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2 Commits

Author SHA1 Message Date
baz e55d62ff05 Remove some casts 2024-11-18 02:23:30 +00:00
baz e694e647b0 VampirePlayerController cleanup 2024-11-17 21:47:10 +00:00
5 changed files with 27 additions and 22 deletions

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@ -2,9 +2,7 @@
#include "EXPPickup.h" #include "EXPPickup.h"
#include "EXPComponent.h" #include "EXPComponent.h"
#include "PlayerCharacter.h"
void AEXPPickup::BeginPlay() void AEXPPickup::BeginPlay()
{ {
@ -17,11 +15,12 @@ void AEXPPickup::Tick(float DeltaSeconds)
} }
void AEXPPickup::OnInnerBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, void AEXPPickup::OnInnerBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult) UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep,
const FHitResult& SweepResult)
{ {
if (APlayerCharacter* PlayerCharacter = Cast<APlayerCharacter>(OtherActor)) if (UEXPComponent* expComponent = OtherActor->GetComponentByClass<UEXPComponent>())
{ {
PlayerCharacter->GetEXPComponent()->IncrementEXP(EXP); expComponent->IncrementEXP(EXP);
Super::OnInnerBeginOverlap(OverlappedComponent, OtherActor, OtherComp, OtherBodyIndex, bFromSweep, SweepResult); Super::OnInnerBeginOverlap(OverlappedComponent, OtherActor, OtherComp, OtherBodyIndex, bFromSweep, SweepResult);
} }
} }

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@ -4,7 +4,6 @@
#include "GoldPickup.h" #include "GoldPickup.h"
#include "GoldComponent.h" #include "GoldComponent.h"
#include "PlayerCharacter.h"
class APlayerCharacter; class APlayerCharacter;
@ -19,11 +18,12 @@ void AGoldPickup::Tick(float DeltaSeconds)
} }
void AGoldPickup::OnInnerBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, void AGoldPickup::OnInnerBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult) UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep,
const FHitResult& SweepResult)
{ {
if (APlayerCharacter* PlayerCharacter = Cast<APlayerCharacter>(OtherActor)) if (UGoldComponent* goldComponent = OtherActor->GetComponentByClass<UGoldComponent>())
{ {
PlayerCharacter->GetGoldComponent()->IncrementGold(Gold); goldComponent->IncrementGold(Gold);
Super::OnInnerBeginOverlap(OverlappedComponent, OtherActor, OtherComp, OtherBodyIndex, bFromSweep, SweepResult); Super::OnInnerBeginOverlap(OverlappedComponent, OtherActor, OtherComp, OtherBodyIndex, bFromSweep, SweepResult);
} }
} }

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@ -4,7 +4,6 @@
#include "VampirePlayerController.h" #include "VampirePlayerController.h"
#include "EXPComponent.h" #include "EXPComponent.h"
#include "HealthComponent.h"
#include "VampireGameMode.h" #include "VampireGameMode.h"
#include "Blueprint/UserWidget.h" #include "Blueprint/UserWidget.h"
#include "Kismet/GameplayStatics.h" #include "Kismet/GameplayStatics.h"
@ -26,8 +25,7 @@ void AVampirePlayerController::OnPossess(APawn* aPawn)
UpdatePlayerLevelHUD(expComponent->GetCurrentLevel()); UpdatePlayerLevelHUD(expComponent->GetCurrentLevel());
} }
AVampireGameMode* gamemode = Cast<AVampireGameMode>(UGameplayStatics::GetGameMode(GetWorld())); if (AVampireGameMode* gamemode = Cast<AVampireGameMode>(UGameplayStatics::GetGameMode(GetWorld())))
if (gamemode)
{ {
gamemode->OnEnemyDeathCountIncrementDelegate.AddDynamic(this, &AVampirePlayerController::UpdateKillCountHUD); gamemode->OnEnemyDeathCountIncrementDelegate.AddDynamic(this, &AVampirePlayerController::UpdateKillCountHUD);
UpdateKillCountHUD(gamemode->GetEnemyDeathCount()); UpdateKillCountHUD(gamemode->GetEnemyDeathCount());

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@ -4,7 +4,6 @@
#include "HealthbarWidget.h" #include "HealthbarWidget.h"
#include "Kismet/GameplayStatics.h" #include "Kismet/GameplayStatics.h"
#include "vampires/PlayerCharacter.h"
#include "Components/ProgressBar.h" #include "Components/ProgressBar.h"
#include "vampires/HealthComponent.h" #include "vampires/HealthComponent.h"
#include "vampires/VampireCharacter.h" #include "vampires/VampireCharacter.h"
@ -12,15 +11,25 @@
void UHealthbarWidget::NativeConstruct() void UHealthbarWidget::NativeConstruct()
{ {
Super::NativeConstruct(); Super::NativeConstruct();
APlayerCharacter* player = Cast<APlayerCharacter>(UGameplayStatics::GetPlayerCharacter(GetWorld(), 0));
UHealthComponent* healthComponent = player->GetHealthComponent(); if (ACharacter* character = UGameplayStatics::GetPlayerCharacter(GetWorld(), 0))
{
if (UHealthComponent* healthComponent = character->FindComponentByClass<UHealthComponent>())
{
healthComponent->OnDamaged.AddDynamic(this, &UHealthbarWidget::UpdateHealthBar); healthComponent->OnDamaged.AddDynamic(this, &UHealthbarWidget::UpdateHealthBar);
UpdateHealthBar({}); UpdateHealthBar({});
}
}
} }
void UHealthbarWidget::UpdateHealthBar(FDamageInfo damageInfo) void UHealthbarWidget::UpdateHealthBar(FDamageInfo damageInfo)
{ {
APlayerCharacter* player = Cast<APlayerCharacter>(UGameplayStatics::GetPlayerCharacter(GetWorld(), 0)); if (ACharacter* character = UGameplayStatics::GetPlayerCharacter(GetWorld(), 0))
float percent = player->GetHealthComponent()->GetCurrentHealth() / player->GetHealthComponent()->GetMaxHealth(); {
if (UHealthComponent* healthComponent = character->FindComponentByClass<UHealthComponent>())
{
float percent = healthComponent->GetCurrentHealth() / healthComponent->GetMaxHealth();
HealthBar->SetPercent(percent); HealthBar->SetPercent(percent);
}
}
} }

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@ -4,7 +4,6 @@
#include "CoreMinimal.h" #include "CoreMinimal.h"
#include "Blueprint/UserWidget.h" #include "Blueprint/UserWidget.h"
#include "vampires/HealthComponent.h"
#include "HealthbarWidget.generated.h" #include "HealthbarWidget.generated.h"
class UProgressBar; class UProgressBar;