Add Lightning Ring
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "LightningRingWeapon.h"
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ALightningRingWeapon::ALightningRingWeapon()
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{
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SphereComponent = CreateDefaultSubobject<USphereComponent>(TEXT("Sphere Component"));
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SphereComponent->SetupAttachment(RootComponent);
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SphereComponent->SetSphereRadius(1000.0f);
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Damage = 51.0f;
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}
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void ALightningRingWeapon::BeginPlay()
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{
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Super::BeginPlay();
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SphereComponent->OnComponentBeginOverlap.AddDynamic(this, &ALightningRingWeapon::OnBeginOverlap);
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SphereComponent->OnComponentEndOverlap.AddDynamic(this, &ALightningRingWeapon::OnEndOverlap);
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}
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void ALightningRingWeapon::FireWeaponAction_Implementation()
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{
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Super::FireWeaponAction_Implementation();
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if (OverlappedEnemies.Num() > 0)
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{
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AEnemyCharacter* target = OverlappedEnemies[FMath::RandRange(0, OverlappedEnemies.Num() - 1)];
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UHealthComponent* EnemyHealthComponent = target->GetHealthComponent();
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AController* ownerController = nullptr;
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if (AVampireCharacter* character = Cast<AVampireCharacter>(GetOwner()))
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{
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ownerController = character->GetController();
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}
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EnemyHealthComponent->TakeDamage(target, Damage, nullptr, ownerController, this);
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}
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}
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void ALightningRingWeapon::OnBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
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UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
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{
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if (AEnemyCharacter* Enemy = Cast<AEnemyCharacter>(OtherActor))
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{
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OverlappedEnemies.Add(Enemy);
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}
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}
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void ALightningRingWeapon::OnEndOverlap(UPrimitiveComponent* OverlappedComp, AActor* OtherActor,
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UPrimitiveComponent* OtherComp, int32 OtherBodyIndex)
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{
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if (AEnemyCharacter* Enemy = Cast<AEnemyCharacter>(OtherActor))
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{
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OverlappedEnemies.Remove(Enemy);
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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 "../Weapon.h"
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#include "Components/SphereComponent.h"
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#include "vampires/EnemyCharacter.h"
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#include "LightningRingWeapon.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 ALightningRingWeapon : public AWeapon
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{
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GENERATED_BODY()
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USphereComponent* SphereComponent;
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TArray<AEnemyCharacter*> OverlappedEnemies;
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public:
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ALightningRingWeapon();
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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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protected:
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UFUNCTION()
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void OnBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
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UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep,
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const FHitResult& SweepResult);
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UFUNCTION()
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void OnEndOverlap(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp,
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int32 OtherBodyIndex);
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};
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