCharacter::APlayerCharacter()
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void APlayerCharacter::BeginPlay()
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void APlayerCharacter::BeginPlay()
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{
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{
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Super::BeginPlay();
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Super::BeginPlay();
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GarlicSphereComponent->OnComponentBeginOverlap.AddDynamic(this, &APlayerCharacter::OnGarlicBeginOverlap);
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GarlicSphereComponent->OnComponentEndOverlap.AddDynamic(this, &APlayerCharacter::OnGarlicEndOverlap);
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GetWorldTimerManager().SetTimer(GarlicTimerHandle, this, &APlayerCharacter::GarlicUpdate, GarlicUpdateTime, true);
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}
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}
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void APlayerCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
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void APlayerCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
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@ -97,54 +87,3 @@ void APlayerCharacter::MovementCallback(const FInputActionInstance& Instance)
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AddMovementInput({1.0f, 0.0f, 0.0f}, vec2.X);
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AddMovementInput({1.0f, 0.0f, 0.0f}, vec2.X);
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}
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}
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}
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}
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void APlayerCharacter::OnGarlicBeginOverlap(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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OverlappedEnemies.Add(Enemy);
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}
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}
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void APlayerCharacter::OnGarlicEndOverlap(UPrimitiveComponent* OverlappedComp, AActor* OtherActor,
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UPrimitiveComponent* OtherComp, int32 OtherBodyIndex)
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{
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if (AEnemyCharacter* Enemy = Cast<AEnemyCharacter>(OtherActor))
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{
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OverlappedEnemies.Remove(Enemy);
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}
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}
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void APlayerCharacter::GarlicUpdate()
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{
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TArray<AEnemyCharacter*> OverlappedEnemiesCache = OverlappedEnemies;
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for (int i = 0; i < OverlappedEnemiesCache.Num(); i++)
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{
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bool deadCheck = false;
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UHealthComponent* EnemyHealthComponent = OverlappedEnemiesCache[i]->GetHealthComponent();
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if (!EnemyHealthComponent->GetIsDead())
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{
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FVector Direction = OverlappedEnemiesCache[i]->GetActorLocation() - this->GetActorLocation();
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Direction.Normalize();
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float distance = GarlicSphereComponent->GetScaledSphereRadius();
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Direction *= distance;
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OverlappedEnemiesCache[i]->SetActorLocation(OverlappedEnemiesCache[i]->GetActorLocation() + Direction);
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if (EnemyHealthComponent->GetCurrentHealth() < GarlicDamage)
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{
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deadCheck = true;
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}
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EnemyHealthComponent->TakeDamage(OverlappedEnemiesCache[i], GarlicDamage, nullptr, GetController(), this);
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}
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if (deadCheck)
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{
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i -= 1;
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}
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}
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}
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@ -3,13 +3,11 @@
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#pragma once
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#pragma once
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#include "CoreMinimal.h"
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#include "CoreMinimal.h"
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#include "EnemyCharacter.h"
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#include "EXPComponent.h"
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#include "EXPComponent.h"
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#include "GoldComponent.h"
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#include "GoldComponent.h"
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#include "VampireCharacter.h"
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#include "VampireCharacter.h"
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#include "WeaponInventoryComponent.h"
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#include "WeaponInventoryComponent.h"
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#include "Camera/CameraComponent.h"
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#include "Camera/CameraComponent.h"
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#include "Components/SphereComponent.h"
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#include "GameFramework/SpringArmComponent.h"
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#include "GameFramework/SpringArmComponent.h"
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#include "PlayerCharacter.generated.h"
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#include "PlayerCharacter.generated.h"
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@ -37,18 +35,6 @@ public:
