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3 Commits

Author SHA1 Message Date
baz d9dba81c7e Add Knife Weapon 2024-07-31 15:04:31 +01:00
baz b8f08e83cc Add Fire Wand Weapon 2024-07-31 14:31:29 +01:00
baz b054db1478 Create Projectile Weapon class 2024-07-31 14:19:50 +01:00
14 changed files with 255 additions and 86 deletions

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Content/Weapons/BP_ExampleWeapon.uasset (Stored with Git LFS) Normal file

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Content/Weapons/FireWand/BP_FireWandWeapon.uasset (Stored with Git LFS) Normal file

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Content/Weapons/Knife/BP_KnifeWeapon.uasset (Stored with Git LFS) Normal file

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@ -79,11 +79,11 @@ UGoldComponent* APlayerCharacter::GetGoldComponent()
void APlayerCharacter::MovementCallback(const FInputActionInstance& Instance)
{
FVector2D vec2 = Instance.GetValue().Get<FVector2D>();
PreviousMovementDirection = Instance.GetValue().Get<FVector2D>();
if (vec2.Size() != 0.0f)
if (PreviousMovementDirection.Size() != 0.0f)
{
AddMovementInput({0.0f, 1.0f, 0.0f}, vec2.Y);
AddMovementInput({1.0f, 0.0f, 0.0f}, vec2.X);
AddMovementInput({0.0f, 1.0f, 0.0f}, PreviousMovementDirection.Y);
AddMovementInput({1.0f, 0.0f, 0.0f}, PreviousMovementDirection.X);
}
}

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@ -44,6 +44,8 @@ public:
UPROPERTY(EditAnywhere, BlueprintReadWrite)
UWeaponInventoryComponent* WeaponInventoryComponent;
FVector2D PreviousMovementDirection = FVector2d(1.0f, 0.0f);
private:
FTimerHandle GarlicTimerHandle;

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@ -3,8 +3,7 @@
#include "Projectile.h"
#include "EnemyCharacter.h"
#include "Weapons/MagicWandWeapon.h"
#include "Weapons/ProjectileWeapon.h"
// Sets default values
AProjectile::AProjectile()
@ -13,7 +12,7 @@ AProjectile::AProjectile()
PrimaryActorTick.bCanEverTick = true;
SphereComponent = CreateDefaultSubobject<USphereComponent>(TEXT("Sphere Component"));
SphereComponent->SetupAttachment(RootComponent);
SetRootComponent(SphereComponent);
SphereComponent->SetSphereRadius(50.0f);
}
@ -21,8 +20,8 @@ AProjectile::AProjectile()
void AProjectile::BeginPlay()
{
Super::BeginPlay();
AMagicWandWeapon* OwnerWeapon = Cast<AMagicWandWeapon>(GetOwner());
SphereComponent->OnComponentBeginOverlap.AddDynamic(OwnerWeapon, &AMagicWandWeapon::OnProjectileBeginOverlap);
AProjectileWeapon* OwnerWeapon = Cast<AProjectileWeapon>(GetOwner());
SphereComponent->OnComponentBeginOverlap.AddDynamic(OwnerWeapon, &AProjectileWeapon::OnProjectileBeginOverlap);
}
// Called every frame

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@ -0,0 +1,39 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "FireWandWeapon.h"
#include "Kismet/KismetMathLibrary.h"
AFireWandWeapon::AFireWandWeapon()
{
}
void AFireWandWeapon::BeginPlay()
{
Super::BeginPlay();
}
void AFireWandWeapon::FireWeaponAction_Implementation()
{
Super::FireWeaponAction_Implementation();
if (IsValid(ProjectileTemplate) && OverlappedEnemies.Num() > 0)
{
FActorSpawnParameters actorSpawnParameters;
actorSpawnParameters.Owner = this;
actorSpawnParameters.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
actorSpawnParameters.TransformScaleMethod = ESpawnActorScaleMethod::MultiplyWithRoot;
AProjectile* projectile = GetWorld()->SpawnActor<AProjectile>(ProjectileTemplate, GetOwner()->GetTransform(),
actorSpawnParameters);
AActor* target = OverlappedEnemies[FMath::RandRange(0, OverlappedEnemies.Num() - 1)];
FVector direction = UKismetMathLibrary::GetDirectionUnitVector(
GetActorLocation(), target->GetActorLocation());
direction.Z = 0.0;
direction.Normalize();
projectile->TargetDirection = direction;
}
}

