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6 changed files with 10 additions and 327 deletions

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@ -1,52 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "EXPComponent.h"
// Sets default values for this component's properties
UEXPComponent::UEXPComponent()
{
// Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features
// off to improve performance if you don't need them.
PrimaryComponentTick.bCanEverTick = false;
// ...
}
void UEXPComponent::IncrementEXP(int value)
{
// TODO: I should be updating the level here
CurrentEXP += value;
OnEXPGained.ExecuteIfBound();
}
void UEXPComponent::SetCurrentEXP(int value)
{
// TODO: I should be updating the level here
CurrentEXP = value;
OnEXPGained.ExecuteIfBound();
}
int UEXPComponent::GetCurrentEXP()
{
return CurrentEXP;
}
int UEXPComponent::GetCurrentLevel()
{
return CurrentLevel;
}
void UEXPComponent::Reset()
{
CurrentEXP = 0;
CurrentLevel = 0;
}
// Called when the game starts
void UEXPComponent::BeginPlay()
{
Super::BeginPlay();
Reset();
}

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@ -1,48 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "EXPComponent.generated.h"
DECLARE_DELEGATE(FOnEXPGainedDelegate)
DECLARE_DELEGATE(FOnEXPLevelUpDelegate)
UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
class VAMPIRES_API UEXPComponent : public UActorComponent
{
GENERATED_BODY()
public:
FOnEXPGainedDelegate OnEXPGained;
FOnEXPLevelUpDelegate OnEXPLevelUp;
protected:
int CurrentEXP = 0;
int CurrentLevel = 0;
public:
// Sets default values for this component's properties
UEXPComponent();
UFUNCTION()
void IncrementEXP(int value);
UFUNCTION()
void SetCurrentEXP(int value);
UFUNCTION()
int GetCurrentEXP();
UFUNCTION()
int GetCurrentLevel();
UFUNCTION()
void Reset();
protected:
// Called when the game starts
virtual void BeginPlay() override;
};

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@ -1,108 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "HealthComponent.h"
// Sets default values for this component's properties
UHealthComponent::UHealthComponent()
{
// Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features
// off to improve performance if you don't need them.
PrimaryComponentTick.bCanEverTick = false;
// ...
}
void UHealthComponent::TakeDamage(AActor* damagedActor, float damage, const UDamageType* damageType,
AController* instigatedBy, AActor* damageCauser)
{
if (damagedActor == nullptr || IsDead || !CanDamage)
{
return;
}
CurrentHealth -= damage;
OnDamaged.ExecuteIfBound({damagedActor, damage, damageType, instigatedBy, damageCauser});
if (CurrentHealth <= 0.0f)
{
IsDead = true;
OnDeath.ExecuteIfBound({damagedActor, damage, damageType, instigatedBy, damageCauser});
}
}
void UHealthComponent::IncrementHealth(float value)
{
CurrentHealth += value;
if (CurrentHealth > MaxHealth)
{
CurrentHealth = MaxHealth;
}
}
float UHealthComponent::GetMaxHealth()
{
return MaxHealth;
}
void UHealthComponent::SetMaxHealth(float value)
{
MaxHealth = value;
}
float UHealthComponent::GetCurrentHealth()
{
return CurrentHealth;
}
void UHealthComponent::SetCurrentHealth(float value)
{
CurrentHealth = value;
if (CurrentHealth > MaxHealth)
{
CurrentHealth = MaxHealth;
}
}
void UHealthComponent::ResetHealth()
{
CurrentHealth = MaxHealth;
}
void UHealthComponent::RecoverHealth(float value)
{
// TODO: We might want to add some extra checking here
IncrementHealth(value);
}
bool UHealthComponent::GetIsDead()
{
return IsDead;
}
void UHealthComponent::SetIsDead(bool isDead)
{
IsDead = isDead;
}
bool UHealthComponent::GetCanDamage()
{
return CanDamage;
}
void UHealthComponent::SetCanDamage(bool canDamage)
{
CanDamage = canDamage;
}
// Called when the game starts
void UHealthComponent::BeginPlay()
{
Super::BeginPlay();
ResetHealth();
}

