Switch Projectile weapons to Box Collider instead of Sphere Component

This commit is contained in:
baz 2024-08-01 01:53:45 +01:00
parent 410dd9caf7
commit 64dc8ec7d1
3 changed files with 31 additions and 6 deletions

View File

@ -31,6 +31,7 @@ void APentagramWeapon::BeginPlay()
APlayerCharacter* PlayerCharacter = Cast<APlayerCharacter>(UGameplayStatics::GetPlayerCharacter(GetWorld(), 0));
AVampirePlayerController* PlayerController = Cast<AVampirePlayerController>(
UGameplayStatics::GetPlayerController(PlayerCharacter, 0));
PlayerController->DeprojectScreenPositionToWorld(0, 0, TopLeft, TopLeftDir);
PlayerController->DeprojectScreenPositionToWorld(ViewportSize.X, 0, TopRight, TopRightDir);
PlayerController->DeprojectScreenPositionToWorld(0, ViewportSize.Y, BottomLeft, BottomLeftDir);

View File

@ -3,20 +3,43 @@
#include "ProjectileWeapon.h"
#include "Kismet/GameplayStatics.h"
#include "vampires/EnemyCharacter.h"
#include "vampires/PlayerCharacter.h"
#include "vampires/VampirePlayerController.h"
AProjectileWeapon::AProjectileWeapon()
{
SphereComponent = CreateDefaultSubobject<USphereComponent>(TEXT("Sphere Component"));
SphereComponent->SetupAttachment(RootComponent);
SphereComponent->SetSphereRadius(1000.0f);
BoxComponent = CreateDefaultSubobject<UBoxComponent>(TEXT("Box Component"));
BoxComponent->SetupAttachment(RootComponent);
}
void AProjectileWeapon::BeginPlay()
{
Super::BeginPlay();
SphereComponent->OnComponentBeginOverlap.AddDynamic(this, &AProjectileWeapon::OnWeaponBeginOverlap);
SphereComponent->OnComponentEndOverlap.AddDynamic(this, &AProjectileWeapon::OnWeaponEndOverlap);
BoxComponent->OnComponentBeginOverlap.AddDynamic(this, &AProjectileWeapon::OnWeaponBeginOverlap);
BoxComponent->OnComponentEndOverlap.AddDynamic(this, &AProjectileWeapon::OnWeaponEndOverlap);
FVector TopLeft, TopLeftDir;
FVector TopRight, TopRightDir;
FVector BottomLeft, BottomLeftDir;
FVector BottomRight, BottomRightDir;
FVector2d ViewportSize;
GEngine->GameViewport->GetViewportSize(ViewportSize);
APlayerCharacter* PlayerCharacter = Cast<APlayerCharacter>(UGameplayStatics::GetPlayerCharacter(GetWorld(), 0));
AVampirePlayerController* PlayerController = Cast<AVampirePlayerController>(
UGameplayStatics::GetPlayerController(PlayerCharacter, 0));
PlayerController->DeprojectScreenPositionToWorld(0, 0, TopLeft, TopLeftDir);
PlayerController->DeprojectScreenPositionToWorld(ViewportSize.X, 0, TopRight, TopRightDir);
PlayerController->DeprojectScreenPositionToWorld(0, ViewportSize.Y, BottomLeft, BottomLeftDir);
PlayerController->DeprojectScreenPositionToWorld(ViewportSize.X, ViewportSize.Y, BottomRight, BottomRightDir);
float width = FVector::Dist(TopLeft, TopRight) * 60;
float height = FVector::Dist(TopLeft, BottomLeft) * 60;
BoxComponent->SetBoxExtent(FVector(height, width, 200.0f));
}
void AProjectileWeapon::OnWeaponBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,

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@ -4,6 +4,7 @@
#include "CoreMinimal.h"
#include "../Weapon.h"
#include "Components/BoxComponent.h"
#include "vampires/Projectile.h"
#include "ProjectileWeapon.generated.h"
@ -16,7 +17,7 @@ class VAMPIRES_API AProjectileWeapon : public AWeapon
GENERATED_BODY()
public:
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
USphereComponent* SphereComponent = nullptr;
UBoxComponent* BoxComponent = nullptr;
UPROPERTY(EditAnywhere, Category = "Weapon Properties")
TSubclassOf<AProjectile> ProjectileTemplate = nullptr;