Allow for multiple projectiles to be spawned per weapon activation
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e4d1e05fea
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@ -69,12 +69,14 @@ void AProjectile::LoadDataFromDataAsset_Implementation(UProjectileDataAsset* pro
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ProjectileSpeed = projectileDataAsset->ProjectileSpeed;
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ProjectileMovement->InitialSpeed = ProjectileSpeed;
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ProjectileMovement->MaxSpeed = ProjectileSpeed;
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RemainingDamagableEnemies = projectileDataAsset->DamagableEnemies;
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}
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void AProjectile::ResetData_Implementation()
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{
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ProjectileSpeed = NULL;
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StaticMeshComponent->SetStaticMesh(nullptr);
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RemainingDamagableEnemies = 1;
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}
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void AProjectile::OnProjectileBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
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@ -96,13 +98,18 @@ void AProjectile::OnProjectileBeginOverlap(UPrimitiveComponent* OverlappedCompon
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AProjectileWeapon* ownerWeapon = Cast<AProjectileWeapon>(GetOwner());
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EnemyHealthComponent->TakeDamage(Enemy, ownerWeapon->Damage, nullptr, ownerController, this);
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AGameModeBase* gamemode = UGameplayStatics::GetGameMode(GetWorld());
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RemainingDamagableEnemies--;
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if (UKismetSystemLibrary::DoesImplementInterface(gamemode, UPools::StaticClass()))
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if (RemainingDamagableEnemies == 0)
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{
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if (AObjectPoolManager* objectPoolManager = IPools::Execute_GetProjectileObjectPoolManager(gamemode))
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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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objectPoolManager->ReturnObject(this);
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if (AObjectPoolManager* objectPoolManager = IPools::Execute_GetProjectileObjectPoolManager(gamemode))
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{
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objectPoolManager->ReturnObject(this);
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}
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}
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}
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}
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@ -31,6 +31,9 @@ public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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UStaticMeshComponent* StaticMeshComponent = nullptr;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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int RemainingDamagableEnemies = 1;
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// Sets default values for this actor's properties
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AProjectile();
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@ -20,4 +20,7 @@ public:
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UPROPERTY(EditAnywhere)
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TObjectPtr<UStaticMesh> StaticMesh;
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UPROPERTY(EditAnywhere)
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int DamagableEnemies = 1;
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};
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@ -63,3 +63,20 @@ void AProjectileWeapon::OnWeaponEndOverlap(UPrimitiveComponent* OverlappedComp,
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OverlappedEnemies.Remove(Enemy);
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}
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}
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void AProjectileWeapon::FireWeaponAction_Implementation()
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{
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Super::FireWeaponAction_Implementation();
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remainingProjectilesToSpawn = ProjectilesPerActivation;
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GetWorldTimerManager().SetTimer(FireProjectileTimerHandler, this, &AProjectileWeapon::FireProjectile, ProjectileSpawningDelay, true, 0.0f);
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}
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void AProjectileWeapon::FireProjectile()
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{
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remainingProjectilesToSpawn--;
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if (remainingProjectilesToSpawn == 0)
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{
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GetWorldTimerManager().ClearTimer(FireProjectileTimerHandler);
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}
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}
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@ -25,9 +25,20 @@ public:
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UPROPERTY(EditAnywhere, Category = "Weapon Properties")
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TObjectPtr<UProjectileDataAsset> ProjectileTemplate = nullptr;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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int ProjectilesPerActivation = 1;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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float ProjectileSpawningDelay = 0.25f;
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protected:
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TArray<AActor*> OverlappedEnemies = TArray<AActor*>();
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FTimerHandle FireProjectileTimerHandler;
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private:
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int remainingProjectilesToSpawn = 0;
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public:
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AProjectileWeapon();
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@ -43,4 +54,10 @@ public:
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UFUNCTION()
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void OnWeaponEndOverlap(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp,
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int32 OtherBodyIndex);
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virtual void FireWeaponAction_Implementation() override;
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protected:
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UFUNCTION()
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virtual void FireProjectile();
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};
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