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6 Commits

11 changed files with 75 additions and 47 deletions

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Content/Enemy/BP_TestEnemy.uasset (Stored with Git LFS)

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@ -4,8 +4,8 @@
#include "VampireCharacter.h"
#include "HealthComponent.h"
#include "PaperFlipbookComponent.h"
#include "WeaponInventoryComponent.h"
#include "GameFramework/CharacterMovementComponent.h"
// Sets default values
AVampireCharacter::AVampireCharacter()
@ -21,6 +21,8 @@ AVampireCharacter::AVampireCharacter()
//Create Weapon Inventory Component
WeaponInventoryComponent = CreateDefaultSubobject<UWeaponInventoryComponent>(TEXT("Weapon Inventory Component"));
GetCharacterMovement()->SetPlaneConstraintNormal({0.0f, 0.0f, 1.0f});
}
// Called when the game starts or when spawned

@ -27,7 +27,7 @@ public:
UPROPERTY(BlueprintReadWrite, EditAnywhere)
float SlerpSpeed = 10.0f;
protected:
UPROPERTY()
UPROPERTY(VisibleAnywhere)
UHealthComponent* HealthComponent;
UPROPERTY(EditAnywhere, BlueprintReadWrite)

@ -71,9 +71,6 @@ void AVampireGameMode::SpawnEnemy()
break;
}
SpawnLocation.Z = PlayerCharacter->GetActorLocation().Z;
FTransform Transform;
Transform.SetLocation(SpawnLocation);
if (AActor* enemy = GetEnemyObjectPoolManager_Implementation()->GetObject())
{
@ -81,7 +78,11 @@ void AVampireGameMode::SpawnEnemy()
{
IEnemyable::Execute_LoadDataFromDataAsset(enemy, EnemyDataAssets[FMath::RandRange(0, EnemyDataAssets.Num() - 1)]);
SpawnLocation.Z = PlayerCharacter->GetActorLocation().Z;
FTransform Transform;
Transform.SetLocation(SpawnLocation);
enemy->SetActorTransform(Transform);
float CapsuleRadius = IEnemyable::Execute_GetCapsuleRadius(enemy);
FVector Direction = SpawnLocation - PlayerCharacter->GetActorLocation();
Direction.Normalize();

@ -20,23 +20,24 @@ void AWeapon::BeginPlay()
GetWorldTimerManager().SetTimer(WeaponTimerHandle, this, &AWeapon::FireWeaponAction, WeaponCooldown, true);
}
void AWeapon::ResetWeaponTimer()
{
GetWorldTimerManager().ClearTimer(WeaponTimerHandle);
GetWorldTimerManager().SetTimer(WeaponTimerHandle, this, &AWeapon::FireWeaponAction, WeaponCooldown, true);
}
void AWeapon::FireWeaponAction_Implementation()
{
// This should be overridden in child weapon classes
}
bool AWeapon::UpgradeWeapon()
bool AWeapon::UpgradeWeapon_Implementation()
{
if (CurrentLevel + 1 <= Upgrades.Num())
if (CurrentLevel < MaxLevel)
{
CurrentLevel++;
WeaponCooldown *= Upgrades[CurrentLevel - 1].WeaponCooldownMultiplier;
Damage *= Upgrades[CurrentLevel - 1].WeaponDamageMultiplier;
GetWorldTimerManager().ClearTimer(WeaponTimerHandle);
GetWorldTimerManager().SetTimer(WeaponTimerHandle, this, &AWeapon::FireWeaponAction, WeaponCooldown, true);
return true;
}
return false;
}
}