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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UInputAction* MovementAction;
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UInputAction* MovementAction;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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float GarlicDamage = 51.0f;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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float GarlicUpdateTime = 1.0f;
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UPROPERTY(VisibleAnywhere)
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USphereComponent* GarlicSphereComponent;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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TArray<AEnemyCharacter*> OverlappedEnemies;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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UEXPComponent* EXPComponent;
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UEXPComponent* EXPComponent;
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@ -77,16 +63,4 @@ public:
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private:
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private:
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UFUNCTION()
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UFUNCTION()
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void MovementCallback(const FInputActionInstance& Instance);
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void MovementCallback(const FInputActionInstance& Instance);
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UFUNCTION()
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void OnGarlicBeginOverlap(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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UFUNCTION()
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void OnGarlicEndOverlap(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp,
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int32 OtherBodyIndex);
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UFUNCTION()
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void GarlicUpdate();
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};
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};
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@ -18,6 +18,7 @@ void AWeapon::BeginPlay()
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Super::BeginPlay();
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Super::BeginPlay();
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GetWorldTimerManager().SetTimer(WeaponTimerHandle, this, &AWeapon::FireWeaponAction, WeaponCooldown, true);
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GetWorldTimerManager().SetTimer(WeaponTimerHandle, this, &AWeapon::FireWeaponAction, WeaponCooldown, true);
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UEXPComponent* expcomponent = GetOwner()->GetComponentByClass<UEXPComponent>();
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UEXPComponent* expcomponent = GetOwner()->GetComponentByClass<UEXPComponent>();
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if (expcomponent)
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if (expcomponent)
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{
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{
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expcomponent->OnEXPLevelUp.BindUObject(this, &AWeapon::UpgradeWeapon);
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expcomponent->OnEXPLevelUp.BindUObject(this, &AWeapon::UpgradeWeapon);
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@ -12,10 +12,12 @@ class VAMPIRES_API AWeapon : public AActor
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GENERATED_BODY()
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GENERATED_BODY()
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public:
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public:
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UPROPERTY()
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UPROPERTY()
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float WeaponCooldown = 1.0f;
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float WeaponCooldown = 1.0f;
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UPROPERTY()
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float Damage;
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private:
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private:
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FTimerHandle WeaponTimerHandle;
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FTimerHandle WeaponTimerHandle;
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@ -26,8 +28,8 @@ public:
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protected:
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protected:
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// Called when the game starts or when spawned
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// Called when the game starts or when spawned
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virtual void BeginPlay() override;
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virtual void BeginPlay() override;
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public:
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public:
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UFUNCTION(BlueprintCallable)
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UFUNCTION(BlueprintCallable)
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virtual void FireWeaponAction();
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virtual void FireWeaponAction();
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@ -3,8 +3,6 @@
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#include "WeaponInventoryComponent.h"
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#include "WeaponInventoryComponent.h"
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#include "Kismet/GameplayStatics.h"
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// Sets default values for this component's properties
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// Sets default values for this component's properties
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UWeaponInventoryComponent::UWeaponInventoryComponent()
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UWeaponInventoryComponent::UWeaponInventoryComponent()
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{
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{
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@ -21,8 +19,7 @@ void UWeaponInventoryComponent::BeginPlay()
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{
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{
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Super::BeginPlay();
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Super::BeginPlay();
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// ...
