Add Upgrades to Magic Wand
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BIN
Content/Weapons/MagicWand/BP_MagicWandWeapon.uasset
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Content/Weapons/MagicWand/BP_MagicWandWeapon.uasset
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Content/Weapons/TestProjectileDataAsset.uasset
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Content/Weapons/TestProjectileDataAsset.uasset
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@ -8,6 +8,7 @@
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#include "Kismet/KismetMathLibrary.h"
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#include "Kismet/KismetMathLibrary.h"
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#include "vampires/ObjectPoolManager.h"
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#include "vampires/ObjectPoolManager.h"
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#include "vampires/Projectile.h"
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#include "vampires/Projectile.h"
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#include "vampires/ProjectileDataAsset.h"
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#include "vampires/Interfaces/Pools.h"
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#include "vampires/Interfaces/Pools.h"
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AMagicWandWeapon::AMagicWandWeapon()
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AMagicWandWeapon::AMagicWandWeapon()
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@ -22,7 +23,46 @@ void AMagicWandWeapon::BeginPlay()
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void AMagicWandWeapon::FireWeaponAction_Implementation()
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void AMagicWandWeapon::FireWeaponAction_Implementation()
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{
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{
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Super::FireWeaponAction_Implementation();
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Super::FireWeaponAction_Implementation();
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}
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bool AMagicWandWeapon::UpgradeWeapon_Implementation()
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{
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if (!Super::UpgradeWeapon_Implementation()) return false;
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switch (CurrentLevel)
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{
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case 1:
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ProjectilesPerActivation++;
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break;
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case 2:
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WeaponCooldown -= 0.2;
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break;
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case 3:
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ProjectilesPerActivation++;
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break;
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case 4:
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Damage += 10;
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break;
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case 5:
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ProjectilesPerActivation++;
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break;
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case 6:
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ProjectileTemplate->DamagableEnemies++;
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break;
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case 7:
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Damage += 10;
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break;
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default:
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return false;
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}
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ResetWeaponTimer();
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return true;
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}
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void AMagicWandWeapon::FireProjectile()
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{
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if (ProjectileTemplate && OverlappedEnemies.Num() > 0)
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if (ProjectileTemplate && OverlappedEnemies.Num() > 0)
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{
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{
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float distance = 0.0f;
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float distance = 0.0f;
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@ -50,6 +90,8 @@ void AMagicWandWeapon::FireWeaponAction_Implementation()
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IProjectilable::Execute_SetTargetDirection(projectile, direction);
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IProjectilable::Execute_SetTargetDirection(projectile, direction);
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}
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}
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Super::FireProjectile();
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}
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}
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}
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}
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}
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}
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@ -22,4 +22,9 @@ protected:
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public:
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public:
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virtual void FireWeaponAction_Implementation() override;
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virtual void FireWeaponAction_Implementation() override;
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virtual bool UpgradeWeapon_Implementation() override;
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protected:
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virtual void FireProjectile() override;
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};
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};
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