@ -9,24 +9,6 @@
class UPaperSprite;
class UWeaponDataAsset;
USTRUCT(BlueprintType)
struct FWeaponLevelUpgrades
{
GENERATED_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ClampMin = 0.01f, ClampMax = 1.0f))
float WeaponCooldownMultiplier = 1.0f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ClampMin = 0.01f))
float WeaponDamageMultiplier = 1.0f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ClampMin = 0.01f))
float WeaponRangeMultiplier = 1.0f;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
FText WeaponUpgradeText;
};
UCLASS()
class VAMPIRES_API AWeapon : public AActor
{
@ -55,10 +37,13 @@ public:
float Damage;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon Properties")
TArray<FWeaponLevelUpgrades> Upgrades = TArray<FWeaponLevelUpgrades>();
TArray<FText> UpgradeDescriptions;
int CurrentLevel = 0;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
int MaxLevel = 0;
private:
FTimerHandle WeaponTimerHandle;
@ -71,11 +56,14 @@ protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
void ResetWeaponTimer();
public:
UFUNCTION(BlueprintNativeEvent)
void FireWeaponAction();
virtual void FireWeaponAction_Implementation();
UFUNCTION()
virtual bool UpgradeWeapon();
UFUNCTION(BlueprintNativeEvent)
bool UpgradeWeapon();
virtual bool UpgradeWeapon_Implementation();
};

@ -83,6 +83,7 @@ void AGarlicWeapon::GarlicFireWeaponAction(FOverlappedEnemy EnemyCharacter)
{
FVector Direction = EnemyCharacter.OverlappedEnemyCharacter->GetActorLocation() - this->GetActorLocation();
Direction.Normalize();
Direction.Z = 0.0f;
float distance = SphereComponent->GetScaledSphereRadius();
Direction *= distance;
EnemyCharacter.OverlappedEnemyCharacter->SetActorLocation(
@ -90,13 +91,48 @@ void AGarlicWeapon::GarlicFireWeaponAction(FOverlappedEnemy EnemyCharacter)
}
}
bool AGarlicWeapon::UpgradeWeapon()
bool AGarlicWeapon::UpgradeWeapon_Implementation()
{
if (Super::UpgradeWeapon())
if (!Super::UpgradeWeapon_Implementation()) return false;
switch (CurrentLevel)
{
Range *= Upgrades[CurrentLevel - 1].WeaponRangeMultiplier;
SphereComponent->SetSphereRadius(Range);
return true;
case 1:
Range *= 1.4f;
SphereComponent->SetSphereRadius(Range);
Damage += 2.0f;
break;
case 2:
WeaponCooldown -= 0.1f;
Damage += 1;
break;
case 3:
Range *= 1.2f;
SphereComponent->SetSphereRadius(Range);
Damage += 1.0f;
break;
case 4:
WeaponCooldown -= 0.1f;
Damage += 2;
break;
case 5:
Range *= 1.2f;
SphereComponent->SetSphereRadius(Range);
Damage += 1.0f;
break;
case 6:
WeaponCooldown -= 0.1f;
Damage += 1;
break;
case 7:
Range *= 1.2f;
SphereComponent->SetSphereRadius(Range);
Damage += 1.0f;
break;
default:
return false;
}
return false;
ResetWeaponTimer();
return true;
}

@ -46,7 +46,7 @@ public:
UFUNCTION()
void GarlicFireWeaponAction(FOverlappedEnemy EnemyCharacter);
virtual bool UpgradeWeapon() override;
virtual bool UpgradeWeapon_Implementation() override;
protected:
UFUNCTION()

@ -43,7 +43,7 @@ void ULevelUpWidget::NativeConstruct()
TArray<UUpgradeButtonDataObject*> upgradeItems;
for (AWeapon* weapon : Inventory)
{
if (weapon->CurrentLevel < weapon->Upgrades.Num())
if (weapon->CurrentLevel < weapon->UpgradeDescriptions.Num())
{
UUpgradeButtonDataObject* Temp = NewObject<UUpgradeButtonDataObject>(this);
Temp->SetData(weapon, this);

@ -8,7 +8,7 @@
void UUpgradeButtonDataObject::SetData(AWeapon* Weapon, UUserWidget* parent)
{
WeaponName = Weapon->Name;
Description = Weapon->Description;
Description = Weapon->UpgradeDescriptions[Weapon->CurrentLevel];
WeaponIcon = Weapon->Icon;
WeaponInstance = Weapon;
Parent = parent;