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d9dba81c7e
Author | SHA1 | Date |
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baz | d9dba81c7e | |
baz | b8f08e83cc | |
baz | b054db1478 |
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@ -79,11 +79,11 @@ UGoldComponent* APlayerCharacter::GetGoldComponent()
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void APlayerCharacter::MovementCallback(const FInputActionInstance& Instance)
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void APlayerCharacter::MovementCallback(const FInputActionInstance& Instance)
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{
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{
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FVector2D vec2 = Instance.GetValue().Get<FVector2D>();
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PreviousMovementDirection = Instance.GetValue().Get<FVector2D>();
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if (vec2.Size() != 0.0f)
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if (PreviousMovementDirection.Size() != 0.0f)
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{
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{
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AddMovementInput({0.0f, 1.0f, 0.0f}, vec2.Y);
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AddMovementInput({0.0f, 1.0f, 0.0f}, PreviousMovementDirection.Y);
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AddMovementInput({1.0f, 0.0f, 0.0f}, vec2.X);
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AddMovementInput({1.0f, 0.0f, 0.0f}, PreviousMovementDirection.X);
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}
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}
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}
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}
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@ -44,6 +44,8 @@ public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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UWeaponInventoryComponent* WeaponInventoryComponent;
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UWeaponInventoryComponent* WeaponInventoryComponent;
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FVector2D PreviousMovementDirection = FVector2d(1.0f, 0.0f);
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private:
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private:
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FTimerHandle GarlicTimerHandle;
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FTimerHandle GarlicTimerHandle;
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@ -3,8 +3,7 @@
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#include "Projectile.h"
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#include "Projectile.h"
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#include "EnemyCharacter.h"
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#include "Weapons/ProjectileWeapon.h"
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#include "Weapons/MagicWandWeapon.h"
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// Sets default values
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// Sets default values
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AProjectile::AProjectile()
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AProjectile::AProjectile()
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@ -13,7 +12,7 @@ AProjectile::AProjectile()
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PrimaryActorTick.bCanEverTick = true;
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PrimaryActorTick.bCanEverTick = true;
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SphereComponent = CreateDefaultSubobject<USphereComponent>(TEXT("Sphere Component"));
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SphereComponent = CreateDefaultSubobject<USphereComponent>(TEXT("Sphere Component"));
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SphereComponent->SetupAttachment(RootComponent);
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SetRootComponent(SphereComponent);
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SphereComponent->SetSphereRadius(50.0f);
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SphereComponent->SetSphereRadius(50.0f);
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}
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}
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@ -21,8 +20,8 @@ AProjectile::AProjectile()
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void AProjectile::BeginPlay()
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void AProjectile::BeginPlay()
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{
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{
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Super::BeginPlay();
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Super::BeginPlay();
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AMagicWandWeapon* OwnerWeapon = Cast<AMagicWandWeapon>(GetOwner());
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AProjectileWeapon* OwnerWeapon = Cast<AProjectileWeapon>(GetOwner());
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SphereComponent->OnComponentBeginOverlap.AddDynamic(OwnerWeapon, &AMagicWandWeapon::OnProjectileBeginOverlap);
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SphereComponent->OnComponentBeginOverlap.AddDynamic(OwnerWeapon, &AProjectileWeapon::OnProjectileBeginOverlap);
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}
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}
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// Called every frame
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// Called every frame
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@ -0,0 +1,39 @@
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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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Super::FireWeaponAction_Implementation();
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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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@ -0,0 +1,25 @@
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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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@ -0,0 +1,37 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "KnifeWeapon.h"
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#include "Kismet/GameplayStatics.h"
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#include "vampires/PlayerCharacter.h"
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AKnifeWeapon::AKnifeWeapon()
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{
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}
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void AKnifeWeapon::BeginPlay()
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{
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Super::BeginPlay();
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}
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void AKnifeWeapon::FireWeaponAction_Implementation()
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{
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Super::FireWeaponAction_Implementation();
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APlayerCharacter* playerCharacter = Cast<APlayerCharacter>(UGameplayStatics::GetPlayerCharacter(GetWorld(), 0));
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if (IsValid(ProjectileTemplate) && playerCharacter)
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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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FVector direction = FVector(playerCharacter->PreviousMovementDirection, 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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@ -0,0 +1,25 @@
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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 "KnifeWeapon.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 AKnifeWeapon : public AProjectileWeapon
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{
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GENERATED_BODY()
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public:
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AKnifeWeapon();
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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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@ -5,20 +5,14 @@
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#include "Kismet/GameplayStatics.h"
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#include "Kismet/GameplayStatics.h"
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#include "Kismet/KismetMathLibrary.h"
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#include "Kismet/KismetMathLibrary.h"
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#include "vampires/EnemyCharacter.h"
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AMagicWandWeapon::AMagicWandWeapon()
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AMagicWandWeapon::AMagicWandWeapon()
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{
