Final quick refactor
This commit is contained in:
parent
ec818cfc55
commit
c1e4387adb
@ -15,12 +15,10 @@ UEXPComponent::UEXPComponent()
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// ...
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}
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void UEXPComponent::IncrementEXP(int value)
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void UEXPComponent::IncrementEXP(int Value)
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{
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int oldEXP = CurrentEXP;
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int oldLevel = CurrentLevel;
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CurrentEXP += value;
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int OldLevel = CurrentLevel;
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CurrentEXP += Value;
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if (NextLevelRow.Level >= 0)
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{
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@ -28,9 +26,10 @@ void UEXPComponent::IncrementEXP(int value)
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{
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CurrentLevel = NextLevelRow.Level;
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if (FExpTableRow* newRow = LevelsTable->FindRow<FExpTableRow>(FName(*FString::FromInt(NextLevelRow.Level + 1)),"", true))
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if (FExpTableRow* NewRow = LevelsTable->FindRow<FExpTableRow>(
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FName(*FString::FromInt(NextLevelRow.Level + 1)), "", true))
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{
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NextLevelRow = *newRow;
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NextLevelRow = *NewRow;
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}
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else
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{
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@ -47,7 +46,7 @@ void UEXPComponent::IncrementEXP(int value)
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{
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CurrentLevel = FMath::Floor(CurrentEXP / 100.0f);
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if (CurrentLevel != oldLevel)
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if (CurrentLevel != OldLevel)
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{
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OnEXPLevelUp.Broadcast(CurrentLevel);
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}
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@ -56,20 +55,19 @@ void UEXPComponent::IncrementEXP(int value)
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OnEXPGained.Broadcast(CurrentEXP, GetCurrentLevelPercent());
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}
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void UEXPComponent::SetCurrentEXP(int value)
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void UEXPComponent::SetCurrentEXP(int Value)
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{
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int oldEXP = CurrentEXP;
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int oldLevel = CurrentLevel;
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CurrentEXP = value;
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int OldLevel = CurrentLevel;
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CurrentEXP = Value;
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NextLevelRow = FExpTableRow();
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while (CurrentEXP < NextLevelRow.CumulativeExpForPreviousLevel && CurrentEXP < NextLevelRow.CumulativeExpForNextLevel)
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while (CurrentEXP < NextLevelRow.CumulativeExpForPreviousLevel && CurrentEXP < NextLevelRow.
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CumulativeExpForNextLevel)
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{
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if (FExpTableRow* newRow = LevelsTable->FindRow<FExpTableRow>(FName(*FString::FromInt(NextLevelRow.Level + 1)),"", true))
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if (FExpTableRow* NewRow = LevelsTable->FindRow<FExpTableRow>(FName(*FString::FromInt(NextLevelRow.Level + 1)),
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"", true))
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{
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NextLevelRow = *newRow;
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NextLevelRow = *NewRow;
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}
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else
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{
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@ -82,7 +80,7 @@ void UEXPComponent::SetCurrentEXP(int value)
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OnEXPGained.Broadcast(CurrentEXP, GetCurrentLevelPercent());
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if (CurrentLevel != oldLevel)
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if (CurrentLevel != OldLevel)
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{
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OnEXPLevelUp.Broadcast(CurrentLevel);
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}
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@ -102,9 +100,9 @@ void UEXPComponent::Reset()
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{
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if (LevelsTable)
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{
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if (FExpTableRow* newRow = LevelsTable->FindRow<FExpTableRow>(FName("1"), "", true))
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if (FExpTableRow* NewRow = LevelsTable->FindRow<FExpTableRow>(FName("1"), "", true))
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{
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NextLevelRow = *newRow;
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NextLevelRow = *NewRow;
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}
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}
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@ -116,15 +114,16 @@ void UEXPComponent::Reset()
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float UEXPComponent::GetCurrentLevelPercent()
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{
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int adjustedCurrentExp = CurrentEXP - NextLevelRow.CumulativeExpForPreviousLevel;
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float res = static_cast<float>(adjustedCurrentExp) / static_cast<float>(NextLevelRow.ExpRequiredForNextLevel);
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int AdjustedCurrentExp = CurrentEXP - NextLevelRow.CumulativeExpForPreviousLevel;
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float CurrentLevelPercent = static_cast<float>(AdjustedCurrentExp) / static_cast<float>(NextLevelRow.
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ExpRequiredForNextLevel);
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if (FMath::IsNaN(res))
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if (FMath::IsNaN(CurrentLevelPercent))
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{
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return 0.0f;
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}
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return res;
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return CurrentLevelPercent;
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}
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// Called when the game starts
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@ -8,6 +8,7 @@
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#include "EXPComponent.generated.h"
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FOnEXPGainedDelegate, int, exp, float, currentLevelPercent);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnEXPLevelUpDelegate, int, level);
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UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
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@ -16,16 +17,16 @@ class VAMPIRES_API UEXPComponent : public UActorComponent
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintAssignable, Category="EXP")
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FOnEXPGainedDelegate OnEXPGained;
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UPROPERTY(BlueprintAssignable, Category="EXP")
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FOnEXPLevelUpDelegate OnEXPLevelUp;
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UPROPERTY(EditDefaultsOnly, Category="EXP")
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TObjectPtr<UDataTable> LevelsTable;
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protected:
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private:
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int CurrentEXP = 0;
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int CurrentLevel = 0;
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@ -37,10 +38,10 @@ public:
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UEXPComponent();
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UFUNCTION(BlueprintCallable)
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void IncrementEXP(int value);
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void IncrementEXP(int Value);
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UFUNCTION(BlueprintCallable)
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void SetCurrentEXP(int value);
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void SetCurrentEXP(int Value);
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UFUNCTION(BlueprintCallable, BlueprintPure)
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int GetCurrentEXP();
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@ -57,8 +58,4 @@ public:
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protected:
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// Called when the game starts
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virtual void BeginPlay() override;
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private:
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void ProcessExp(int oldEXP, int oldLevel, int newEXP);
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};
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@ -13,9 +13,9 @@ void AEXPPickup::OnInnerBeginOverlap(UPrimitiveComponent* OverlappedComponent, A
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UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep,
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const FHitResult& SweepResult)
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{
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if (UEXPComponent* expComponent = OtherActor->GetComponentByClass<UEXPComponent>())
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if (UEXPComponent* ExpComponent = OtherActor->GetComponentByClass<UEXPComponent>())
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{
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expComponent->IncrementEXP(PickupValue);
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ExpComponent->IncrementEXP(PickupValue);
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Super::OnInnerBeginOverlap(OverlappedComponent, OtherActor, OtherComp, OtherBodyIndex, bFromSweep, SweepResult);
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}
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}
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@ -17,7 +17,6 @@ class VAMPIRES_API AEXPPickup : public APickup
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protected:
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virtual void BeginPlay() override;
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public:
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virtual void OnInnerBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
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UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep,
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const FHitResult& SweepResult) override;
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@ -47,12 +47,12 @@ UBehaviorTree* AEnemyCharacter::GetBehaviorTree()
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return BehaviorTree;
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}
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void AEnemyCharacter::OnDamaged(FDamageInfo damageInfo)
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void AEnemyCharacter::OnDamaged(FDamageInfo DamageInfo)
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{
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// if (OnDamagedSound)
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// {
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if (OnDamagedSound)
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{
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UGameplayStatics::PlaySoundAtLocation(GetWorld(), OnDamagedSound, GetActorLocation());
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// }
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}
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if (OnDamagedNiagaraSystem)
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{
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@ -60,22 +60,22 @@ void AEnemyCharacter::OnDamaged(FDamageInfo damageInfo)
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}
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}
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void AEnemyCharacter::OnDeath(FDamageInfo damageInfo)
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void AEnemyCharacter::OnDeath(FDamageInfo DamageInfo)
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{
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if (PickupTemplate)
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{
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AGameModeBase* gamemode = UGameplayStatics::GetGameMode(GetWorld());
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if (UKismetSystemLibrary::DoesImplementInterface(gamemode, UPools::StaticClass()))
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AGameModeBase* Gamemode = UGameplayStatics::GetGameMode(GetWorld());
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if (UKismetSystemLibrary::DoesImplementInterface(Gamemode, UPools::StaticClass()))
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{
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if (AObjectPoolManager* objectPoolManager = IPools::Execute_GetPickupObjectPoolManager(gamemode))
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if (AObjectPoolManager* ObjectPoolManager = IPools::Execute_GetPickupObjectPoolManager(Gamemode))
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{
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AActor* pickup = objectPoolManager->GetObject();
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AActor* Pickup = ObjectPoolManager->GetObject();
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if (UKismetSystemLibrary::DoesImplementInterface(pickup, UPickupable::StaticClass()))
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if (UKismetSystemLibrary::DoesImplementInterface(Pickup, UPickupable::StaticClass()))
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{
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FVector pickupLocation = GetActorLocation();
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pickup->SetActorLocation(pickupLocation);
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IPickupable::Execute_LoadDataFromDataAsset(pickup, PickupTemplate, pickupLocation);
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FVector PickupLocation = GetActorLocation();
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Pickup->SetActorLocation(PickupLocation);
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IPickupable::Execute_LoadDataFromDataAsset(Pickup, PickupTemplate, PickupLocation);
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}
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}
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}
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@ -92,17 +92,17 @@ void AEnemyCharacter::OnDeath(FDamageInfo damageInfo)