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@ -0,0 +1,25 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "ProjectileWeapon.h"
#include "FireWandWeapon.generated.h"
/**
*
*/
UCLASS()
class VAMPIRES_API AFireWandWeapon : public AProjectileWeapon
{
GENERATED_BODY()
public:
AFireWandWeapon();
protected:
virtual void BeginPlay() override;
public:
virtual void FireWeaponAction_Implementation() override;
};

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@ -0,0 +1,37 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "KnifeWeapon.h"
#include "Kismet/GameplayStatics.h"
#include "vampires/PlayerCharacter.h"
AKnifeWeapon::AKnifeWeapon()
{
}
void AKnifeWeapon::BeginPlay()
{
Super::BeginPlay();
}
void AKnifeWeapon::FireWeaponAction_Implementation()
{
Super::FireWeaponAction_Implementation();
APlayerCharacter* playerCharacter = Cast<APlayerCharacter>(UGameplayStatics::GetPlayerCharacter(GetWorld(), 0));
if (IsValid(ProjectileTemplate) && playerCharacter)
{
FActorSpawnParameters actorSpawnParameters;
actorSpawnParameters.Owner = this;
actorSpawnParameters.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
actorSpawnParameters.TransformScaleMethod = ESpawnActorScaleMethod::MultiplyWithRoot;
AProjectile* projectile = GetWorld()->SpawnActor<AProjectile>(ProjectileTemplate, GetOwner()->GetTransform(),
actorSpawnParameters);
FVector direction = FVector(playerCharacter->PreviousMovementDirection, 0.0);
direction.Normalize();
projectile->TargetDirection = direction;
}
}

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@ -0,0 +1,25 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "ProjectileWeapon.h"
#include "KnifeWeapon.generated.h"
/**
*
*/
UCLASS()
class VAMPIRES_API AKnifeWeapon : public AProjectileWeapon
{
GENERATED_BODY()
public:
AKnifeWeapon();
protected:
virtual void BeginPlay() override;
public:
virtual void FireWeaponAction_Implementation() override;
};

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@ -5,20 +5,14 @@
#include "Kismet/GameplayStatics.h"
#include "Kismet/KismetMathLibrary.h"
#include "vampires/EnemyCharacter.h"
AMagicWandWeapon::AMagicWandWeapon()
{
SphereComponent = CreateDefaultSubobject<USphereComponent>(TEXT("Sphere Component"));
SphereComponent->SetupAttachment(RootComponent);
SphereComponent->SetSphereRadius(1000.0f);
}
void AMagicWandWeapon::BeginPlay()
{
Super::BeginPlay();
SphereComponent->OnComponentBeginOverlap.AddDynamic(this, &AMagicWandWeapon::OnWeaponBeginOverlap);
SphereComponent->OnComponentEndOverlap.AddDynamic(this, &AMagicWandWeapon::OnWeaponEndOverlap);
}
void AMagicWandWeapon::FireWeaponAction_Implementation()
@ -37,7 +31,7 @@ void AMagicWandWeapon::FireWeaponAction_Implementation()
actorSpawnParameters.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
actorSpawnParameters.TransformScaleMethod = ESpawnActorScaleMethod::MultiplyWithRoot;
AProjectile* projectile = GetWorld()->SpawnActor<AProjectile>(ProjectileTemplate, GetTransform(),
AProjectile* projectile = GetWorld()->SpawnActor<AProjectile>(ProjectileTemplate, GetOwner()->GetTransform(),
actorSpawnParameters);
FVector direction = UKismetMathLibrary::GetDirectionUnitVector(
GetActorLocation(), nearestActor->GetActorLocation());
@ -47,45 +41,3 @@ void AMagicWandWeapon::FireWeaponAction_Implementation()
}
}
}
void AMagicWandWeapon::OnWeaponBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep,
const FHitResult& SweepResult)
{
if (AEnemyCharacter* Enemy = Cast<AEnemyCharacter>(OtherActor))
{
OverlappedEnemies.Add(Enemy);
}
}
void AMagicWandWeapon::OnWeaponEndOverlap(UPrimitiveComponent* OverlappedComp, AActor* OtherActor,
UPrimitiveComponent* OtherComp, int32 OtherBodyIndex)
{
if (AEnemyCharacter* Enemy = Cast<AEnemyCharacter>(OtherActor))
{
OverlappedEnemies.Remove(Enemy);
}
}
void AMagicWandWeapon::OnProjectileBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
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;
if (AVampireCharacter* character = Cast<AVampireCharacter>(GetOwner()))
{
ownerController = character->GetController();
}
EnemyHealthComponent->TakeDamage(Enemy, Damage, nullptr, ownerController, this);
OverlappedComponent->GetAttachmentRootActor()->Destroy();
}
}
}

