Add Niagara System to Lightning Ring
This commit is contained in:
parent
692bd2d38e
commit
a0cb52c17e
BIN
Content/Weapons/LightningRing/BP_LightningRingWeapon.uasset
(Stored with Git LFS)
BIN
Content/Weapons/LightningRing/BP_LightningRingWeapon.uasset
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Weapons/LightningRing/NS_LIghtningRingEffect.uasset
(Stored with Git LFS)
Normal file
BIN
Content/Weapons/LightningRing/NS_LIghtningRingEffect.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
@ -2,11 +2,10 @@
|
||||
|
||||
|
||||
#include "LightningRingWeapon.h"
|
||||
#include "Components/SphereComponent.h"
|
||||
#include "Kismet/GameplayStatics.h"
|
||||
#include "Kismet/KismetSystemLibrary.h"
|
||||
#include "vampires/EnemyCharacter.h"
|
||||
#include "vampires/HealthComponent.h"
|
||||
#include "NiagaraFunctionLibrary.h"
|
||||
|
||||
ALightningRingWeapon::ALightningRingWeapon()
|
||||
{
|
||||
@ -24,24 +23,31 @@ void ALightningRingWeapon::FireWeaponAction_Implementation()
|
||||
|
||||
TArray<AActor*> targetableEnemies = OverlappedEnemies;
|
||||
|
||||
for (int i = 0; i < LightningBolts && targetableEnemies.Num() > 0; i++)
|
||||
for (int i = 0; i < LightningBolts && targetableEnemies.Num() > 0; i++)
|
||||
{
|
||||
AActor* target = targetableEnemies[FMath::RandRange(0, targetableEnemies.Num() - 1)];
|
||||
|
||||
TArray<TEnumAsByte<EObjectTypeQuery>> traceObjectTypes;
|
||||
traceObjectTypes.Add(UEngineTypes::ConvertToObjectType(ECC_Pawn));
|
||||
|
||||
TArray<AActor*> actorsToIgnore = TArray<AActor*>({ GetOwner() });
|
||||
TArray<AActor*> actorsToIgnore = TArray<AActor*>({GetOwner()});
|
||||
|
||||
TArray<AActor*> hitResults;
|
||||
|
||||
UKismetSystemLibrary::SphereOverlapActors(GetWorld(),
|
||||
target->GetActorLocation(),
|
||||
LightingBoltRadius,
|
||||
traceObjectTypes,
|
||||
AEnemyCharacter::StaticClass(),
|
||||
actorsToIgnore,
|
||||
hitResults);
|
||||
target->GetActorLocation(),
|
||||
LightingBoltRadius,
|
||||
traceObjectTypes,
|
||||
AEnemyCharacter::StaticClass(),
|
||||
actorsToIgnore,
|
||||
hitResults);
|
||||
|
||||
if (LightningEffectSystem)
|
||||
{
|
||||
float scale = FMath::FloorToFloat((CurrentLevel + 2.0f) / 2.0f);
|
||||
UNiagaraFunctionLibrary::SpawnSystemAtLocation(this, LightningEffectSystem, target->GetActorLocation(),
|
||||
GetActorRotation(), FVector(scale));
|
||||
}
|
||||
|
||||
for (AActor* EnemyHitResult : hitResults)
|
||||
{
|
||||
@ -54,36 +60,39 @@ void ALightningRingWeapon::FireWeaponAction_Implementation()
|
||||
|
||||
bool ALightningRingWeapon::UpgradeWeapon_Implementation()
|
||||
{
|
||||
if (!Super::UpgradeWeapon_Implementation()) return false;
|
||||
if (!Super::UpgradeWeapon_Implementation())
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
switch (CurrentLevel)
|
||||
{
|
||||
case 1:
|
||||
LightningBolts++;
|
||||
break;
|
||||
case 2:
|
||||
LightingBoltRadius += LightingBoltRadius;
|
||||
Damage += 10;
|
||||
break;
|
||||
case 3:
|
||||
LightningBolts++;
|
||||
break;
|
||||
case 4:
|
||||
LightingBoltRadius += LightingBoltRadius;
|
||||
Damage += 20;
|
||||
break;
|
||||
case 5:
|
||||
LightningBolts++;
|
||||
break;
|
||||
case 6:
|
||||
LightingBoltRadius += LightingBoltRadius;
|
||||
Damage += 20;
|
||||
break;
|
||||
case 7:
|
||||
LightningBolts++;
|
||||
break;
|
||||
default:
|
||||
return false;
|
||||
case 1:
|
||||
LightningBolts++;
|
||||
break;
|
||||
case 2:
|
||||
LightingBoltRadius += LightingBoltRadius;
|
||||
Damage += 10;
|
||||
break;
|
||||
case 3:
|
||||
LightningBolts++;
|
||||
break;
|
||||
case 4:
|
||||
LightingBoltRadius += LightingBoltRadius;
|
||||
Damage += 20;
|
||||
break;
|
||||
case 5:
|
||||
LightningBolts++;
|
||||
break;
|
||||
case 6:
|
||||
LightingBoltRadius += LightingBoltRadius;
|
||||
Damage += 20;
|
||||
break;
|
||||
case 7:
|
||||
LightningBolts++;
|
||||
break;
|
||||
default:
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
|
@ -6,6 +6,7 @@
|
||||
#include "../Weapon.h"
|
||||
#include "LightningRingWeapon.generated.h"
|
||||
|
||||
class UNiagaraSystem;
|
||||
class AEnemyCharacter;
|
||||
class USphereComponent;
|
||||
/**
|
||||
@ -17,13 +18,15 @@ class VAMPIRES_API ALightningRingWeapon : public AWeapon
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
||||
int LightningBolts = 1;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
||||
float LightingBoltRadius = 200.0f;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
||||
TObjectPtr<UNiagaraSystem> LightningEffectSystem;
|
||||
|
||||
public:
|
||||
ALightningRingWeapon();
|
||||
|
||||
|
Loading…
x
Reference in New Issue
Block a user