Update Projectile to use a ProjectileMovementComponent
This commit is contained in:
parent
fc93e35ef1
commit
4fa8210707
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/MagicWand/BP_MagicWandProjectile.uasset (Stored with Git LFS)
BIN
Content/Weapons/MagicWand/BP_MagicWandProjectile.uasset (Stored with Git LFS)
Binary file not shown.
|
@ -3,17 +3,20 @@
|
|||
|
||||
#include "Projectile.h"
|
||||
|
||||
#include "Components/SphereComponent.h"
|
||||
#include "GameFramework/ProjectileMovementComponent.h"
|
||||
#include "Weapons/ProjectileWeapon.h"
|
||||
|
||||
// Sets default values
|
||||
AProjectile::AProjectile()
|
||||
{
|
||||
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
|
||||
PrimaryActorTick.bCanEverTick = true;
|
||||
|
||||
SphereComponent = CreateDefaultSubobject<USphereComponent>(TEXT("Sphere Component"));
|
||||
{ SphereComponent = CreateDefaultSubobject<USphereComponent>(TEXT("Sphere Component"));
|
||||
SetRootComponent(SphereComponent);
|
||||
SphereComponent->SetSphereRadius(50.0f);
|
||||
|
||||
ProjectileMovement = CreateDefaultSubobject<UProjectileMovementComponent>(TEXT("Projectile Movement"));
|
||||
ProjectileMovement->ProjectileGravityScale = 0.0f;
|
||||
ProjectileMovement->Friction = 0.0f;;
|
||||
ProjectileMovement->bIsSliding = true;
|
||||
}
|
||||
|
||||
// Called when the game starts or when spawned
|
||||
|
@ -22,12 +25,14 @@ void AProjectile::BeginPlay()
|
|||
Super::BeginPlay();
|
||||
AProjectileWeapon* OwnerWeapon = Cast<AProjectileWeapon>(GetOwner());
|
||||
SphereComponent->OnComponentBeginOverlap.AddDynamic(OwnerWeapon, &AProjectileWeapon::OnProjectileBeginOverlap);
|
||||
|
||||
ProjectileMovement->InitialSpeed = ProjectileSpeed;
|
||||
ProjectileMovement->MaxSpeed = ProjectileSpeed;
|
||||
}
|
||||
|
||||
// Called every frame
|
||||
void AProjectile::Tick(float DeltaTime)
|
||||
void AProjectile::SetTargetDirection(FVector direction)
|
||||
{
|
||||
Super::Tick(DeltaTime);
|
||||
SetActorLocation(GetActorLocation() + (TargetDirection * ProjectileSpeed));
|
||||
TargetDirection = direction;
|
||||
ProjectileMovement->SetVelocityInLocalSpace(TargetDirection * ProjectileSpeed);
|
||||
}
|
||||
|
||||
|
|
|
@ -3,10 +3,12 @@
|
|||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "Components/SphereComponent.h"
|
||||
#include "GameFramework/Actor.h"
|
||||
#include "Projectile.generated.h"
|
||||
|
||||
class UProjectileMovementComponent;
|
||||
class USphereComponent;
|
||||
|
||||
UCLASS()
|
||||
class VAMPIRES_API AProjectile : public AActor
|
||||
{
|
||||
|
@ -16,10 +18,13 @@ public:
|
|||
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
|
||||
USphereComponent* SphereComponent = nullptr;
|
||||
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
|
||||
UProjectileMovementComponent* ProjectileMovement = nullptr;
|
||||
|
||||
FVector TargetDirection = FVector::ZeroVector;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
||||
float ProjectileSpeed = 1.0f;
|
||||
float ProjectileSpeed = 500.0f;
|
||||
|
||||
public:
|
||||
// Sets default values for this actor's properties
|
||||
|
@ -30,6 +35,6 @@ protected:
|
|||
virtual void BeginPlay() override;
|
||||
|
||||
public:
|
||||
// Called every frame
|
||||
virtual void Tick(float DeltaTime) override;
|
||||
|
||||
void SetTargetDirection(FVector direction);
|
||||
};
|
||||
|
|
|
@ -34,6 +34,6 @@ void AFireWandWeapon::FireWeaponAction_Implementation()
|
|||
direction.Z = 0.0;
|
||||
direction.Normalize();
|
||||
|
||||
projectile->TargetDirection = direction;
|
||||
projectile->SetTargetDirection(direction);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -53,18 +53,18 @@ void AGunWeapon::FireWeaponAction_Implementation()
|
|||
|
||||
AProjectile* projectile = GetWorld()->SpawnActor<AProjectile>(ProjectileTemplate, GetOwner()->GetTransform(),
|
||||
actorSpawnParameters);
|
||||
projectile->TargetDirection = UKismetMathLibrary::GetDirectionUnitVector(actorLocation, TopLeft);
|
||||
projectile->SetTargetDirection(UKismetMathLibrary::GetDirectionUnitVector(actorLocation, TopLeft));
|
||||
|
||||
projectile = GetWorld()->SpawnActor<AProjectile>(ProjectileTemplate, GetOwner()->GetTransform(),
|
||||
actorSpawnParameters);
|
||||
projectile->TargetDirection = UKismetMathLibrary::GetDirectionUnitVector(actorLocation, TopRight);
|
||||
projectile->SetTargetDirection(UKismetMathLibrary::GetDirectionUnitVector(actorLocation, TopRight));
|
||||
|
||||
projectile = GetWorld()->SpawnActor<AProjectile>(ProjectileTemplate, GetOwner()->GetTransform(),
|
||||
actorSpawnParameters);
|
||||
projectile->TargetDirection = UKismetMathLibrary::GetDirectionUnitVector(actorLocation, BottomLeft);
|
||||
projectile->SetTargetDirection(UKismetMathLibrary::GetDirectionUnitVector(actorLocation, BottomLeft));
|
||||
|
||||
projectile = GetWorld()->SpawnActor<AProjectile>(ProjectileTemplate, GetOwner()->GetTransform(),
|
||||
actorSpawnParameters);
|
||||
projectile->TargetDirection = UKismetMathLibrary::GetDirectionUnitVector(actorLocation, BottomRight);
|
||||
projectile->SetTargetDirection(UKismetMathLibrary::GetDirectionUnitVector(actorLocation, BottomRight));
|
||||
}
|
||||
}
|
|
@ -32,6 +32,6 @@ void AKnifeWeapon::FireWeaponAction_Implementation()
|
|||
|
||||
FVector direction = FVector(playerCharacter->PreviousMovementDirection, 0.0);
|
||||
direction.Normalize();
|
||||
projectile->TargetDirection = direction;
|
||||
projectile->SetTargetDirection(direction);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -37,7 +37,7 @@ void AMagicWandWeapon::FireWeaponAction_Implementation()
|
|||
GetActorLocation(), nearestActor->GetActorLocation());
|
||||
direction.Z = 0.0;
|
||||
direction.Normalize();
|
||||
projectile->TargetDirection = direction;
|
||||
projectile->SetTargetDirection(direction);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue