Add Upgrades to Lightning Ring
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Content/Weapons/LightningRing/BP_LightningRingWeapon.uasset
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Content/Weapons/LightningRing/BP_LightningRingWeapon.uasset
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@ -35,30 +35,69 @@ void ALightningRingWeapon::FireWeaponAction_Implementation()
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{
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AEnemyCharacter* target = targetableEnemies[FMath::RandRange(0, targetableEnemies.Num() - 1)];
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TArray<AActor*> actorsToIgnore = TArray<AActor*>({ GetOwner() });
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TArray<FHitResult> hitResults;
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UKismetSystemLibrary::SphereTraceMultiByProfile(GetWorld(),
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target->GetActorLocation(),
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target->GetActorLocation(),
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500.0f,
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FName(TEXT("Funny")),
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false,
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actorsToIgnore,
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EDrawDebugTrace::ForDuration,
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hitResults,
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true);
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TArray<TEnumAsByte<EObjectTypeQuery>> traceObjectTypes;
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traceObjectTypes.Add(UEngineTypes::ConvertToObjectType(ECC_Pawn));
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for (FHitResult EnemyHitResult : hitResults)
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TArray<AActor*> actorsToIgnore = TArray<AActor*>({ GetOwner() });
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TArray<AActor*> hitResults;
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UKismetSystemLibrary::SphereOverlapActors(GetWorld(),
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target->GetActorLocation(),
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LightingBoltRadius,
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traceObjectTypes,
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AEnemyCharacter::StaticClass(),
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actorsToIgnore,
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hitResults);
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for (AActor* EnemyHitResult : hitResults)
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{
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UGameplayStatics::ApplyDamage(EnemyHitResult.GetActor(), Damage, nullptr, this, nullptr);
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UGameplayStatics::ApplyDamage(EnemyHitResult, Damage, nullptr, this, nullptr);
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}
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targetableEnemies.Remove(target);
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}
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}
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bool ALightningRingWeapon::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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LightningBolts++;
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break;
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case 2:
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LightingBoltRadius += LightingBoltRadius;
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Damage += 10;
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break;
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case 3:
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LightningBolts++;
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break;
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case 4:
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LightingBoltRadius += LightingBoltRadius;
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Damage += 20;
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break;
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case 5:
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LightningBolts++;
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break;
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case 6:
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LightingBoltRadius += LightingBoltRadius;
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Damage += 20;
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break;
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case 7:
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LightningBolts++;
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break;
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default:
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return false;
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}
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return true;
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}
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void ALightningRingWeapon::OnBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
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UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
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UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
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{
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if (AEnemyCharacter* Enemy = Cast<AEnemyCharacter>(OtherActor))
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{
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@ -25,6 +25,9 @@ public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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int LightningBolts = 1;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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float LightingBoltRadius = 200.0f;
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public:
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ALightningRingWeapon();
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@ -34,6 +37,8 @@ protected:
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public:
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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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UFUNCTION()
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void OnBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
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