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11 changed files with 47 additions and 75 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()
@ -21,8 +21,6 @@ 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

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

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@ -71,6 +71,9 @@ void AVampireGameMode::SpawnEnemy()
break;
}
SpawnLocation.Z = PlayerCharacter->GetActorLocation().Z;
FTransform Transform;
Transform.SetLocation(SpawnLocation);
if (AActor* enemy = GetEnemyObjectPoolManager_Implementation()->GetObject())
{
@ -78,11 +81,7 @@ 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();

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@ -20,24 +20,23 @@ 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_Implementation()
bool AWeapon::UpgradeWeapon()
{
if (CurrentLevel < MaxLevel)
if (CurrentLevel + 1 <= Upgrades.Num())
{
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;
}
}

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@ -9,6 +9,24 @@
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
{
@ -37,13 +55,10 @@ public:
float Damage;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon Properties")
TArray<FText> UpgradeDescriptions;
TArray<FWeaponLevelUpgrades> Upgrades = TArray<FWeaponLevelUpgrades>();
int CurrentLevel = 0;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
int MaxLevel = 0;
private:
FTimerHandle WeaponTimerHandle;
@ -56,14 +71,11 @@ 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(BlueprintNativeEvent)
bool UpgradeWeapon();
virtual bool UpgradeWeapon_Implementation();
UFUNCTION()
virtual bool UpgradeWeapon();
};

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@ -83,7 +83,6 @@ 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(
@ -91,48 +90,13 @@ void AGarlicWeapon::GarlicFireWeaponAction(FOverlappedEnemy EnemyCharacter)
}
}
bool AGarlicWeapon::UpgradeWeapon_Implementation()
bool AGarlicWeapon::UpgradeWeapon()
{
if (!Super::UpgradeWeapon_Implementation()) return false;
switch (CurrentLevel)
if (Super::UpgradeWeapon())
{
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;
Range *= Upgrades[CurrentLevel - 1].WeaponRangeMultiplier;
SphereComponent->SetSphereRadius(Range);
return true;
}
ResetWeaponTimer();
return true;
return false;
}

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

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

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