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InitializeInventory();
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}
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}
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void UWeaponInventoryComponent::InitializeInventory()
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void UWeaponInventoryComponent::InitializeInventory()
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@ -37,10 +34,10 @@ void UWeaponInventoryComponent::InitializeInventory()
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void UWeaponInventoryComponent::AddWeaponToInventory(TSubclassOf<AWeapon> Weapon)
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void UWeaponInventoryComponent::AddWeaponToInventory(TSubclassOf<AWeapon> Weapon)
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{
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{
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AWeapon* weapon = GetWorld()->SpawnActor<AWeapon>(Weapon);
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FActorSpawnParameters SpawnParameters;
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weapon->SetActorTransform(GetOwner()->GetTransform());
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SpawnParameters.Owner = GetOwner();
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weapon->SetOwner(GetOwner());
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AWeapon* weapon = GetWorld()->SpawnActor<AWeapon>(Weapon, GetOwner()->GetTransform(), SpawnParameters);
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weapon->AttachToActor(GetOwner(), FAttachmentTransformRules::KeepRelativeTransform);
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weapon->AttachToActor(GetOwner(), FAttachmentTransformRules::KeepRelativeTransform);
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inventory.Add(weapon);
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inventory.Add(weapon);
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}
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}
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#include "WeaponInventoryComponent.generated.h"
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#include "WeaponInventoryComponent.generated.h"
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UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
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UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
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class VAMPIRES_API UWeaponInventoryComponent : public UActorComponent
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class VAMPIRES_API UWeaponInventoryComponent : public UActorComponent
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{
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{
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GENERATED_BODY()
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GENERATED_BODY()
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public:
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public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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UPROPERTY()
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TArray<TSubclassOf<AWeapon>> initialInventory;
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TArray<TSubclassOf<AWeapon>> initialInventory;
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private:
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private:
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@ -30,9 +29,7 @@ protected:
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// Called when the game starts
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// Called when the game starts
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virtual void BeginPlay() override;
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virtual void BeginPlay() override;
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public:
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public:
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UFUNCTION()
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UFUNCTION()
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void InitializeInventory();
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void InitializeInventory();
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@ -0,0 +1,78 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "GarlicWeapon.h"
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AGarlicWeapon::AGarlicWeapon()
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{
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SphereComponent = CreateDefaultSubobject<USphereComponent>(TEXT("Sphere Component"));
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SphereComponent->SetupAttachment(RootComponent);
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SphereComponent->SetSphereRadius(150.0f);
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Damage = 51.0f;
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}
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void AGarlicWeapon::BeginPlay()
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{
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Super::BeginPlay();
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SphereComponent->OnComponentBeginOverlap.AddDynamic(this, &AGarlicWeapon::OnBeginOverlap);
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SphereComponent->OnComponentEndOverlap.AddDynamic(this, &AGarlicWeapon::OnEndOverlap);
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}
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void AGarlicWeapon::FireWeaponAction()
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{
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TArray<AEnemyCharacter*> OverlappedEnemiesCache = OverlappedEnemies;
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for (int i = 0; i < OverlappedEnemiesCache.Num(); i++)
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{
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bool deadCheck = false;
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UHealthComponent* EnemyHealthComponent = OverlappedEnemiesCache[i]->GetHealthComponent();
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if (!EnemyHealthComponent->GetIsDead())
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{
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FVector Direction = OverlappedEnemiesCache[i]->GetActorLocation() - this->GetActorLocation();
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Direction.Normalize();
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float distance = SphereComponent->GetScaledSphereRadius();
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Direction *= distance;
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OverlappedEnemiesCache[i]->SetActorLocation(OverlappedEnemiesCache[i]->GetActorLocation() + Direction);
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if (EnemyHealthComponent->GetCurrentHealth() < Damage)
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{
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deadCheck = true;
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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(OverlappedEnemiesCache[i], Damage, nullptr, ownerController, this);
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}
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if (deadCheck)
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{
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i -= 1;
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}
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}
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Super::FireWeaponAction();
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}
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void AGarlicWeapon::OnBeginOverlap(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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OverlappedEnemies.Add(Enemy);
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}
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}
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void AGarlicWeapon::OnEndOverlap(UPrimitiveComponent* OverlappedComp, AActor* OtherActor,
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UPrimitiveComponent* OtherComp, int32 OtherBodyIndex)
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{
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if (AEnemyCharacter* Enemy = Cast<AEnemyCharacter>(OtherActor))
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{
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OverlappedEnemies.Remove(Enemy);
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}
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}
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@ -0,0 +1,41 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "../Weapon.h"
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#include "Components/SphereComponent.h"
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#include "vampires/EnemyCharacter.h"
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#include "GarlicWeapon.generated.h"
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/**
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*
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*/
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UCLASS()
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class VAMPIRES_API AGarlicWeapon : public AWeapon
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{
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GENERATED_BODY()
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USphereComponent* SphereComponent;
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TArray<AEnemyCharacter*> OverlappedEnemies;
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public:
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AGarlicWeapon();
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protected:
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virtual void BeginPlay() override;
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public:
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virtual void FireWeaponAction() override;
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protected:
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UFUNCTION()
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void OnBeginOverlap(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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UFUNCTION()
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void OnEndOverlap(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp,
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int32 OtherBodyIndex);
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};
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