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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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}
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}
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void AMagicWandWeapon::BeginPlay()
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void AMagicWandWeapon::BeginPlay()
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{
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{
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Super::BeginPlay();
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Super::BeginPlay();
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SphereComponent->OnComponentBeginOverlap.AddDynamic(this, &AMagicWandWeapon::OnWeaponBeginOverlap);
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SphereComponent->OnComponentEndOverlap.AddDynamic(this, &AMagicWandWeapon::OnWeaponEndOverlap);
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}
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}
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void AMagicWandWeapon::FireWeaponAction_Implementation()
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void AMagicWandWeapon::FireWeaponAction_Implementation()
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@ -36,8 +30,8 @@ void AMagicWandWeapon::FireWeaponAction_Implementation()
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actorSpawnParameters.Owner = this;
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actorSpawnParameters.Owner = this;
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actorSpawnParameters.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
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actorSpawnParameters.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
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actorSpawnParameters.TransformScaleMethod = ESpawnActorScaleMethod::MultiplyWithRoot;
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actorSpawnParameters.TransformScaleMethod = ESpawnActorScaleMethod::MultiplyWithRoot;
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AProjectile* projectile = GetWorld()->SpawnActor<AProjectile>(ProjectileTemplate, GetTransform(),
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AProjectile* projectile = GetWorld()->SpawnActor<AProjectile>(ProjectileTemplate, GetOwner()->GetTransform(),
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actorSpawnParameters);
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actorSpawnParameters);
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FVector direction = UKismetMathLibrary::GetDirectionUnitVector(
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FVector direction = UKismetMathLibrary::GetDirectionUnitVector(
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GetActorLocation(), nearestActor->GetActorLocation());
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GetActorLocation(), nearestActor->GetActorLocation());
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@ -47,45 +41,3 @@ void AMagicWandWeapon::FireWeaponAction_Implementation()
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}
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}
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}
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}
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}
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}
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void AMagicWandWeapon::OnWeaponBeginOverlap(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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{
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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 AMagicWandWeapon::OnWeaponEndOverlap(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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void AMagicWandWeapon::OnProjectileBeginOverlap(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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{
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if (AEnemyCharacter* Enemy = Cast<AEnemyCharacter>(OtherActor))
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{
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UHealthComponent* EnemyHealthComponent = Enemy->GetHealthComponent();
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if (!EnemyHealthComponent->GetIsDead())
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{
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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(Enemy, Damage, nullptr, ownerController, this);
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OverlappedComponent->GetAttachmentRootActor()->Destroy();
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}
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}
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}
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@ -3,29 +3,17 @@
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#pragma once
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#pragma once
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#include "CoreMinimal.h"
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#include "CoreMinimal.h"
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#include "../Weapon.h"
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#include "ProjectileWeapon.h"
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#include "Components/SphereComponent.h"
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#include "vampires/Projectile.h"
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#include "MagicWandWeapon.generated.h"
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#include "MagicWandWeapon.generated.h"
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/**
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/**
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*
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*
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*/
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*/
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UCLASS()
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UCLASS()
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class VAMPIRES_API AMagicWandWeapon : public AWeapon
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class VAMPIRES_API AMagicWandWeapon : public AProjectileWeapon
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{
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{
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GENERATED_BODY()
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GENERATED_BODY()
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public:
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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USphereComponent* SphereComponent = nullptr;
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UPROPERTY(EditAnywhere, Category = "Weapon Properties")
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TSubclassOf<AProjectile> ProjectileTemplate = nullptr;
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private:
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TArray<AActor*> OverlappedEnemies = TArray<AActor*>();
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public:
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public:
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AMagicWandWeapon();
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AMagicWandWeapon();
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@ -34,17 +22,4 @@ protected:
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public:
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public:
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virtual void FireWeaponAction_Implementation() override;
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virtual void FireWeaponAction_Implementation() override;
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UFUNCTION()
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void OnWeaponBeginOverlap(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 OnWeaponEndOverlap(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp,
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|
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int32 OtherBodyIndex);
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|
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|
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UFUNCTION()
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|
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void OnProjectileBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
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|
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UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult);
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|
||||||
};
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};
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@ -0,0 +1,60 @@
|
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// Fill out your copyright notice in the Description page of Project Settings.