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}
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}
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void AEnemyCharacter::LoadDataFromDataAsset_Implementation(UEnemyDataAsset* enemyDataAsset)
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void AEnemyCharacter::LoadDataFromDataAsset_Implementation(UEnemyDataAsset* EnemyDataAsset)
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{
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if (enemyDataAsset != nullptr)
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if (EnemyDataAsset != nullptr)
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{
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StaticMeshComponent->SetStaticMesh(enemyDataAsset->StaticMesh);
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BehaviorTree = enemyDataAsset->BehaviorTree;
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PickupTemplate = enemyDataAsset->PickupDataAsset;
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OnDamagedSound = enemyDataAsset->OnDamagedSoundBase;
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OnDeathSound = enemyDataAsset->OnDeathSoundBase;
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OnDamagedNiagaraSystem = enemyDataAsset->OnDamagedNiagaraSystem;
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OnDeathNiagaraSystem = enemyDataAsset->OnDeathNiagaraSystem;
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StaticMeshComponent->SetStaticMesh(EnemyDataAsset->StaticMesh);
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BehaviorTree = EnemyDataAsset->BehaviorTree;
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PickupTemplate = EnemyDataAsset->PickupDataAsset;
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OnDamagedSound = EnemyDataAsset->OnDamagedSoundBase;
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OnDeathSound = EnemyDataAsset->OnDeathSoundBase;
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OnDamagedNiagaraSystem = EnemyDataAsset->OnDamagedNiagaraSystem;
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OnDeathNiagaraSystem = EnemyDataAsset->OnDeathNiagaraSystem;
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}
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}
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@ -129,10 +129,10 @@ void AEnemyCharacter::SpawnController_Implementation()
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SpawnDefaultController();
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}
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if (BehaviorTree != nullptr)
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if (AVampireAIController* VampireAIController = Cast<AVampireAIController>(Controller); VampireAIController &&
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BehaviorTree)
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{
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AVampireAIController* controller = Cast<AVampireAIController>(Controller);
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controller->RunBehaviorTree(BehaviorTree);
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VampireAIController->RunBehaviorTree(BehaviorTree);
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}
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}
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@ -142,9 +142,11 @@ UHealthComponent* AEnemyCharacter::GetEnemyHealthComponent_Implementation()
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}
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void AEnemyCharacter::OnDamageBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
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UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
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UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep,
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const FHitResult& SweepResult)
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{
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if (Cast<ACharacter>(OtherActor) == UGameplayStatics::GetPlayerCharacter(GetWorld(), 0) && !Player.Contains(OtherActor))
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if (Cast<ACharacter>(OtherActor) == UGameplayStatics::GetPlayerCharacter(GetWorld(), 0) && !Player.
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Contains(OtherActor))
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{
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Player.Add(OtherActor);
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@ -155,7 +157,8 @@ void AEnemyCharacter::OnDamageBeginOverlap(UPrimitiveComponent* OverlappedCompon
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void AEnemyCharacter::OnDamageEndOverlap(UPrimitiveComponent* OverlappedComp, AActor* OtherActor,
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UPrimitiveComponent* OtherComp, int32 OtherBodyIndex)
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{
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if (Cast<ACharacter>(OtherActor) == UGameplayStatics::GetPlayerCharacter(GetWorld(), 0) && Player.Contains(OtherActor))
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if (Cast<ACharacter>(OtherActor) == UGameplayStatics::GetPlayerCharacter(GetWorld(), 0) && Player.
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Contains(OtherActor))
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{
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Player.Remove(OtherActor);
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@ -170,8 +173,8 @@ void AEnemyCharacter::ResetHealth()
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void AEnemyCharacter::DamagePlayer()
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{
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for (auto player : Player)
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for (auto DamagedPlayer : Player)
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{
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UGameplayStatics::ApplyDamage(player, Damage, GetController(), this, nullptr);
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UGameplayStatics::ApplyDamage(DamagedPlayer, Damage, GetController(), this, nullptr);
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}
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}
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@ -8,6 +8,7 @@
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#include "Interfaces/Enemyable.h"
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#include "EnemyCharacter.generated.h"
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struct FDamageInfo;
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class USphereComponent;
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class UObjectPoolComponent;
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class UBehaviorTree;
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@ -20,7 +21,7 @@ class VAMPIRES_API AEnemyCharacter : public AVampireCharacter, public IEnemyable
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{
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GENERATED_BODY()
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public:
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protected:
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UPROPERTY(EditDefaultsOnly)
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TSubclassOf<AEXPPickup> EXPPickupTemplate = nullptr;
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@ -28,7 +29,7 @@ public:
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TObjectPtr<USphereComponent> DamageSphere = nullptr;
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UPROPERTY(EditDefaultsOnly)
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float Damage = 5.0f;;
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float Damage = 5.0f;
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UPROPERTY(EditDefaultsOnly)
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float AttackCooldown = 1.0f;
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@ -53,19 +54,20 @@ public:
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protected:
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virtual void BeginPlay() override;
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public:
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virtual void Tick(float DeltaTime) override;
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public:
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UBehaviorTree* GetBehaviorTree();
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UFUNCTION()
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virtual void OnDamaged(FDamageInfo damageInfo);
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virtual void OnDamaged(FDamageInfo DamageInfo);
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UFUNCTION()
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virtual void OnDeath(FDamageInfo damageInfo);
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virtual void OnDeath(FDamageInfo DamageInfo);
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protected:
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UFUNCTION()
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virtual void LoadDataFromDataAsset_Implementation(UEnemyDataAsset* enemyDataAsset) override;
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virtual void LoadDataFromDataAsset_Implementation(UEnemyDataAsset* EnemyDataAsset) override;
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UFUNCTION()
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virtual void ResetData_Implementation() override;
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@ -19,24 +19,24 @@ class VAMPIRES_API UEnemyDataAsset : public UDataAsset
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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UPROPERTY(EditDefaultsOnly)
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TObjectPtr<UStaticMesh> StaticMesh;
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UPROPERTY(EditDefaultsOnly, Meta = (AllowPrivateAccess = "true"))
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UPROPERTY(EditDefaultsOnly)
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TObjectPtr<UBehaviorTree> BehaviorTree = nullptr;
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UPROPERTY(EditDefaultsOnly, Meta = (AllowPrivateAccess = "true"))
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UPROPERTY(EditDefaultsOnly)
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TObjectPtr<UPickupDataAsset> PickupDataAsset = nullptr;
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UPROPERTY(EditDefaultsOnly, Meta = (AllowPrivateAccess = "true"))
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UPROPERTY(EditDefaultsOnly)
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TObjectPtr<USoundBase> OnDamagedSoundBase = nullptr;
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UPROPERTY(EditDefaultsOnly, Meta = (AllowPrivateAccess = "true"))
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UPROPERTY(EditDefaultsOnly)
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TObjectPtr<USoundBase> OnDeathSoundBase = nullptr;
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UPROPERTY(EditDefaultsOnly, Meta = (AllowPrivateAccess = "true"))
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UPROPERTY(EditDefaultsOnly)
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TObjectPtr<UNiagaraSystem> OnDamagedNiagaraSystem;
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UPROPERTY(EditDefaultsOnly, Meta = (AllowPrivateAccess = "true"))
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UPROPERTY(EditDefaultsOnly)
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TObjectPtr<UNiagaraSystem> OnDeathNiagaraSystem;
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};
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@ -13,15 +13,15 @@ UGoldComponent::UGoldComponent()
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// ...
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}
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void UGoldComponent::IncrementGold(int value)
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void UGoldComponent::IncrementGold(int Value)
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{
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CurrentGold += value;
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CurrentGold += Value;
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OnGoldGained.Broadcast(CurrentGold);
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}
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void UGoldComponent::SetCurrentGold(int value)
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void UGoldComponent::SetCurrentGold(int Value)
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{
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CurrentGold = value;
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CurrentGold = Value;
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OnGoldGained.Broadcast(CurrentGold);
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}
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@ -16,7 +16,7 @@ class VAMPIRES_API UGoldComponent : public UActorComponent
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public:
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FOnGoldGainedDelegate OnGoldGained;
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protected:
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private:
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int CurrentGold = 0;
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public:
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@ -24,10 +24,10 @@ public:
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UGoldComponent();
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UFUNCTION()
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void IncrementGold(int value);
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void IncrementGold(int Value);
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UFUNCTION()
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void SetCurrentGold(int value);
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void SetCurrentGold(int Value);
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UFUNCTION()
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int GetCurrentGold();
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@ -16,9 +16,9 @@ void AGoldPickup::OnInnerBeginOverlap(UPrimitiveComponent* OverlappedComponent,
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UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep,
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const FHitResult& SweepResult)
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{
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if (UGoldComponent* goldComponent = OtherActor->GetComponentByClass<UGoldComponent>())
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if (UGoldComponent* GoldComponent = OtherActor->GetComponentByClass<UGoldComponent>())
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{
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goldComponent->IncrementGold(PickupValue);
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GoldComponent->IncrementGold(PickupValue);
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Super::OnInnerBeginOverlap(OverlappedComponent, OtherActor, OtherComp, OtherBodyIndex, bFromSweep, SweepResult);
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}
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}
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@ -17,7 +17,6 @@ class VAMPIRES_API AGoldPickup : public APickup
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protected:
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virtual void BeginPlay() override;
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public:
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virtual void OnInnerBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
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UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep,
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const FHitResult& SweepResult) override;
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@ -13,28 +13,28 @@ UHealthComponent::UHealthComponent()
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// ...
