Add Pickup classes

This commit is contained in:
baz 2024-06-19 17:24:36 +01:00
parent b576bb4a19
commit 9b0cfbecc3
6 changed files with 172 additions and 0 deletions

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// Fill out your copyright notice in the Description page of Project Settings.
#include "EXPPickup.h"
void AEXPPickup::BeginPlay()
{
Super::BeginPlay();
}
void AEXPPickup::Tick(float DeltaSeconds)
{
Super::Tick(DeltaSeconds);
}
void AEXPPickup::OnBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
{
// TODO: Add EXP to player EXP component
Super::OnBeginOverlap(OverlappedComponent, OtherActor, OtherComp, OtherBodyIndex, bFromSweep, SweepResult);
}

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Pickup.h"
#include "EXPPickup.generated.h"
/**
*
*/
UCLASS()
class VAMPIRES_API AEXPPickup : public APickup
{
GENERATED_BODY()
protected:
virtual void BeginPlay() override;
public:
virtual void Tick(float DeltaSeconds) override;
virtual void OnBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep,
const FHitResult& SweepResult) override;
};

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// Fill out your copyright notice in the Description page of Project Settings.
#include "GoldPickup.h"
void AGoldPickup::BeginPlay()
{
Super::BeginPlay();
}
void AGoldPickup::Tick(float DeltaSeconds)
{
Super::Tick(DeltaSeconds);
}
void AGoldPickup::OnBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
{
// TODO: Add Gold to player Gold component
Super::OnBeginOverlap(OverlappedComponent, OtherActor, OtherComp, OtherBodyIndex, bFromSweep, SweepResult);
}

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Pickup.h"
#include "GoldPickup.generated.h"
/**
*
*/
UCLASS()
class VAMPIRES_API AGoldPickup : public APickup
{
GENERATED_BODY()
protected:
virtual void BeginPlay() override;
public:
virtual void Tick(float DeltaSeconds) override;
virtual void OnBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep,
const FHitResult& SweepResult) override;
};

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// Fill out your copyright notice in the Description page of Project Settings.
#include "Pickup.h"
#include "PlayerCharacter.h"
// Sets default values
APickup::APickup()
{
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = false;
// Create Sphere Component
SphereComponent = CreateDefaultSubobject<USphereComponent>(TEXT("Sphere Component"));
SphereComponent->SetupAttachment(RootComponent);
SphereComponent->SetSphereRadius(25.0f);
}
// Called when the game starts or when spawned
void APickup::BeginPlay()
{
Super::BeginPlay();
SphereComponent->OnComponentBeginOverlap.AddDynamic(this, &APickup::OnBeginOverlap);
}
void APickup::Tick(float DeltaSeconds)
{
Super::Tick(DeltaSeconds);
// TODO: Move actor towards player when in range
}
void APickup::OnBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
{
if (APlayerCharacter* PlayerCharacter = Cast<APlayerCharacter>(OtherActor))
{
// TODO: Add extra functionality
Destroy();
}
}

33
Source/vampires/Pickup.h Normal file
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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Components/SphereComponent.h"
#include "GameFramework/Actor.h"
#include "Pickup.generated.h"
UCLASS()
class VAMPIRES_API APickup : public AActor
{
GENERATED_BODY()
private:
UPROPERTY()
USphereComponent* SphereComponent;
public:
// Sets default values for this actor's properties
APickup();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
virtual void Tick(float DeltaSeconds) override;
virtual void OnBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep,
const FHitResult& SweepResult);
};