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@ -3,29 +3,17 @@
#pragma once
#include "CoreMinimal.h"
#include "../Weapon.h"
#include "Components/SphereComponent.h"
#include "vampires/Projectile.h"
#include "ProjectileWeapon.h"
#include "MagicWandWeapon.generated.h"
/**
*
*/
UCLASS()
class VAMPIRES_API AMagicWandWeapon : public AWeapon
class VAMPIRES_API AMagicWandWeapon : public AProjectileWeapon
{
GENERATED_BODY()
public:
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
USphereComponent* SphereComponent = nullptr;
UPROPERTY(EditAnywhere, Category = "Weapon Properties")
TSubclassOf<AProjectile> ProjectileTemplate = nullptr;
private:
TArray<AActor*> OverlappedEnemies = TArray<AActor*>();
public:
AMagicWandWeapon();
@ -34,17 +22,4 @@ protected:
public:
virtual void FireWeaponAction_Implementation() override;
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);
};

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@ -0,0 +1,60 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "ProjectileWeapon.h"
#include "vampires/EnemyCharacter.h"
AProjectileWeapon::AProjectileWeapon()
{
SphereComponent = CreateDefaultSubobject<USphereComponent>(TEXT("Sphere Component"));
SphereComponent->SetupAttachment(RootComponent);
SphereComponent->SetSphereRadius(1000.0f);
}
void AProjectileWeapon::BeginPlay()
{
Super::BeginPlay();
SphereComponent->OnComponentBeginOverlap.AddDynamic(this, &AProjectileWeapon::OnWeaponBeginOverlap);
SphereComponent->OnComponentEndOverlap.AddDynamic(this, &AProjectileWeapon::OnWeaponEndOverlap);
}
void AProjectileWeapon::OnWeaponBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
{
if (AEnemyCharacter* Enemy = Cast<AEnemyCharacter>(OtherActor))
{
OverlappedEnemies.Add(Enemy);
}
}
void AProjectileWeapon::OnWeaponEndOverlap(UPrimitiveComponent* OverlappedComp, AActor* OtherActor,
UPrimitiveComponent* OtherComp, int32 OtherBodyIndex)
{
if (AEnemyCharacter* Enemy = Cast<AEnemyCharacter>(OtherActor))
{
OverlappedEnemies.Remove(Enemy);
}
}
void AProjectileWeapon::OnProjectileBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
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;
if (AVampireCharacter* character = Cast<AVampireCharacter>(GetOwner()))
{
ownerController = character->GetController();
}
EnemyHealthComponent->TakeDamage(Enemy, Damage, nullptr, ownerController, this);
OverlappedComponent->GetAttachmentRootActor()->Destroy();
}
}
}

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@ -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);
};