Make gun weapon fire to the corner of the screen rather than diagonally
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@ -3,6 +3,11 @@
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#include "GunWeapon.h"
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#include "Kismet/GameplayStatics.h"
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#include "Kismet/KismetMathLibrary.h"
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#include "vampires/PlayerCharacter.h"
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#include "vampires/VampirePlayerController.h"
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AGunWeapon::AGunWeapon()
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{
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}
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@ -18,25 +23,48 @@ void AGunWeapon::FireWeaponAction_Implementation()
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if (IsValid(ProjectileTemplate))
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{
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FVector2d ViewportSize;
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GEngine->GameViewport->GetViewportSize(ViewportSize);
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APlayerCharacter* PlayerCharacter = Cast<APlayerCharacter>(UGameplayStatics::GetPlayerCharacter(GetWorld(), 0));
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AVampirePlayerController* PlayerController = Cast<AVampirePlayerController>(
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UGameplayStatics::GetPlayerController(PlayerCharacter, 0));
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FVector TopLeft, TopLeftDir;
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FVector TopRight, TopRightDir;
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FVector BottomLeft, BottomLeftDir;
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FVector BottomRight, BottomRightDir;
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PlayerController->DeprojectScreenPositionToWorld(0, 0, TopLeft, TopLeftDir);
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PlayerController->DeprojectScreenPositionToWorld(ViewportSize.X, 0, TopRight, TopRightDir);
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PlayerController->DeprojectScreenPositionToWorld(0, ViewportSize.Y, BottomLeft, BottomLeftDir);
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PlayerController->DeprojectScreenPositionToWorld(ViewportSize.X, ViewportSize.Y, BottomRight, BottomRightDir);
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FVector actorLocation = GetActorLocation();
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TopLeft.Z = actorLocation.Z;
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TopRight.Z = actorLocation.Z;
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BottomLeft.Z = actorLocation.Z;
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BottomRight.Z = actorLocation.Z;
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FActorSpawnParameters actorSpawnParameters;
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actorSpawnParameters.Owner = this;
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actorSpawnParameters.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
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actorSpawnParameters.TransformScaleMethod = ESpawnActorScaleMethod::MultiplyWithRoot;
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AProjectile* projectile = GetWorld()->SpawnActor<AProjectile>(ProjectileTemplate, GetOwner()->GetTransform(),
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actorSpawnParameters);
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projectile->TargetDirection = FVector(1.0f, 1.0f, 0.0f);
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projectile->TargetDirection = 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 = FVector(-1.0f, 1.0f, 0.0f);
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projectile->TargetDirection = 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 = FVector(1.0f, -1.0f, 0.0f);
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projectile->TargetDirection = 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 = FVector(-1.0f, -1.0f, 0.0f);
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projectile->TargetDirection = UKismetMathLibrary::GetDirectionUnitVector(actorLocation, BottomRight);
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}
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}
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