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}
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void UHealthComponent::TakeDamage(AActor* damagedActor, float damage, const UDamageType* damageType,
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AController* instigatedBy, AActor* damageCauser)
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void UHealthComponent::TakeDamage(AActor* DamagedActor, float Damage, const UDamageType* DamageType,
|
||||
AController* InstigatedBy, AActor* DamageCauser)
|
||||
{
|
||||
if (damagedActor == nullptr || IsDead || !CanDamage)
|
||||
if (DamagedActor == nullptr || IsDead || !CanDamage)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
CurrentHealth -= damage;
|
||||
CurrentHealth -= Damage;
|
||||
|
||||
OnDamaged.Broadcast({damagedActor, damage, damageType, instigatedBy, damageCauser});
|
||||
OnDamaged.Broadcast({DamagedActor, Damage, DamageType, InstigatedBy, DamageCauser});
|
||||
|
||||
if (CurrentHealth <= 0.0f)
|
||||
{
|
||||
IsDead = true;
|
||||
OnDeath.Broadcast({damagedActor, damage, damageType, instigatedBy, damageCauser});
|
||||
OnDeath.Broadcast({DamagedActor, Damage, DamageType, InstigatedBy, DamageCauser});
|
||||
}
|
||||
}
|
||||
|
||||
void UHealthComponent::IncrementHealth(float value)
|
||||
void UHealthComponent::IncrementHealth(float Value)
|
||||
{
|
||||
CurrentHealth += value;
|
||||
CurrentHealth += Value;
|
||||
|
||||
if (CurrentHealth > MaxHealth)
|
||||
{
|
||||
@ -47,9 +47,9 @@ float UHealthComponent::GetMaxHealth()
|
||||
return MaxHealth;
|
||||
}
|
||||
|
||||
void UHealthComponent::SetMaxHealth(float value)
|
||||
void UHealthComponent::SetMaxHealth(float Value)
|
||||
{
|
||||
MaxHealth = value;
|
||||
MaxHealth = Value;
|
||||
}
|
||||
|
||||
float UHealthComponent::GetCurrentHealth()
|
||||
@ -57,9 +57,9 @@ float UHealthComponent::GetCurrentHealth()
|
||||
return CurrentHealth;
|
||||
}
|
||||
|
||||
void UHealthComponent::SetCurrentHealth(float value)
|
||||
void UHealthComponent::SetCurrentHealth(float Value)
|
||||
{
|
||||
CurrentHealth = value;
|
||||
CurrentHealth = Value;
|
||||
|
||||
if (CurrentHealth > MaxHealth)
|
||||
{
|
||||
@ -84,9 +84,9 @@ bool UHealthComponent::GetIsDead()
|
||||
return IsDead;
|
||||
}
|
||||
|
||||
void UHealthComponent::SetIsDead(bool isDead)
|
||||
void UHealthComponent::SetIsDead(bool bIsDead)
|
||||
{
|
||||
IsDead = isDead;
|
||||
IsDead = bIsDead;
|
||||
}
|
||||
|
||||
bool UHealthComponent::GetCanDamage()
|
||||
@ -94,9 +94,9 @@ bool UHealthComponent::GetCanDamage()
|
||||
return CanDamage;
|
||||
}
|
||||
|
||||
void UHealthComponent::SetCanDamage(bool canDamage)
|
||||
void UHealthComponent::SetCanDamage(bool bCanDamage)
|
||||
{
|
||||
CanDamage = canDamage;
|
||||
CanDamage = bCanDamage;
|
||||
}
|
||||
|
||||
|
||||
|
@ -56,44 +56,44 @@ public:
|
||||
UHealthComponent();
|
||||
|
||||
UFUNCTION()
|
||||
virtual void TakeDamage(AActor* damagedActor, float damage, const UDamageType* damageType,
|
||||
AController* instigatedBy,
|
||||
AActor* damageCauser);
|
||||
virtual void TakeDamage(AActor* DamagedActor, float Damage, const UDamageType* DamageType,
|
||||
AController* InstigatedBy,
|
||||
AActor* DamageCauser);
|
||||
|
||||
UFUNCTION()
|
||||
float GetMaxHealth();
|
||||
|
||||
UFUNCTION()
|
||||
void SetMaxHealth(float value);
|
||||
void SetMaxHealth(float Value);
|
||||
|
||||
UFUNCTION()
|
||||
float GetCurrentHealth();
|
||||
|
||||
UFUNCTION()
|
||||
void SetCurrentHealth(float value);
|
||||
void SetCurrentHealth(float Value);
|
||||
|
||||
UFUNCTION()
|
||||
void ResetHealth();
|
||||
|
||||
UFUNCTION()
|
||||
void RecoverHealth(float healing);
|
||||
void RecoverHealth(float Healing);
|
||||
|
||||
UFUNCTION()
|
||||
bool GetIsDead();
|
||||
|
||||
UFUNCTION()
|
||||
void SetIsDead(bool isDead);
|
||||
void SetIsDead(bool bIsDead);
|
||||
|
||||
UFUNCTION()
|
||||
bool GetCanDamage();
|
||||
|
||||
UFUNCTION()
|
||||
void SetCanDamage(bool canDamage);
|
||||
void SetCanDamage(bool bCanDamage);
|
||||
|
||||
protected:
|
||||
// Called when the game starts
|
||||
virtual void BeginPlay() override;
|
||||
|
||||
UFUNCTION()
|
||||
void IncrementHealth(float value);
|
||||
void IncrementHealth(float Value);
|
||||
};
|
||||
|
@ -10,44 +10,45 @@ void AObjectPoolManager::BeginPlay()
|
||||
Super::BeginPlay();
|
||||
}
|
||||
|
||||
void AObjectPoolManager::InitializeObjectPool(TSubclassOf<AActor> Object, const int InitialObjectPoolSize)
|
||||
void AObjectPoolManager::InitializeObjectPool(const TSubclassOf<AActor>& TemplateObject, const int InitialObjectPoolSize)
|
||||
{
|
||||
ObjectTemplate = Object;
|
||||
ObjectTemplate = TemplateObject;
|
||||
|
||||
for (int i = 0; i < InitialObjectPoolSize; i++)
|
||||
{
|
||||
if (AActor* object = GetWorld()->SpawnActor<AActor>(Object, FVector(100000.0f, 100000.0f, 0), FRotator(0, 0, 0)))
|
||||
if (AActor* Object = GetWorld()->SpawnActor<
|
||||
AActor>(TemplateObject, FVector(100000.0f, 100000.0f, 0), FRotator(0, 0, 0)))
|
||||
{
|
||||
SetObjectStatus(false, object);
|
||||
ObjectPool.Add(object);
|
||||
SetObjectStatus(false, Object);
|
||||
ObjectPool.Add(Object);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void AObjectPoolManager::InitializeObjectPool(UClass* Object, int InitialObjectPoolSize)
|
||||
void AObjectPoolManager::InitializeObjectPool(UClass* TemplateObject, int InitialObjectPoolSize)
|
||||
{
|
||||
for (int i = 0; i < InitialObjectPoolSize; i++)
|
||||
{
|
||||
if (AActor* object = GetWorld()->SpawnActor<AActor>(Object))
|
||||
if (AActor* Object = GetWorld()->SpawnActor<AActor>(TemplateObject))
|
||||
{
|
||||
SetObjectStatus(false, object);
|
||||
ObjectPool.Add(object);
|
||||
SetObjectStatus(false, Object);
|
||||
ObjectPool.Add(Object);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
AActor* AObjectPoolManager::GetObject(int startingOffset)
|
||||
AActor* AObjectPoolManager::GetObject(int StartingOffset)
|
||||
{
|
||||
int ObjectPoolSize = ObjectPool.Num();
|
||||
for (int i = startingOffset; i < ObjectPoolSize; i++)
|
||||
for (int i = StartingOffset; i < ObjectPoolSize; i++)
|
||||
{
|
||||
if (ObjectPool[i]->IsHidden())
|
||||
{
|
||||
SetObjectStatus(true, ObjectPool[i]);
|
||||
|
||||
if (UObjectPoolComponent* objectPoolComponent = ObjectPool[i]->GetComponentByClass<UObjectPoolComponent>())
|
||||
if (UObjectPoolComponent* ObjectPoolComponent = ObjectPool[i]->GetComponentByClass<UObjectPoolComponent>())
|
||||
{
|
||||
objectPoolComponent->OnRetrieve.ExecuteIfBound();
|
||||
ObjectPoolComponent->OnRetrieve.ExecuteIfBound();
|
||||
}
|
||||
|
||||
return ObjectPool[i];
|
||||
@ -59,19 +60,19 @@ AActor* AObjectPoolManager::GetObject(int startingOffset)
|
||||
return GetObject(ObjectPoolSize);
|
||||
}
|
||||
|
||||
void AObjectPoolManager::ReturnObject(AActor* object)
|
||||
void AObjectPoolManager::ReturnObject(AActor* Object)
|
||||
{
|
||||
SetObjectStatus(false, object);
|
||||
SetObjectStatus(false, Object);
|
||||
|
||||
if (UObjectPoolComponent* objectPoolComponent = object->GetComponentByClass<UObjectPoolComponent>())
