Add Fire Wand Weapon
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "FireWandWeapon.h"
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#include "Kismet/KismetMathLibrary.h"
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AFireWandWeapon::AFireWandWeapon()
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{
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}
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void AFireWandWeapon::BeginPlay()
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{
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Super::BeginPlay();
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}
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void AFireWandWeapon::FireWeaponAction_Implementation()
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{
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if (IsValid(ProjectileTemplate) && OverlappedEnemies.Num() > 0)
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{
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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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AActor* target = OverlappedEnemies[FMath::RandRange(0, OverlappedEnemies.Num() - 1)];
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FVector direction = UKismetMathLibrary::GetDirectionUnitVector(
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GetActorLocation(), target->GetActorLocation());
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direction.Z = 0.0;
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direction.Normalize();
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projectile->TargetDirection = direction;
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}
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}
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "ProjectileWeapon.h"
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#include "FireWandWeapon.generated.h"
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/**
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*
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*/
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UCLASS()
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class VAMPIRES_API AFireWandWeapon : public AProjectileWeapon
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{
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GENERATED_BODY()
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public:
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AFireWandWeapon();
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protected:
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virtual void BeginPlay() override;
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public:
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virtual void FireWeaponAction_Implementation() override;
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};
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