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.
										
									
								
							
							
								
								
									
										
											BIN
										
									
								
								Content/Weapons/BP_GarlicWeapon.uasset
									 (Stored with Git LFS)
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										
											BIN
										
									
								
								Content/Weapons/BP_GarlicWeapon.uasset
									 (Stored with Git LFS)
									
									
									
									
										Normal file
									
								
							
										
											Binary file not shown.
										
									
								
							
							
								
								
									
										
											BIN
										
									
								
								Content/Weapons/BP_WeaponComponent.uasset
									 (Stored with Git LFS)
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										
											BIN
										
									
								
								Content/Weapons/BP_WeaponComponent.uasset
									 (Stored with Git LFS)
									
									
									
									
										Normal file
									
								
							
										
											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);
 | 
			
		||||
 | 
			
		||||
@ -12,10 +12,12 @@ class VAMPIRES_API AWeapon : public AActor
 | 
			
		||||
	GENERATED_BODY()
 | 
			
		||||
 | 
			
		||||
public:
 | 
			
		||||
 | 
			
		||||
	UPROPERTY()
 | 
			
		||||
	float WeaponCooldown = 1.0f;
 | 
			
		||||
 | 
			
		||||
	UPROPERTY()
 | 
			
		||||
	float Damage;
 | 
			
		||||
 | 
			
		||||
private:
 | 
			
		||||
	FTimerHandle WeaponTimerHandle;
 | 
			
		||||
 | 
			
		||||
@ -26,8 +28,8 @@ public:
 | 
			
		||||
protected:
 | 
			
		||||
	// Called when the game starts or when spawned
 | 
			
		||||
	virtual void BeginPlay() override;
 | 
			
		||||
public:
 | 
			
		||||
 | 
			
		||||
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);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
@ -8,14 +8,13 @@
 | 
			
		||||
#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:
 | 
			
		||||
@ -30,9 +29,7 @@ protected:
 | 
			
		||||
	// Called when the game starts
 | 
			
		||||
	virtual void BeginPlay() override;
 | 
			
		||||
 | 
			
		||||
	
 | 
			
		||||
public:
 | 
			
		||||
 | 
			
		||||
	UFUNCTION()
 | 
			
		||||
	void InitializeInventory();
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
							
								
								
									
										78
									
								
								Source/vampires/Weapons/GarlicWeapon.cpp
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										78
									
								
								Source/vampires/Weapons/GarlicWeapon.cpp
									
									
									
									
									
										Normal file
									
								
							@ -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);
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										41
									
								
								Source/vampires/Weapons/GarlicWeapon.h
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										41
									
								
								Source/vampires/Weapons/GarlicWeapon.h
									
									
									
									
									
										Normal file
									
								
							@ -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…
	
	
			
			x
			
			
		
	
		Reference in New Issue
	
	Block a user