|
||||
if (UObjectPoolComponent* ObjectPoolComponent = Object->GetComponentByClass<UObjectPoolComponent>())
|
||||
{
|
||||
objectPoolComponent->OnReturn.ExecuteIfBound();
|
||||
ObjectPoolComponent->OnReturn.ExecuteIfBound();
|
||||
}
|
||||
}
|
||||
|
||||
void AObjectPoolManager::SetObjectStatus(bool enabled, AActor* object)
|
||||
void AObjectPoolManager::SetObjectStatus(bool bEnabled, AActor* Object)
|
||||
{
|
||||
object->SetActorHiddenInGame(!enabled);
|
||||
object->SetActorTickEnabled(enabled);
|
||||
object->SetActorEnableCollision(enabled);
|
||||
Object->SetActorHiddenInGame(!bEnabled);
|
||||
Object->SetActorTickEnabled(bEnabled);
|
||||
Object->SetActorEnableCollision(bEnabled);
|
||||
}
|
||||
|
@ -15,17 +15,17 @@ class VAMPIRES_API AObjectPoolManager : public AActor
|
||||
TSubclassOf<AActor> ObjectTemplate;
|
||||
|
||||
public:
|
||||
void InitializeObjectPool(TSubclassOf<AActor> Object, int InitialObjectPoolSize = 400);
|
||||
void InitializeObjectPool(UClass* Object, int InitialObjectPoolSize = 400);
|
||||
void InitializeObjectPool(const TSubclassOf<AActor>& TemplateObject, int InitialObjectPoolSize = 400);
|
||||
void InitializeObjectPool(UClass* TemplateObject, int InitialObjectPoolSize = 400);
|
||||
|
||||
AActor* GetObject(int startingOffset = 0);
|
||||
AActor* GetObject(int StartingOffset = 0);
|
||||
|
||||
void ReturnObject(AActor* object);
|
||||
void ReturnObject(AActor* Object);
|
||||
|
||||
protected:
|
||||
// Called when the game starts or when spawned
|
||||
virtual void BeginPlay() override;
|
||||
|
||||
private:
|
||||
void SetObjectStatus(bool enabled, AActor* object);
|
||||
void SetObjectStatus(bool bEnabled, AActor* Object);
|
||||
};
|
||||
|
@ -42,8 +42,8 @@ APickup::APickup()
|
||||
TimelineComponent->SetTimelineLengthMode(TL_TimelineLength);
|
||||
TimelineComponent->SetPlaybackPosition(0.0f, false);
|
||||
|
||||
onTimelineCallback.BindUFunction(this, FName(TEXT("TimelineCallback")));
|
||||
onTimelineFinishedCallback.BindUFunction(this, FName(TEXT("TimelineFinishedCallback")));
|
||||
OnTimelineCallback.BindUFunction(this, FName(TEXT("TimelineCallback")));
|
||||
OnTimelineFinishedCallback.BindUFunction(this, FName(TEXT("TimelineFinishedCallback")));
|
||||
|
||||
NiagaraComponent = CreateDefaultSubobject<UNiagaraComponent>(TEXT("Niagara Component"));
|
||||
NiagaraComponent->AttachToComponent(RootComponent, FAttachmentTransformRules::KeepRelativeTransform);
|
||||
@ -60,8 +60,8 @@ void APickup::BeginPlay()
|
||||
|
||||
if (CurveFloat != nullptr)
|
||||
{
|
||||
TimelineComponent->AddInterpFloat(CurveFloat, onTimelineCallback);
|
||||
TimelineComponent->SetTimelineFinishedFunc(onTimelineFinishedCallback);
|
||||
TimelineComponent->AddInterpFloat(CurveFloat, OnTimelineCallback);
|
||||
TimelineComponent->SetTimelineFinishedFunc(OnTimelineFinishedCallback);
|
||||
}
|
||||
}
|
||||
|
||||
@ -77,8 +77,8 @@ void APickup::LoadDataFromDataAsset_Implementation(UPickupDataAsset* PickupDataA
|
||||
|
||||
if (CurveFloat != nullptr)
|
||||
{
|
||||
TimelineComponent->AddInterpFloat(CurveFloat, onTimelineCallback);
|
||||
TimelineComponent->SetTimelineFinishedFunc(onTimelineFinishedCallback);
|
||||
TimelineComponent->AddInterpFloat(CurveFloat, OnTimelineCallback);
|
||||
TimelineComponent->SetTimelineFinishedFunc(OnTimelineFinishedCallback);
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -110,14 +110,14 @@ void APickup::OnInnerBeginOverlap(UPrimitiveComponent* OverlappedComponent, AAct
|
||||
UGameplayStatics::PlaySound2D(GetWorld(), PickupSoundBase);
|
||||
}
|
||||
|
||||
AGameModeBase* gamemode = UGameplayStatics::GetGameMode(GetWorld());
|
||||
if (UKismetSystemLibrary::DoesImplementInterface(gamemode, UPools::StaticClass()))
|
||||
AGameModeBase* Gamemode = UGameplayStatics::GetGameMode(GetWorld());
|
||||
if (UKismetSystemLibrary::DoesImplementInterface(Gamemode, UPools::StaticClass()))
|
||||
{
|
||||
if (AObjectPoolManager* objectPoolManager = IPools::Execute_GetProjectileObjectPoolManager(gamemode))
|
||||
if (AObjectPoolManager* ObjectPoolManager = IPools::Execute_GetProjectileObjectPoolManager(Gamemode))
|
||||
{
|
||||
TimelineComponent->Stop();
|
||||
ResetData_Implementation();
|
||||
objectPoolManager->ReturnObject(this);
|
||||
ObjectPoolManager->ReturnObject(this);
|
||||
}
|
||||
}
|
||||
else
|
||||
@ -131,18 +131,19 @@ void APickup::OnOuterBeginOverlap(UPrimitiveComponent* OverlappedComponent, AAct
|
||||
UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep,
|
||||
const FHitResult& SweepResult)
|
||||
{
|
||||
if (!TimelineComponent->IsPlaying() && UGameplayStatics::GetPlayerCharacter(GetWorld(), 0) == Cast<ACharacter>(OtherActor))
|
||||
if (!TimelineComponent->IsPlaying() && UGameplayStatics::GetPlayerCharacter(GetWorld(), 0) == Cast<
|
||||
ACharacter>(OtherActor))
|
||||
{
|
||||
PlayTimeLine();
|
||||
}
|
||||
}
|
||||
|
||||
void APickup::TimelineCallback(float val)
|
||||
void APickup::TimelineCallback(float Value)
|
||||
{
|
||||
FVector actorLocation = PickupLocation;
|
||||
FVector playerLocation = UGameplayStatics::GetPlayerCharacter(GetWorld(), 0)->GetActorLocation();
|
||||
FVector location = FMath::Lerp(actorLocation, playerLocation, val);
|
||||
SetActorLocation(location);
|
||||
FVector ActorLocation = PickupLocation;
|
||||
FVector PlayerLocation = UGameplayStatics::GetPlayerCharacter(GetWorld(), 0)->GetActorLocation();
|
||||
FVector Location = FMath::Lerp(ActorLocation, PlayerLocation, Value);
|
||||
SetActorLocation(Location);
|
||||
}
|
||||
|
||||
void APickup::TimelineFinishedCallback()
|
||||
|
@ -18,7 +18,7 @@ class VAMPIRES_API APickup : public AActor, public IPickupable
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
protected:
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
|
||||
int PickupValue = 1;
|
||||
|
||||
@ -44,8 +44,8 @@ public:
|
||||
TObjectPtr<UNiagaraComponent> NiagaraComponent = nullptr;
|
||||
|
||||
private:
|
||||
FOnTimelineFloat onTimelineCallback;
|
||||
FOnTimelineEventStatic onTimelineFinishedCallback;
|
||||
FOnTimelineFloat OnTimelineCallback;
|
||||
FOnTimelineEventStatic OnTimelineFinishedCallback;
|
||||
|
||||
FVector PickupLocation;
|
||||
|
||||
@ -72,7 +72,7 @@ protected:
|
||||
const FHitResult& SweepResult);
|
||||
|
||||
UFUNCTION()
|
||||
void TimelineCallback(float val);
|
||||
void TimelineCallback(float Value);
|
||||
|
||||
UFUNCTION()
|
||||
void TimelineFinishedCallback();
|
||||
|
@ -37,8 +37,8 @@ APlayerCharacter::APlayerCharacter()
|
||||
CameraShakeTimelineComponent->SetTimelineLengthMode(TL_TimelineLength);
|
||||
CameraShakeTimelineComponent->SetPlaybackPosition(0.0f, false);
|
||||
|
||||
onTimelineCallback.BindUFunction(this, FName(TEXT("CameraShakeTimelineCallback")));
|
||||
onTimelineFinishedCallback.BindUFunction(this, FName(TEXT("CameraShakeTimelineFinishedCallback")));
|
||||
OnTimelineCallback.BindUFunction(this, FName(TEXT("CameraShakeTimelineCallback")));
|
||||
OnTimelineFinishedCallback.BindUFunction(this, FName(TEXT("CameraShakeTimelineFinishedCallback")));
|
||||
}
|
||||
|