|
||||||
|
|
||||||
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|
||||||
|
#include "ProjectileWeapon.h"
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|
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#include "vampires/EnemyCharacter.h"
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AProjectileWeapon::AProjectileWeapon()
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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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}
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void AProjectileWeapon::BeginPlay()
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{
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Super::BeginPlay();
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SphereComponent->OnComponentBeginOverlap.AddDynamic(this, &AProjectileWeapon::OnWeaponBeginOverlap);
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SphereComponent->OnComponentEndOverlap.AddDynamic(this, &AProjectileWeapon::OnWeaponEndOverlap);
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}
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void AProjectileWeapon::OnWeaponBeginOverlap(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 AProjectileWeapon::OnWeaponEndOverlap(UPrimitiveComponent* OverlappedComp, AActor* OtherActor,
|
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UPrimitiveComponent* OtherComp, int32 OtherBodyIndex)
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{
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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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}
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||||||
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|
||||||
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void AProjectileWeapon::OnProjectileBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
|
||||||
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UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
|
||||||
|
{
|
||||||
|
if (AEnemyCharacter* Enemy = Cast<AEnemyCharacter>(OtherActor))
|
||||||
|
{
|
||||||
|
UHealthComponent* EnemyHealthComponent = Enemy->GetHealthComponent();
|
||||||
|
|
||||||
|
if (!EnemyHealthComponent->GetIsDead())
|
||||||
|
{
|
||||||
|
AController* ownerController = nullptr;
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||||||
|
if (AVampireCharacter* character = Cast<AVampireCharacter>(GetOwner()))
|
||||||
|
{
|
||||||
|
ownerController = character->GetController();
|
||||||
|
}
|
||||||
|
|
||||||
|
EnemyHealthComponent->TakeDamage(Enemy, Damage, nullptr, ownerController, this);
|
||||||
|
|
||||||
|
OverlappedComponent->GetAttachmentRootActor()->Destroy();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,46 @@
|
||||||
|
// Fill out your copyright notice in the Description page of Project Settings.
|
||||||
|
|
||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include "CoreMinimal.h"
|
||||||
|
#include "../Weapon.h"
|
||||||
|
#include "vampires/Projectile.h"
|
||||||
|
#include "ProjectileWeapon.generated.h"
|
||||||
|
|
||||||
|
/**
|
||||||
|
*
|
||||||
|
*/
|
||||||
|
UCLASS()
|
||||||
|
class VAMPIRES_API AProjectileWeapon : public AWeapon
|
||||||
|
{
|
||||||
|
GENERATED_BODY()
|
||||||
|
public:
|
||||||
|
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
|
||||||
|
USphereComponent* SphereComponent = nullptr;
|
||||||
|
|
||||||
|
UPROPERTY(EditAnywhere, Category = "Weapon Properties")
|
||||||
|
TSubclassOf<AProjectile> ProjectileTemplate = nullptr;
|
||||||
|
|
||||||
|
protected:
|
||||||
|
TArray<AActor*> OverlappedEnemies = TArray<AActor*>();
|
||||||
|
|
||||||
|
public:
|
||||||
|
AProjectileWeapon();
|
||||||
|
|
||||||
|
protected:
|
||||||
|
virtual void BeginPlay() override;
|
||||||
|
|
||||||
|
public:
|
||||||
|
UFUNCTION()
|
||||||
|
void OnWeaponBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
|
||||||
|
UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep,
|
||||||
|
const FHitResult& SweepResult);
|
||||||
|
|
||||||
|
UFUNCTION()
|
||||||
|
void OnWeaponEndOverlap(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp,
|
||||||
|
int32 OtherBodyIndex);
|
||||||
|
|
||||||
|
UFUNCTION()
|
||||||
|
void OnProjectileBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
|
||||||
|
UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult);
|
||||||
|
};
|
Loading…
Reference in New Issue