Update Projectile to use a ProjectileMovementComponent
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Content/Player/BP_PlayerCharacter.uasset (Stored with Git LFS)
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Content/Player/BP_PlayerCharacter.uasset (Stored with Git LFS)
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Content/Weapons/MagicWand/BP_MagicWandProjectile.uasset (Stored with Git LFS)
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Content/Weapons/MagicWand/BP_MagicWandProjectile.uasset (Stored with Git LFS)
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@ -3,17 +3,20 @@
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#include "Projectile.h"
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#include "Components/SphereComponent.h"
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#include "GameFramework/ProjectileMovementComponent.h"
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#include "Weapons/ProjectileWeapon.h"
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// Sets default values
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AProjectile::AProjectile()
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{
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// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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PrimaryActorTick.bCanEverTick = true;
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SphereComponent = CreateDefaultSubobject<USphereComponent>(TEXT("Sphere Component"));
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{ SphereComponent = CreateDefaultSubobject<USphereComponent>(TEXT("Sphere Component"));
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SetRootComponent(SphereComponent);
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SphereComponent->SetSphereRadius(50.0f);
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ProjectileMovement = CreateDefaultSubobject<UProjectileMovementComponent>(TEXT("Projectile Movement"));
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ProjectileMovement->ProjectileGravityScale = 0.0f;
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ProjectileMovement->Friction = 0.0f;;
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ProjectileMovement->bIsSliding = true;
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}
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// Called when the game starts or when spawned
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@ -22,12 +25,14 @@ void AProjectile::BeginPlay()
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Super::BeginPlay();
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AProjectileWeapon* OwnerWeapon = Cast<AProjectileWeapon>(GetOwner());
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SphereComponent->OnComponentBeginOverlap.AddDynamic(OwnerWeapon, &AProjectileWeapon::OnProjectileBeginOverlap);
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ProjectileMovement->InitialSpeed = ProjectileSpeed;
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ProjectileMovement->MaxSpeed = ProjectileSpeed;
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}
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// Called every frame
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void AProjectile::Tick(float DeltaTime)
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void AProjectile::SetTargetDirection(FVector direction)
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{
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Super::Tick(DeltaTime);
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SetActorLocation(GetActorLocation() + (TargetDirection * ProjectileSpeed));
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TargetDirection = direction;
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ProjectileMovement->SetVelocityInLocalSpace(TargetDirection * ProjectileSpeed);
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}
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@ -3,10 +3,12 @@
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#pragma once
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#include "CoreMinimal.h"
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#include "Components/SphereComponent.h"
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#include "GameFramework/Actor.h"
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#include "Projectile.generated.h"
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class UProjectileMovementComponent;
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class USphereComponent;
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UCLASS()
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class VAMPIRES_API AProjectile : public AActor
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{
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@ -16,10 +18,13 @@ public:
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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USphereComponent* SphereComponent = nullptr;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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UProjectileMovementComponent* ProjectileMovement = nullptr;
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FVector TargetDirection = FVector::ZeroVector;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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float ProjectileSpeed = 1.0f;
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float ProjectileSpeed = 500.0f;
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public:
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// Sets default values for this actor's properties
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@ -30,6 +35,6 @@ protected:
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virtual void BeginPlay() override;
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public:
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// Called every frame
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virtual void Tick(float DeltaTime) override;
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void SetTargetDirection(FVector direction);
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};
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@ -34,6 +34,6 @@ void AFireWandWeapon::FireWeaponAction_Implementation()
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direction.Z = 0.0;
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direction.Normalize();
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projectile->TargetDirection = direction;
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projectile->SetTargetDirection(direction);
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}
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}
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@ -80,7 +80,7 @@ void AGarlicWeapon::GarlicFireWeaponAction(FOverlappedEnemy EnemyCharacter)
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}
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EnemyHealthComponent->TakeDamage(EnemyCharacter.OverlappedEnemyCharacter, Damage, nullptr,
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ownerController, this);
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ownerController, this);
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}
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}
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}
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@ -12,11 +12,11 @@ USTRUCT()
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struct FOverlappedEnemy
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{
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GENERATED_BODY()
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AEnemyCharacter* OverlappedEnemyCharacter;
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FTimerHandle OverlappedTimerHandle;
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};
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};
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/**
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*
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@ -53,18 +53,18 @@ void AGunWeapon::FireWeaponAction_Implementation()
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AProjectile* projectile = GetWorld()->SpawnActor<AProjectile>(ProjectileTemplate, GetOwner()->GetTransform(),
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actorSpawnParameters);
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projectile->TargetDirection = UKismetMathLibrary::GetDirectionUnitVector(actorLocation, TopLeft);
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projectile->SetTargetDirection(UKismetMathLibrary::GetDirectionUnitVector(actorLocation, TopLeft));
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projectile = GetWorld()->SpawnActor<AProjectile>(ProjectileTemplate, GetOwner()->GetTransform(),
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actorSpawnParameters);
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projectile->TargetDirection = UKismetMathLibrary::GetDirectionUnitVector(actorLocation, TopRight);
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projectile->SetTargetDirection(UKismetMathLibrary::GetDirectionUnitVector(actorLocation, TopRight));
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projectile = GetWorld()->SpawnActor<AProjectile>(ProjectileTemplate, GetOwner()->GetTransform(),
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actorSpawnParameters);
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projectile->TargetDirection = UKismetMathLibrary::GetDirectionUnitVector(actorLocation, BottomLeft);
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projectile->SetTargetDirection(UKismetMathLibrary::GetDirectionUnitVector(actorLocation, BottomLeft));
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projectile = GetWorld()->SpawnActor<AProjectile>(ProjectileTemplate, GetOwner()->GetTransform(),
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actorSpawnParameters);
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projectile->TargetDirection = UKismetMathLibrary::GetDirectionUnitVector(actorLocation, BottomRight);
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projectile->SetTargetDirection(UKismetMathLibrary::GetDirectionUnitVector(actorLocation, BottomRight));
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}
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}
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@ -32,6 +32,6 @@ void AKnifeWeapon::FireWeaponAction_Implementation()
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FVector direction = FVector(playerCharacter->PreviousMovementDirection, 0.0);
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direction.Normalize();
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projectile->TargetDirection = direction;
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projectile->SetTargetDirection(direction);
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}
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}
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@ -37,7 +37,7 @@ void AMagicWandWeapon::FireWeaponAction_Implementation()
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GetActorLocation(), nearestActor->GetActorLocation());
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direction.Z = 0.0;
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direction.Normalize();
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projectile->TargetDirection = direction;
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projectile->SetTargetDirection(direction);
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}
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}
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}
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