||||
void APlayerCharacter::BeginPlay()
|
||||
@ -50,8 +50,8 @@ void APlayerCharacter::BeginPlay()
|
||||
|
||||
if (CameraShakeCurve != nullptr)
|
||||
{
|
||||
CameraShakeTimelineComponent->AddInterpFloat(CameraShakeCurve, onTimelineCallback);
|
||||
CameraShakeTimelineComponent->SetTimelineFinishedFunc(onTimelineFinishedCallback);
|
||||
CameraShakeTimelineComponent->AddInterpFloat(CameraShakeCurve, OnTimelineCallback);
|
||||
CameraShakeTimelineComponent->SetTimelineFinishedFunc(OnTimelineFinishedCallback);
|
||||
}
|
||||
|
||||
PlayerCameraManager = GetWorld()->GetFirstPlayerController()->PlayerCameraManager;
|
||||
@ -113,7 +113,8 @@ void APlayerCharacter::CameraShakeTimelineCallback(float val)
|
||||
{
|
||||
auto PlayerController = UGameplayStatics::GetPlayerController(GetWorld(), 0);
|
||||
auto cameraActor = PlayerController->GetViewTarget();
|
||||
cameraActor->SetActorLocation(FVector(FMath::RandRange(0.0f, CameraShakeStrength) * val, FMath::RandRange(0.0f, CameraShakeStrength) * val, 0.0f));
|
||||
cameraActor->SetActorLocation(FVector(FMath::RandRange(0.0f, CameraShakeStrength) * val,
|
||||
FMath::RandRange(0.0f, CameraShakeStrength) * val, 0.0f));
|
||||
}
|
||||
|
||||
void APlayerCharacter::CameraShakeTimelineFinishedCallback()
|
||||
|
@ -24,7 +24,7 @@ class VAMPIRES_API APlayerCharacter : public AVampireCharacter
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
protected:
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
||||
TObjectPtr<UEXPComponent> EXPComponent;
|
||||
|
||||
@ -44,14 +44,13 @@ public:
|
||||
float CameraShakeStrength = 100.0f;
|
||||
|
||||
private:
|
||||
|
||||
UPROPERTY()
|
||||
TObjectPtr<APlayerCameraManager> PlayerCameraManager = nullptr;
|
||||
|
||||
APlayerCharacter();
|
||||
|
||||
private:
|
||||
FOnTimelineFloat onTimelineCallback;
|
||||
FOnTimelineEventStatic onTimelineFinishedCallback;
|
||||
FOnTimelineFloat OnTimelineCallback;
|
||||
FOnTimelineEventStatic OnTimelineFinishedCallback;
|
||||
|
||||
protected:
|
||||
virtual void BeginPlay() override;
|
||||
|
@ -60,7 +60,8 @@ void AProjectile::SetActorHiddenInGame(bool bNewHidden)
|
||||
}
|
||||
else
|
||||
{
|
||||
GetWorldTimerManager().SetTimer(ProjectileLifetimeTimerHandle, this, &AProjectile::ReturnProjectileToPool, ProjectileLifespan, true);
|
||||
GetWorldTimerManager().SetTimer(ProjectileLifetimeTimerHandle, this, &AProjectile::ReturnProjectileToPool,
|
||||
ProjectileLifespan, true);
|
||||
}
|
||||
}
|
||||
|
||||
@ -103,14 +104,14 @@ void AProjectile::OnProjectileBeginOverlap(UPrimitiveComponent* OverlappedCompon
|
||||
|
||||
if (!EnemyHealthComponent->GetIsDead())
|
||||
{
|
||||
AController* ownerController = nullptr;
|
||||
if (AVampireCharacter* character = Cast<AVampireCharacter>(GetOwner()))
|
||||
AController* OwnerController = nullptr;
|
||||
if (AVampireCharacter* Character = Cast<AVampireCharacter>(GetOwner()))
|
||||
{
|
||||
ownerController = character->GetController();
|
||||
OwnerController = Character->GetController();
|
||||
}
|
||||
|
||||
AProjectileWeapon* ownerWeapon = Cast<AProjectileWeapon>(GetOwner());
|
||||
EnemyHealthComponent->TakeDamage(Enemy, ownerWeapon->GetDamage(), nullptr, ownerController, this);
|
||||
AProjectileWeapon* OwnerWeapon = Cast<AProjectileWeapon>(GetOwner());
|
||||
EnemyHealthComponent->TakeDamage(Enemy, OwnerWeapon->GetDamage(), nullptr, OwnerController, this);
|
||||
|
||||
RemainingDamageableEnemies--;
|
||||
|
||||
@ -124,14 +125,14 @@ void AProjectile::OnProjectileBeginOverlap(UPrimitiveComponent* OverlappedCompon
|
||||
|
||||
void AProjectile::ReturnProjectileToPool()
|
||||
{
|
||||
AGameModeBase* gamemode = UGameplayStatics::GetGameMode(GetWorld());
|
||||
AGameModeBase* Gamemode = UGameplayStatics::GetGameMode(GetWorld());
|
||||
|
||||
if (UKismetSystemLibrary::DoesImplementInterface(gamemode, UPools::StaticClass()))
|
||||
if (UKismetSystemLibrary::DoesImplementInterface(Gamemode, UPools::StaticClass()))
|
||||
{
|
||||
if (AObjectPoolManager* objectPoolManager =
|
||||
IPools::Execute_GetProjectileObjectPoolManager(gamemode))
|
||||
if (AObjectPoolManager* ObjectPoolManager =
|
||||
IPools::Execute_GetProjectileObjectPoolManager(Gamemode))
|
||||
{
|
||||
objectPoolManager->ReturnObject(this);
|
||||
ObjectPoolManager->ReturnObject(this);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -49,7 +49,6 @@ protected:
|
||||
// Called when the game starts or when spawned
|
||||
virtual void BeginPlay() override;
|
||||
|
||||
public:
|
||||
virtual void SetActorHiddenInGame(bool bNewHidden) override;
|
||||
|
||||
virtual void SetTargetDirection_Implementation(FVector Direction) override;
|
||||
|
@ -54,10 +54,10 @@ void AVampireAIController::OnPossess(APawn* InPawn)
|
||||
|
||||
PlayerCharacter = UGameplayStatics::GetPlayerCharacter(GetWorld(), 0);
|
||||
|
||||
if (UBehaviorTree* bt = EnemyCharacter->GetBehaviorTree())
|
||||
if (UBehaviorTree* BT = EnemyCharacter->GetBehaviorTree())
|
||||
{
|
||||
DefaultBlackboard->InitializeBlackboard(*bt->BlackboardAsset);
|
||||
BehaviorTree->StartTree(*bt);
|
||||
DefaultBlackboard->InitializeBlackboard(*BT->BlackboardAsset);
|
||||
BehaviorTree->StartTree(*BT);
|
||||
DefaultBlackboard->SetValueAsObject("SelfActor", EnemyCharacter);
|
||||
|
||||
if (PlayerCharacter)
|
||||
@ -67,7 +67,7 @@ void AVampireAIController::OnPossess(APawn* InPawn)
|
||||
}
|
||||
}
|
||||
|
||||
void AVampireAIController::OnDamaged(FDamageInfo info)
|
||||
void AVampireAIController::OnDamaged(FDamageInfo Info)
|
||||
{
|
||||
if (EnemyCharacter->GetHealthComponent()->GetCurrentHealth() > 0.0f)
|
||||
{
|
||||
@ -75,22 +75,9 @@ void AVampireAIController::OnDamaged(FDamageInfo info)
|
||||
}
|
||||
}
|
||||
|
||||
void AVampireAIController::OnDeath(FDamageInfo info)
|
||||
void AVampireAIController::OnDeath(FDamageInfo Info)
|
||||
{
|
||||
// TODO: Do stuff here
|
||||
EnemyCharacter->OnDeath(info);
|
||||
/*EnemyCharacter->DetachFromControllerPendingDestroy();
|
||||
EnemyCharacter->GetCapsuleComponent()->SetCollisionEnabled(ECollisionEnabled::NoCollision);
|
||||
EnemyCharacter->GetCapsuleComponent()->SetCollisionResponseToAllChannels(ECR_Ignore);
|
||||
|
||||
if (UPawnMovementComponent* characterMovementComponent = EnemyCharacter->GetMovementComponent())
|
||||
{
|
||||
characterMovementComponent->StopMovementImmediately();
|
||||
characterMovementComponent->StopActiveMovement();
|
||||
characterMovementComponent->SetComponentTickEnabled(false);
|
||||
}
|
||||
GetWorldTimerManager().ClearTimer(PawnMoveToTimerHandle);
|
||||
EnemyCharacter->SetLifeSpan(0.1f);*/
|
||||
EnemyCharacter->OnDeath(Info);
|
||||
}
|
||||
|
||||
void AVampireAIController::PawnMoveTo()
|
||||
|
@ -38,18 +38,15 @@ public:
|
||||
protected:
|
||||
virtual void BeginPlay() override;
|
||||
|
||||
public:
|
||||
virtual void Tick(float DeltaTime) override;
|
||||
|
||||
protected:
|
||||
virtual void OnPossess(APawn* InPawn) override;
|
||||
|
||||
public:
|
||||
UFUNCTION()
|
||||
virtual void OnDamaged(FDamageInfo info);
|
||||
virtual void OnDamaged(FDamageInfo Info);
|
||||
|
