Add ringpulse effect to EMP

This commit is contained in:
baz 2025-07-18 01:56:51 +01:00
parent d07932771c
commit 656b81a62e
4 changed files with 17 additions and 2 deletions

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Content/Weapons/Garlic/M_RingPulse.uasset (Stored with Git LFS) Normal file

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@ -17,6 +17,11 @@ AGarlicWeapon::AGarlicWeapon()
Damage = 51.0f; Damage = 51.0f;
Range = SphereComponent->GetScaledSphereRadius(); Range = SphereComponent->GetScaledSphereRadius();
VisualEffectMeshComponent = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Visual Layout Mesh Component"));
VisualEffectMeshComponent->AttachToComponent(RootComponent, FAttachmentTransformRules::KeepRelativeTransform);
VisualEffectMeshComponent->SetWorldScale3D(FVector(3.0f, 3.0f, 3.0f)); // This is to match the size of our sphere component
VisualEffectMeshComponent->SetCollisionProfileName("NoCollision");
} }
void AGarlicWeapon::BeginPlay() void AGarlicWeapon::BeginPlay()
@ -105,6 +110,7 @@ bool AGarlicWeapon::UpgradeWeapon_Implementation()
Range *= 1.4f; Range *= 1.4f;
SphereComponent->SetSphereRadius(Range); SphereComponent->SetSphereRadius(Range);
Damage += 2.0f; Damage += 2.0f;
VisualEffectMeshComponent->SetWorldScale3D(VisualEffectMeshComponent->GetComponentTransform().GetScale3D() * 1.4f);
break; break;
case 2: case 2:
WeaponCooldown -= 0.1f; WeaponCooldown -= 0.1f;
@ -114,6 +120,7 @@ bool AGarlicWeapon::UpgradeWeapon_Implementation()
Range *= 1.2f; Range *= 1.2f;
SphereComponent->SetSphereRadius(Range); SphereComponent->SetSphereRadius(Range);
Damage += 1.0f; Damage += 1.0f;
VisualEffectMeshComponent->SetWorldScale3D(VisualEffectMeshComponent->GetComponentTransform().GetScale3D() * 1.2f);
break; break;
case 4: case 4:
WeaponCooldown -= 0.1f; WeaponCooldown -= 0.1f;
@ -123,6 +130,7 @@ bool AGarlicWeapon::UpgradeWeapon_Implementation()
Range *= 1.2f; Range *= 1.2f;
SphereComponent->SetSphereRadius(Range); SphereComponent->SetSphereRadius(Range);
Damage += 1.0f; Damage += 1.0f;
VisualEffectMeshComponent->SetWorldScale3D(VisualEffectMeshComponent->GetComponentTransform().GetScale3D() * 1.2f);
break; break;
case 6: case 6:
WeaponCooldown -= 0.1f; WeaponCooldown -= 0.1f;
@ -132,6 +140,7 @@ bool AGarlicWeapon::UpgradeWeapon_Implementation()
Range *= 1.2f; Range *= 1.2f;
SphereComponent->SetSphereRadius(Range); SphereComponent->SetSphereRadius(Range);
Damage += 1.0f; Damage += 1.0f;
VisualEffectMeshComponent->SetWorldScale3D(VisualEffectMeshComponent->GetComponentTransform().GetScale3D() * 1.2f);
break; break;
default: default:
return false; return false;

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@ -33,6 +33,9 @@ public:
TArray<FOverlappedEnemy> GarlicOverlappedEnemies; TArray<FOverlappedEnemy> GarlicOverlappedEnemies;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (AllowPrivateAccess = "true"))
TObjectPtr<UStaticMeshComponent> VisualEffectMeshComponent;
private: private:
float Range; float Range;
public: public: