Move enemies away from player when taking damage

This commit is contained in:
baz 2024-06-27 20:57:43 +01:00
parent 24d5eb9eaf
commit 8d4c4bc0bd
1 changed files with 13 additions and 5 deletions

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@ -116,19 +116,27 @@ void APlayerCharacter::OnGarlicEndOverlap(UPrimitiveComponent* OverlappedComp, A
void APlayerCharacter::GarlicUpdate() void APlayerCharacter::GarlicUpdate()
{ {
for (int i = 0; i < OverlappedEnemies.Num(); i++) TArray<AEnemyCharacter*> OverlappedEnemiesCache = OverlappedEnemies;
for (int i = 0; i < OverlappedEnemiesCache.Num(); i++)
{ {
bool deadCheck = false; bool deadCheck = false;
UHealthComponent* EnemyHealthComponent = OverlappedEnemies[i]->GetHealthComponent(); UHealthComponent* EnemyHealthComponent = OverlappedEnemiesCache[i]->GetHealthComponent();
if (!EnemyHealthComponent->GetIsDead()) if (!EnemyHealthComponent->GetIsDead())
{ {
FVector Direction = OverlappedEnemiesCache[i]->GetActorLocation() - this->GetActorLocation();
Direction.Normalize();
float distance = GarlicSphereComponent->GetScaledSphereRadius();
Direction *= distance;
OverlappedEnemiesCache[i]->SetActorLocation(OverlappedEnemiesCache[i]->GetActorLocation() + Direction);
if (EnemyHealthComponent->GetCurrentHealth() < GarlicDamage) if (EnemyHealthComponent->GetCurrentHealth() < GarlicDamage)
{ {
deadCheck = true; deadCheck = true;
} }
EnemyHealthComponent->TakeDamage(OverlappedEnemies[i], GarlicDamage, nullptr, GetController(), this); EnemyHealthComponent->TakeDamage(OverlappedEnemiesCache[i], GarlicDamage, nullptr, GetController(), this);
} }
if (deadCheck) if (deadCheck)