||||
UFUNCTION()
|
||||
virtual void OnDeath(FDamageInfo info);
|
||||
virtual void OnDeath(FDamageInfo Info);
|
||||
|
||||
private:
|
||||
UFUNCTION()
|
||||
|
@ -29,8 +29,6 @@ AVampireCharacter::AVampireCharacter()
|
||||
void AVampireCharacter::BeginPlay()
|
||||
{
|
||||
Super::BeginPlay();
|
||||
|
||||
|
||||
}
|
||||
|
||||
// Called every frame
|
||||
@ -38,21 +36,21 @@ void AVampireCharacter::Tick(float DeltaTime)
|
||||
{
|
||||
Super::Tick(DeltaTime);
|
||||
|
||||
float newYaw = FMath::Atan2(PreviousMovementDirection.Y, PreviousMovementDirection.X) * 180.0f / PI;
|
||||
FQuat newRotation = FQuat::Slerp(StaticMeshComponent->GetComponentRotation().Quaternion(),
|
||||
FRotator(0.0f, newYaw, 0.0f).Quaternion(),
|
||||
float NewYaw = FMath::Atan2(PreviousMovementDirection.Y, PreviousMovementDirection.X) * 180.0f / PI;
|
||||
FQuat NewRotation = FQuat::Slerp(StaticMeshComponent->GetComponentRotation().Quaternion(),
|
||||
FRotator(0.0f, NewYaw, 0.0f).Quaternion(),
|
||||
DeltaTime * SlerpSpeed);
|
||||
StaticMeshComponent->SetRelativeRotation(newRotation);
|
||||
StaticMeshComponent->SetRelativeRotation(NewRotation);
|
||||
}
|
||||
|
||||
void AVampireCharacter::Input_Move_Implementation(FVector2D value)
|
||||
void AVampireCharacter::Input_Move_Implementation(FVector2D Value)
|
||||
{
|
||||
PreviousMovementDirection = value;
|
||||
PreviousMovementDirection = Value;
|
||||
|
||||
if (value.Size() != 0.0f)
|
||||
if (Value.Size() != 0.0f)
|
||||
{
|
||||
AddMovementInput({0.0f, 1.0f, 0.0f}, value.Y);
|
||||
AddMovementInput({1.0f, 0.0f, 0.0f}, value.X);
|
||||
AddMovementInput({0.0f, 1.0f, 0.0f}, Value.Y);
|
||||
AddMovementInput({1.0f, 0.0f, 0.0f}, Value.X);
|
||||
}
|
||||
}
|
||||
|
||||
@ -70,4 +68,3 @@ UHealthComponent* AVampireCharacter::GetHealthComponent()
|
||||
{
|
||||
return HealthComponent;
|
||||
}
|
||||
|
||||
|
@ -58,15 +58,15 @@ protected:
|
||||
// Called when the game starts or when spawned
|
||||
virtual void BeginPlay() override;
|
||||
|
||||
public:
|
||||
// Called every frame
|
||||
virtual void Tick(float DeltaTime) override;
|
||||
|
||||
virtual void Input_Move_Implementation(FVector2D value) override;
|
||||
virtual void Input_Move_Implementation(FVector2D Value) override;
|
||||
|
||||
virtual UInputMappingContext* Input_GetInputMappingContext_Implementation() override;
|
||||
|
||||
virtual FVector2D Input_GetPreviousMovementDirection_Implementation() override;
|
||||
|
||||
public:
|
||||
UHealthComponent* GetHealthComponent();
|
||||
};
|
||||
|
@ -2,4 +2,3 @@
|
||||
|
||||
|
||||
#include "VampireGameInstance.h"
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
// Louis Hobbs | 2024-2025
|
||||
// Louis Hobbs | 2024-2025
|
||||
|
||||
#pragma once
|
||||
|
||||
@ -15,8 +15,8 @@ UCLASS()
|
||||
class VAMPIRES_API UVampireGameInstance : public UGameInstance
|
||||
{
|
||||
GENERATED_BODY()
|
||||
public:
|
||||
|
||||
public:
|
||||
UPROPERTY()
|
||||
TSubclassOf<AWeapon> StarterWeapon;
|
||||
|
||||
|
@ -24,6 +24,9 @@ class VAMPIRES_API AVampireGameMode : public AGameMode, public IPools
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
FOnEnemyDeathCountIncrementDelegate OnEnemyDeathCountIncrementDelegate;
|
||||
|
||||
protected:
|
||||
UPROPERTY(EditDefaultsOnly)
|
||||
TSubclassOf<AEnemyCharacter> EnemyTemplate;
|
||||
|
||||
@ -33,8 +36,6 @@ public:
|
||||
UPROPERTY(EditDefaultsOnly)
|
||||
TSubclassOf<AEXPPickup> PickupTemplate;
|
||||
|
||||
FOnEnemyDeathCountIncrementDelegate OnEnemyDeathCountIncrementDelegate;
|
||||
|
||||
UPROPERTY(EditDefaultsOnly)
|
||||
TArray<TObjectPtr<UEnemyDataAsset>> EnemyDataAssets;
|
||||
|
||||
@ -68,6 +69,7 @@ public:
|
||||
UFUNCTION(BlueprintCallable, BlueprintPure)
|
||||
int GetEnemyDeathCount();
|
||||
|
||||
protected:
|
||||
UFUNCTION()
|
||||
void HandleOnEnemyDeath(FDamageInfo damageInfo);
|
||||
|
||||
@ -86,7 +88,6 @@ public:
|
||||
UFUNCTION(BlueprintCallable)
|
||||
void EndGame();
|
||||
|
||||
protected:
|
||||
UFUNCTION()
|
||||
void SpawnEnemy();
|
||||
};
|
||||
|
@ -23,53 +23,55 @@ void AVampirePlayerController::OnPossess(APawn* aPawn)
|
||||
{
|
||||
Super::OnPossess(aPawn);
|
||||
|
||||
if (UEnhancedInputLocalPlayerSubsystem* subsystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(GetLocalPlayer()))
|
||||
if (UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(
|
||||
GetLocalPlayer()))
|
||||
{
|
||||
if (UKismetSystemLibrary::DoesImplementInterface(aPawn, UInputable::StaticClass()))
|
||||
{
|
||||
subsystem->AddMappingContext(IInputable::Execute_Input_GetInputMappingContext(aPawn), 0);
|
||||
Subsystem->AddMappingContext(IInputable::Execute_Input_GetInputMappingContext(aPawn), 0);
|
||||
}
|
||||
}
|
||||
|
||||
if (PlayerHUD)
|
||||
{
|
||||
currentPlayerHUD = CreateWidget<UHUDWidget, AVampirePlayerController*>(this, PlayerHUD.Get());
|
||||
CurrentPlayerHUD = CreateWidget<UHUDWidget, AVampirePlayerController*>(this, PlayerHUD.Get());
|
||||
|
||||
if (UEXPComponent* expComponent = aPawn->GetComponentByClass<UEXPComponent>())
|
||||
if (UEXPComponent* ExpComponent = aPawn->GetComponentByClass<UEXPComponent>())
|
||||
{
|
||||
expComponent->OnEXPGained.AddUniqueDynamic(this, &AVampirePlayerController::UpdatePlayerEXPHUD);
|
||||
expComponent->OnEXPLevelUp.AddUniqueDynamic(this, &AVampirePlayerController::UpdatePlayerLevelHUD);
|
||||
expComponent->OnEXPLevelUp.AddUniqueDynamic(this, &AVampirePlayerController::ShowLevelUpScreen);
|
||||
UpdatePlayerEXPHUD(expComponent->GetCurrentEXP(), expComponent->GetCurrentLevelPercent());
|
||||
UpdatePlayerLevelHUD(expComponent->GetCurrentLevel());
|
||||
ExpComponent->OnEXPGained.AddUniqueDynamic(this, &AVampirePlayerController::UpdatePlayerEXPHUD);
|
||||
ExpComponent->OnEXPLevelUp.AddUniqueDynamic(this, &AVampirePlayerController::UpdatePlayerLevelHUD);
|
||||
ExpComponent->OnEXPLevelUp.AddUniqueDynamic(this, &AVampirePlayerController::ShowLevelUpScreen);
|
||||
UpdatePlayerEXPHUD(ExpComponent->GetCurrentEXP(), ExpComponent->GetCurrentLevelPercent());
|
||||
UpdatePlayerLevelHUD(ExpComponent->GetCurrentLevel());
|
||||
}
|
||||
|
||||
if (UGoldComponent* goldComponent = aPawn->GetComponentByClass<UGoldComponent>())
|
||||
if (UGoldComponent* GoldComponent = aPawn->GetComponentByClass<UGoldComponent>())
|
||||
{
|
||||
goldComponent->OnGoldGained.AddUniqueDynamic(this, &AVampirePlayerController::UpdateGoldCountHUD);
|
||||
UpdateGoldCountHUD(goldComponent->GetCurrentGold());
|
||||
GoldComponent->OnGoldGained.AddUniqueDynamic(this, &AVampirePlayerController::UpdateGoldCountHUD);
|
||||
UpdateGoldCountHUD(GoldComponent->GetCurrentGold());
|
||||
}
|
||||
|
||||
if (AVampireGameMode* gamemode = Cast<AVampireGameMode>(UGameplayStatics::GetGameMode(GetWorld())))
|
||||
if (AVampireGameMode* Gamemode = Cast<AVampireGameMode>(UGameplayStatics::GetGameMode(GetWorld())))
|
||||
{
|
||||
gamemode->OnEnemyDeathCountIncrementDelegate.AddDynamic(this, &AVampirePlayerController::UpdateKillCountHUD);
|
||||
UpdateKillCountHUD(gamemode->GetEnemyDeathCount());
|
||||
Gamemode->OnEnemyDeathCountIncrementDelegate.
