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10 changed files with 106 additions and 12 deletions

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@ -69,12 +69,14 @@ void AProjectile::LoadDataFromDataAsset_Implementation(UProjectileDataAsset* pro
ProjectileSpeed = projectileDataAsset->ProjectileSpeed;
ProjectileMovement->InitialSpeed = ProjectileSpeed;
ProjectileMovement->MaxSpeed = ProjectileSpeed;
RemainingDamagableEnemies = projectileDataAsset->DamagableEnemies;
}
void AProjectile::ResetData_Implementation()
{
ProjectileSpeed = NULL;
StaticMeshComponent->SetStaticMesh(nullptr);
RemainingDamagableEnemies = 1;
}
void AProjectile::OnProjectileBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
@ -96,13 +98,18 @@ void AProjectile::OnProjectileBeginOverlap(UPrimitiveComponent* OverlappedCompon
AProjectileWeapon* ownerWeapon = Cast<AProjectileWeapon>(GetOwner());
EnemyHealthComponent->TakeDamage(Enemy, ownerWeapon->Damage, nullptr, ownerController, this);
AGameModeBase* gamemode = UGameplayStatics::GetGameMode(GetWorld());
RemainingDamagableEnemies--;
if (UKismetSystemLibrary::DoesImplementInterface(gamemode, UPools::StaticClass()))
if (RemainingDamagableEnemies == 0)
{
if (AObjectPoolManager* objectPoolManager = IPools::Execute_GetProjectileObjectPoolManager(gamemode))
AGameModeBase* gamemode = UGameplayStatics::GetGameMode(GetWorld());
if (UKismetSystemLibrary::DoesImplementInterface(gamemode, UPools::StaticClass()))
{
objectPoolManager->ReturnObject(this);
if (AObjectPoolManager* objectPoolManager = IPools::Execute_GetProjectileObjectPoolManager(gamemode))
{
objectPoolManager->ReturnObject(this);
}
}
}
}

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@ -31,6 +31,9 @@ public:
UPROPERTY(EditAnywhere, BlueprintReadWrite)
UStaticMeshComponent* StaticMeshComponent = nullptr;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
int RemainingDamagableEnemies = 1;
// Sets default values for this actor's properties
AProjectile();

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@ -16,8 +16,11 @@ class VAMPIRES_API UProjectileDataAsset : public UDataAsset
public:
UPROPERTY(EditAnywhere)
float ProjectileSpeed = 500.0f;
float ProjectileSpeed = 1000.0f;
UPROPERTY(EditAnywhere)
TObjectPtr<UStaticMesh> StaticMesh;
UPROPERTY(EditAnywhere)
int DamagableEnemies = 1;
};

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@ -8,6 +8,7 @@
#include "vampires/ObjectPoolManager.h"
#include "vampires/PlayerCharacter.h"
#include "vampires/Projectile.h"
#include "vampires/ProjectileDataAsset.h"
#include "vampires/Interfaces/Pools.h"
AKnifeWeapon::AKnifeWeapon()
@ -22,7 +23,46 @@ void AKnifeWeapon::BeginPlay()
void AKnifeWeapon::FireWeaponAction_Implementation()
{
Super::FireWeaponAction_Implementation();
}
bool AKnifeWeapon::UpgradeWeapon_Implementation()
{
if (!Super::UpgradeWeapon_Implementation()) return false;
switch (CurrentLevel)
{
case 1:
ProjectilesPerActivation++;
break;
case 2:
ProjectilesPerActivation++;
Damage += 5.0f;
break;
case 3:
ProjectilesPerActivation++;
break;
case 4:
ProjectileTemplate->DamagableEnemies++;
break;
case 5:
ProjectilesPerActivation++;
break;
case 6:
ProjectilesPerActivation++;
Damage += 5.0f;
break;
case 7:
ProjectileTemplate->DamagableEnemies++;
break;
default:
return false;
}
return true;
}
void AKnifeWeapon::FireProjectile()
{
if (UKismetSystemLibrary::DoesImplementInterface(GetOwner(), UInputable::StaticClass()))
{
if (ProjectileTemplate && OverlappedEnemies.Num() > 0)
@ -46,6 +86,8 @@ void AKnifeWeapon::FireWeaponAction_Implementation()
IProjectilable::Execute_SetTargetDirection(projectile, direction);
}
Super::FireProjectile();
}
}
}

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@ -13,7 +13,7 @@ UCLASS()
class VAMPIRES_API AKnifeWeapon : public AProjectileWeapon
{
GENERATED_BODY()
public:
AKnifeWeapon();
@ -22,4 +22,9 @@ protected:
public:
virtual void FireWeaponAction_Implementation() override;
virtual bool UpgradeWeapon_Implementation() override;
protected:
virtual void FireProjectile() override;
};

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@ -63,3 +63,20 @@ void AProjectileWeapon::OnWeaponEndOverlap(UPrimitiveComponent* OverlappedComp,
OverlappedEnemies.Remove(Enemy);
}
}
void AProjectileWeapon::FireWeaponAction_Implementation()
{
Super::FireWeaponAction_Implementation();
remainingProjectilesToSpawn = ProjectilesPerActivation;
GetWorldTimerManager().SetTimer(FireProjectileTimerHandler, this, &AProjectileWeapon::FireProjectile, ProjectileSpawningDelay, true, 0.0f);
}
void AProjectileWeapon::FireProjectile()
{
remainingProjectilesToSpawn--;
if (remainingProjectilesToSpawn == 0)
{
GetWorldTimerManager().ClearTimer(FireProjectileTimerHandler);
}
}

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@ -25,9 +25,20 @@ public:
UPROPERTY(EditAnywhere, Category = "Weapon Properties")
TObjectPtr<UProjectileDataAsset> ProjectileTemplate = nullptr;
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
int ProjectilesPerActivation = 1;
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
float ProjectileSpawningDelay = 0.25f;
protected:
TArray<AActor*> OverlappedEnemies = TArray<AActor*>();
FTimerHandle FireProjectileTimerHandler;
private:
int remainingProjectilesToSpawn = 0;
public:
AProjectileWeapon();
@ -43,4 +54,10 @@ public:
UFUNCTION()
void OnWeaponEndOverlap(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex);
virtual void FireWeaponAction_Implementation() override;
protected:
UFUNCTION()
virtual void FireProjectile();
};