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@ -1,98 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "HealthComponent.generated.h"
USTRUCT()
struct FDamageInfo
{
GENERATED_BODY()
UPROPERTY()
AActor* DamagedActor;
UPROPERTY()
float Damage;
UPROPERTY()
const UDamageType* DamageType;
UPROPERTY()
AController* InstigatedBy;
UPROPERTY()
AActor* DamageCauser;
};
DECLARE_DELEGATE_OneParam(FOnDamageDelegate, FDamageInfo)
DECLARE_DELEGATE_OneParam(FOnDeathDelegate, FDamageInfo)
UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
class VAMPIRES_API UHealthComponent : public UActorComponent
{
GENERATED_BODY()
public:
FOnDamageDelegate OnDamaged;
FOnDeathDelegate OnDeath;
protected:
UPROPERTY(EditDefaultsOnly)
float MaxHealth = 100.f;
UPROPERTY(VisibleAnywhere)
float CurrentHealth;
bool IsDead = false;
bool CanDamage = true;
public:
// Sets default values for this component's properties
UHealthComponent();
UFUNCTION()
virtual void TakeDamage(AActor* damagedActor, float damage, const UDamageType* damageType,
AController* instigatedBy,
AActor* damageCauser);
UFUNCTION()
void IncrementHealth(float value);
UFUNCTION()
float GetMaxHealth();
UFUNCTION()
void SetMaxHealth(float value);
UFUNCTION()
float GetCurrentHealth();
UFUNCTION()
void SetCurrentHealth(float value);
UFUNCTION()
void ResetHealth();
UFUNCTION()
void RecoverHealth(float healing);
UFUNCTION()
bool GetIsDead();
UFUNCTION()
void SetIsDead(bool isDead);
UFUNCTION()
bool GetCanDamage();
UFUNCTION()
void SetCanDamage(bool canDamage);
protected:
// Called when the game starts
virtual void BeginPlay() override;
};

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@ -17,7 +17,7 @@ APlayerCharacter::APlayerCharacter()
CameraSpringArmComponent->bUsePawnControlRotation = false;
CameraSpringArmComponent->TargetArmLength = 1000;
CameraSpringArmComponent->bEnableCameraLag = false;
CameraSpringArmComponent->SocketOffset = {0.0f, 0.0f, 0.0f};
CameraSpringArmComponent->SocketOffset = { 0.0f, 0.0f, 0.0f };
CameraSpringArmComponent->SetRelativeRotation({-90.0, 0.0f, 0.0f});
// Create Camera
@ -26,12 +26,6 @@ APlayerCharacter::APlayerCharacter()
CameraComponent->bUsePawnControlRotation = false;
CameraComponent->SetProjectionMode(ECameraProjectionMode::Type::Orthographic);
CameraComponent->SetOrthoWidth(4000.0f);
// Create Health Component
HealthComponent = CreateDefaultSubobject<UHealthComponent>(TEXT("Health Component"));
// Create EXP Component
EXPComponent = CreateDefaultSubobject<UEXPComponent>(TEXT("EXP Component"));
}
void APlayerCharacter::BeginPlay()
@ -45,8 +39,7 @@ void APlayerCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputCom
if (AVampirePlayerController* TankPlayerController = Cast<AVampirePlayerController>(GetController()))
{
if (UEnhancedInputLocalPlayerSubsystem* InputSystem = ULocalPlayer::GetSubsystem<
UEnhancedInputLocalPlayerSubsystem>(TankPlayerController->GetLocalPlayer()))
if (UEnhancedInputLocalPlayerSubsystem* InputSystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(TankPlayerController->GetLocalPlayer()))
{
if (!InputMappingContext.IsNull())
{
@ -70,7 +63,7 @@ void APlayerCharacter::MovementCallback(const FInputActionInstance& Instance)
if (vec2.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}, vec2.Y);
AddMovementInput({1.0f,0.0f,0.0f}, vec2.X);
}
}

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@ -3,8 +3,6 @@
#pragma once
#include "CoreMinimal.h"
#include "EXPComponent.h"
#include "HealthComponent.h"
#include "VampireCharacter.h"
#include "Camera/CameraComponent.h"
#include "GameFramework/SpringArmComponent.h"
@ -22,6 +20,7 @@ class VAMPIRES_API APlayerCharacter : public AVampireCharacter
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite)
USpringArmComponent* CameraSpringArmComponent = nullptr;
@ -34,14 +33,8 @@ public:
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
UInputAction* MovementAction;
protected:
UPROPERTY()
UHealthComponent* HealthComponent;
UPROPERTY()
UEXPComponent* EXPComponent;
public:
APlayerCharacter();
protected:
@ -51,6 +44,9 @@ public:
virtual void SetupPlayerInputComponent(UInputComponent* PlayerInputComponent) override;
private:
UFUNCTION()
void MovementCallback(const FInputActionInstance& Instance);
};