|
||||
AddDynamic(this, &AVampirePlayerController::UpdateKillCountHUD);
|
||||
UpdateKillCountHUD(Gamemode->GetEnemyDeathCount());
|
||||
}
|
||||
|
||||
if (currentPlayerHUD)
|
||||
if (CurrentPlayerHUD)
|
||||
{
|
||||
currentPlayerHUD->AddToViewport();
|
||||
CurrentPlayerHUD->AddToViewport();
|
||||
}
|
||||
}
|
||||
|
||||
if (UVampireGameInstance* gameInstance = Cast<UVampireGameInstance>(GetGameInstance()))
|
||||
if (UVampireGameInstance* GameInstance = Cast<UVampireGameInstance>(GetGameInstance()))
|
||||
{
|
||||
UWeaponInventoryComponent* weaponInventoryComponent = aPawn->GetComponentByClass<
|
||||
UWeaponInventoryComponent* WeaponInventoryComponent = aPawn->GetComponentByClass<
|
||||
UWeaponInventoryComponent>();
|
||||
|
||||
if (weaponInventoryComponent && gameInstance->StarterWeapon)
|
||||
if (WeaponInventoryComponent && GameInstance->StarterWeapon)
|
||||
{
|
||||
weaponInventoryComponent->initialInventory.Add(gameInstance->StarterWeapon);
|
||||
WeaponInventoryComponent->InitialInventory.Add(GameInstance->StarterWeapon);
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -78,7 +80,7 @@ void AVampirePlayerController::OnUnPossess()
|
||||
{
|
||||
Super::OnUnPossess();
|
||||
|
||||
GetWorld()->GetTimerManager().ClearTimer(pawnLifeTimeHandle);
|
||||
GetWorld()->GetTimerManager().ClearTimer(PawnLifeTimeHandle);
|
||||
}
|
||||
|
||||
void AVampirePlayerController::SetupInputComponent()
|
||||
@ -94,13 +96,13 @@ void AVampirePlayerController::SetupInputComponent()
|
||||
|
||||
void AVampirePlayerController::Move(const FInputActionValue& MovementInput)
|
||||
{
|
||||
FVector2D movement = MovementInput.Get<FVector2D>();
|
||||
FVector2D Movement = MovementInput.Get<FVector2D>();
|
||||
|
||||
if (APawn* pawn = GetPawn())
|
||||
{
|
||||
if (UKismetSystemLibrary::DoesImplementInterface(pawn, UInputable::StaticClass()))
|
||||
{
|
||||
IInputable::Execute_Input_Move(pawn, movement);
|
||||
IInputable::Execute_Input_Move(pawn, Movement);
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -119,26 +121,26 @@ void AVampirePlayerController::OnPause(const FInputActionValue& PauseInput)
|
||||
{
|
||||
if (SetPause(true))
|
||||
{
|
||||
currentPauseUI = CreateWidget<UPauseWidget, AVampirePlayerController*>(this, PauseUI.Get());
|
||||
if (currentPauseUI)
|
||||
CurrentPauseUI = CreateWidget<UPauseWidget, AVampirePlayerController*>(this, PauseUI.Get());
|
||||
if (CurrentPauseUI)
|
||||
{
|
||||
currentPauseUI->AddToViewport();
|
||||
UWidgetBlueprintLibrary::SetInputMode_UIOnlyEx(this, currentPauseUI, EMouseLockMode::LockInFullscreen);
|
||||
CurrentPauseUI->AddToViewport();
|
||||
UWidgetBlueprintLibrary::SetInputMode_UIOnlyEx(this, CurrentPauseUI, EMouseLockMode::LockInFullscreen);
|
||||
bShowMouseCursor = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void AVampirePlayerController::UpdatePlayerEXPHUD(int exp, float currentLevelPercent)
|
||||
void AVampirePlayerController::UpdatePlayerEXPHUD(int Exp, float CurrentLevelPercent)
|
||||
{
|
||||
if (currentPlayerHUD)
|
||||
if (CurrentPlayerHUD)
|
||||
{
|
||||
currentPlayerHUD->UpdateEXPBar(currentLevelPercent);
|
||||
CurrentPlayerHUD->UpdateEXPBar(CurrentLevelPercent);
|
||||
}
|
||||
}
|
||||
|
||||
void AVampirePlayerController::ShowLevelUpScreen(int level)
|
||||
void AVampirePlayerController::ShowLevelUpScreen(int Level)
|
||||
{
|
||||
APawn* pawn = GetPawn();
|
||||
if (!pawn)
|
||||
@ -146,8 +148,8 @@ void AVampirePlayerController::ShowLevelUpScreen(int level)
|
||||
return;
|
||||
}
|
||||
|
||||
UEXPComponent* expComponent = pawn->GetComponentByClass<UEXPComponent>();
|
||||
if (!expComponent || expComponent->GetCurrentLevel() == 0)
|
||||
UEXPComponent* ExpComponent = pawn->GetComponentByClass<UEXPComponent>();
|
||||
if (!ExpComponent || ExpComponent->GetCurrentLevel() == 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
@ -156,53 +158,54 @@ void AVampirePlayerController::ShowLevelUpScreen(int level)
|
||||
{
|
||||
if (SetPause(true))
|
||||
{
|
||||
currentLevelUpUI = CreateWidget<ULevelUpWidget, AVampirePlayerController*>(this, LevelUpUI.Get());
|
||||
if (currentLevelUpUI)
|
||||
CurrentLevelUpUI = CreateWidget<ULevelUpWidget, AVampirePlayerController*>(this, LevelUpUI.Get());
|
||||
if (CurrentLevelUpUI)
|
||||
{
|
||||
currentLevelUpUI->AddToViewport();
|
||||
UWidgetBlueprintLibrary::SetInputMode_UIOnlyEx(this, currentLevelUpUI, EMouseLockMode::LockInFullscreen);
|
||||
CurrentLevelUpUI->AddToViewport();
|
||||
UWidgetBlueprintLibrary::SetInputMode_UIOnlyEx(this, CurrentLevelUpUI,
|
||||
EMouseLockMode::LockInFullscreen);
|
||||
bShowMouseCursor = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void AVampirePlayerController::UpdatePlayerLevelHUD(int level)
|
||||
void AVampirePlayerController::UpdatePlayerLevelHUD(int Level)
|
||||
{
|
||||
if (currentPlayerHUD)
|
||||
if (CurrentPlayerHUD)
|
||||
{
|
||||
currentPlayerHUD->UpdateLevelBlock(level);
|
||||
CurrentPlayerHUD->UpdateLevelBlock(Level);
|
||||
}
|
||||
}
|
||||
|
||||
void AVampirePlayerController::UpdateTimerHUD(float deltaTime)
|
||||
void AVampirePlayerController::UpdateTimerHUD(float DeltaTime)
|
||||
{
|
||||
if (currentPlayerHUD)
|
||||
if (CurrentPlayerHUD)
|
||||
{
|
||||
currentPlayerHUD->UpdateTimerBlock(deltaTime);
|
||||
CurrentPlayerHUD->UpdateTimerBlock(DeltaTime);
|
||||
}
|
||||
}
|
||||
|
||||
void AVampirePlayerController::UpdateKillCountHUD(int killCount)
|
||||
void AVampirePlayerController::UpdateKillCountHUD(int KillCount)
|
||||
{
|
||||
if (currentPlayerHUD)
|
||||
if (CurrentPlayerHUD)
|
||||
{
|
||||
currentPlayerHUD->UpdateKillBlock(killCount);
|
||||
CurrentPlayerHUD->UpdateKillBlock(KillCount);
|
||||
}
|
||||
}
|
||||
|
||||
void AVampirePlayerController::UpdateGoldCountHUD(int goldCount)
|
||||
void AVampirePlayerController::UpdateGoldCountHUD(int GoldCount)
|
||||
{
|
||||
if (currentPlayerHUD)
|
||||
if (CurrentPlayerHUD)
|
||||
{
|
||||
currentPlayerHUD->UpdateGoldBlock(goldCount);
|
||||
CurrentPlayerHUD->UpdateGoldBlock(GoldCount);
|
||||
}
|
||||
}
|
||||
|
||||
