Add Pentagram Weapon
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "PentagramWeapon.h"
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#include "Kismet/GameplayStatics.h"
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#include "vampires/VampirePlayerController.h"
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#include "../PlayerCharacter.h"
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APentagramWeapon::APentagramWeapon()
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{
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BoxComponent = CreateDefaultSubobject<UBoxComponent>(TEXT("Sphere Component"));
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BoxComponent->SetupAttachment(RootComponent);
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WeaponCooldown = 90.0f;
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}
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void APentagramWeapon::BeginPlay()
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{
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Super::BeginPlay();
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BoxComponent->OnComponentBeginOverlap.AddDynamic(this, &APentagramWeapon::OnBeginOverlap);
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BoxComponent->OnComponentEndOverlap.AddDynamic(this, &APentagramWeapon::OnEndOverlap);
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FVector TopLeft, TopLeftDir;
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FVector TopRight, TopRightDir;
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FVector BottomLeft, BottomLeftDir;
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FVector BottomRight, BottomRightDir;
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FVector2d ViewportSize;
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GEngine->GameViewport->GetViewportSize(ViewportSize);
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APlayerCharacter* PlayerCharacter = Cast<APlayerCharacter>(UGameplayStatics::GetPlayerCharacter(GetWorld(), 0));
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AVampirePlayerController* PlayerController = Cast<AVampirePlayerController>(
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UGameplayStatics::GetPlayerController(PlayerCharacter, 0));
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PlayerController->DeprojectScreenPositionToWorld(0, 0, TopLeft, TopLeftDir);
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PlayerController->DeprojectScreenPositionToWorld(ViewportSize.X, 0, TopRight, TopRightDir);
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PlayerController->DeprojectScreenPositionToWorld(0, ViewportSize.Y, BottomLeft, BottomLeftDir);
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PlayerController->DeprojectScreenPositionToWorld(ViewportSize.X, ViewportSize.Y, BottomRight, BottomRightDir);
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float width = FVector::Dist(TopLeft, TopRight) * 60;
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float height = FVector::Dist(TopLeft, BottomLeft) * 60;
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BoxComponent->SetBoxExtent(FVector(height, width, 200.0f));
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}
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void APentagramWeapon::FireWeaponAction_Implementation()
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{
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Super::FireWeaponAction_Implementation();
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for (int i = OverlappedPickups.Num() - 1; i >= 0; i--)
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{
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OverlappedPickups[i]->Destroy();
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}
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for (int i = OverlappedEnemies.Num() - 1; i >= 0; i--)
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{
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OverlappedEnemies[i]->Destroy();
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}
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}
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void APentagramWeapon::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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else if (APickup* Pickup = Cast<APickup>(OtherActor))
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{
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OverlappedPickups.Add(Pickup);
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}
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}
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void APentagramWeapon::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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else if (APickup* Pickup = Cast<APickup>(OtherActor))
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{
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OverlappedPickups.Remove(Pickup);
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}
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}
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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/BoxComponent.h"
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#include "vampires/EnemyCharacter.h"
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#include "vampires/Pickup.h"
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#include "PentagramWeapon.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 APentagramWeapon : 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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private:
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TArray<AEnemyCharacter*> OverlappedEnemies = TArray<AEnemyCharacter*>();
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TArray<APickup*> OverlappedPickups = TArray<APickup*>();
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public:
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APentagramWeapon();
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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_Implementation() 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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