void AVampirePlayerController::UpdateTimerHUDElement_Implementation(float deltaTime)
|
||||
void AVampirePlayerController::UpdateTimerHUDElement_Implementation(float DeltaTime)
|
||||
{
|
||||
if (currentPlayerHUD)
|
||||
if (CurrentPlayerHUD)
|
||||
{
|
||||
currentPlayerHUD->UpdateTimerBlock(deltaTime);
|
||||
CurrentPlayerHUD->UpdateTimerBlock(DeltaTime);
|
||||
}
|
||||
}
|
||||
|
@ -41,15 +41,15 @@ public:
|
||||
private:
|
||||
|
||||
UPROPERTY()
|
||||
TObjectPtr<UHUDWidget> currentPlayerHUD = nullptr;
|
||||
TObjectPtr<UHUDWidget> CurrentPlayerHUD = nullptr;
|
||||
|
||||
UPROPERTY()
|
||||
TObjectPtr<UPauseWidget> currentPauseUI = nullptr;
|
||||
TObjectPtr<UPauseWidget> CurrentPauseUI = nullptr;
|
||||
|
||||
UPROPERTY()
|
||||
TObjectPtr<ULevelUpWidget> currentLevelUpUI = nullptr;
|
||||
TObjectPtr<ULevelUpWidget> CurrentLevelUpUI = nullptr;
|
||||
|
||||
FTimerHandle pawnLifeTimeHandle;
|
||||
FTimerHandle PawnLifeTimeHandle;
|
||||
|
||||
protected:
|
||||
virtual void OnPossess(APawn* aPawn) override;
|
||||
@ -65,22 +65,22 @@ protected:
|
||||
void OnPause(const FInputActionValue& PauseInput);
|
||||
|
||||
UFUNCTION()
|
||||
void UpdatePlayerEXPHUD(int exp, float currentLevelPercent);
|
||||
void UpdatePlayerEXPHUD(int Exp, float CurrentLevelPercent);
|
||||
|
||||
UFUNCTION()
|
||||
void ShowLevelUpScreen(int level);
|
||||
void ShowLevelUpScreen(int Level);
|
||||
|
||||
UFUNCTION()
|
||||
void UpdatePlayerLevelHUD(int level);
|
||||
void UpdatePlayerLevelHUD(int Level);
|
||||
|
||||
UFUNCTION(BlueprintCallable)
|
||||
void UpdateTimerHUD(float deltaTime);
|
||||
void UpdateTimerHUD(float DeltaTime);
|
||||
|
||||
UFUNCTION()
|
||||
void UpdateKillCountHUD(int killCount);
|
||||
void UpdateKillCountHUD(int KillCount);
|
||||
|
||||
UFUNCTION()
|
||||
void UpdateGoldCountHUD(int goldCount);
|
||||
void UpdateGoldCountHUD(int GoldCount);
|
||||
|
||||
virtual void UpdateTimerHUDElement_Implementation(float deltaTime) override;
|
||||
virtual void UpdateTimerHUDElement_Implementation(float DeltaTime) override;
|
||||
};
|
||||
|
@ -54,10 +54,11 @@ protected:
|
||||
private:
|
||||
FTimerHandle WeaponTimerHandle;
|
||||
|
||||
public:
|
||||
protected:
|
||||
// Sets default values for this actor's
|
||||
AWeapon();
|
||||
|
||||
public:
|
||||
UFUNCTION(BlueprintNativeEvent)
|
||||
bool UpgradeWeapon();
|
||||
virtual bool UpgradeWeapon_Implementation();
|
||||
|
@ -25,37 +25,37 @@ void UWeaponInventoryComponent::BeginPlay()
|
||||
|
||||
void UWeaponInventoryComponent::InitializeInventory()
|
||||
{
|
||||
inventory.Empty();
|
||||
Inventory.Empty();
|
||||
|
||||
for (TSubclassOf<AWeapon> weapon : initialInventory)
|
||||
for (TSubclassOf<AWeapon> Weapon : InitialInventory)
|
||||
{
|
||||
if (IsValid(weapon))
|
||||
if (IsValid(Weapon))
|
||||
{
|
||||
AddWeaponToInventory(weapon);
|
||||
AddWeaponToInventory(Weapon);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void UWeaponInventoryComponent::AddWeaponToInventory(TSubclassOf<AWeapon> Weapon)
|
||||
void UWeaponInventoryComponent::AddWeaponToInventory(TSubclassOf<AWeapon> NewWeapon)
|
||||
{
|
||||
FActorSpawnParameters SpawnParameters;
|
||||
SpawnParameters.Owner = GetOwner();
|
||||
|
||||
AWeapon* weapon = GetWorld()->SpawnActor<AWeapon>(Weapon, SpawnParameters.Owner->GetTransform(), SpawnParameters);
|
||||
if (weapon->GetFollowPlayer())
|
||||
AWeapon* Weapon = GetWorld()->SpawnActor<AWeapon>(NewWeapon, SpawnParameters.Owner->GetTransform(), SpawnParameters);
|
||||
if (Weapon->GetFollowPlayer())
|
||||
{
|
||||
weapon->AttachToActor(GetOwner(), FAttachmentTransformRules::KeepWorldTransform);
|
||||
Weapon->AttachToActor(GetOwner(), FAttachmentTransformRules::KeepWorldTransform);
|
||||
}
|
||||
else
|
||||
{
|
||||
weapon->SetActorLocation(FVector::ZeroVector);
|
||||
Weapon->SetActorLocation(FVector::ZeroVector);
|
||||
}
|
||||
|
||||
inventory.Add(weapon);
|
||||
obtainableWeapons.Remove(Weapon);
|
||||
Inventory.Add(Weapon);
|
||||
ObtainableWeapons.Remove(NewWeapon);
|
||||
}
|
||||
|
||||
TArray<AWeapon*> UWeaponInventoryComponent::GetInventory()
|
||||
{
|
||||
return inventory;
|
||||
return Inventory;
|
||||
}
|
||||
|
@ -15,16 +15,15 @@ class VAMPIRES_API UWeaponInventoryComponent : public UActorComponent
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
||||
TArray<TSubclassOf<AWeapon>> ObtainableWeapons;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
||||
TArray<TSubclassOf<AWeapon>> obtainableWeapons;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
||||
TArray<TSubclassOf<AWeapon>> initialInventory;
|
||||
TArray<TSubclassOf<AWeapon>> InitialInventory;
|
||||
|
||||
private:
|
||||
UPROPERTY()
|
||||
TArray<TObjectPtr<AWeapon>> inventory;
|
||||
TArray<TObjectPtr<AWeapon>> Inventory;
|
||||
|
||||
public:
|
||||
// Sets default values for this component's properties
|
||||
@ -39,7 +38,7 @@ public:
|
||||
void InitializeInventory();
|
||||
|
||||
UFUNCTION()
|
||||
void AddWeaponToInventory(TSubclassOf<AWeapon> Weapon);
|
||||
void AddWeaponToInventory(TSubclassOf<AWeapon> NewWeapon);
|
||||
|
||||
UFUNCTION()
|
||||
TArray<AWeapon*> GetInventory();
|
||||
|
@ -52,7 +52,7 @@ void ULevelUpWidget::NativeConstruct()
|
||||
}
|
||||
|
||||
// Get list of weapons that the player can still obtain
|
||||
TArray<TSubclassOf<AWeapon>> ObtainableWeapons = InventoryComponent->obtainableWeapons;
|
||||
TArray<TSubclassOf<AWeapon>> ObtainableWeapons = InventoryComponent->ObtainableWeapons;
|
||||
for (TSubclassOf<AWeapon> Weapon : ObtainableWeapons)
|
||||
{
|
||||
UUpgradeButtonDataObject* Temp = NewObject<UUpgradeButtonDataObject>(this);
|
||||
|
@ -93,7 +93,7 @@ void UUpgradeButtonWidget::OnClicked()
|
||||
if (UWeaponInventoryComponent* Inventory = PlayerController->GetPawn()->GetComponentByClass<UWeaponInventoryComponent>())
|
||||
{
|
||||
Inventory->AddWeaponToInventory(WeaponTemplate);
|
||||
Inventory->obtainableWeapons.Remove(WeaponTemplate);
|
||||
Inventory->ObtainableWeapons.Remove(WeaponTemplate);
|
||||
}
|
||||
break;
|
||||
|
||||
|
Loading…
x
Reference in New Issue
Block a user