vampires/Source/vampires/Projectile.cpp

63 lines
2.1 KiB
C++

// Fill out your copyright notice in the Description page of Project Settings.
#include "Projectile.h"
#include "EnemyCharacter.h"
#include "Components/SphereComponent.h"
#include "GameFramework/ProjectileMovementComponent.h"
#include "Weapons/ProjectileWeapon.h"
// Sets default values
AProjectile::AProjectile()
{
SphereComponent = CreateDefaultSubobject<USphereComponent>(TEXT("Sphere Component"));
SetRootComponent(SphereComponent);
SphereComponent->SetSphereRadius(50.0f);
ProjectileMovement = CreateDefaultSubobject<UProjectileMovementComponent>(TEXT("Projectile Movement"));
ProjectileMovement->ProjectileGravityScale = 0.0f;
ProjectileMovement->Friction = 0.0f;
ProjectileMovement->bIsSliding = true;
}
// Called when the game starts or when spawned
void AProjectile::BeginPlay()
{
Super::BeginPlay();
SphereComponent->OnComponentBeginOverlap.AddDynamic(this, &AProjectile::OnProjectileBeginOverlap);
ProjectileMovement->InitialSpeed = ProjectileSpeed;
ProjectileMovement->MaxSpeed = ProjectileSpeed;
}
void AProjectile::SetTargetDirection(FVector direction)
{
TargetDirection = direction;
ProjectileMovement->SetVelocityInLocalSpace(TargetDirection * ProjectileSpeed);
}
void AProjectile::OnProjectileBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep,
const FHitResult& SweepResult)
{
if (AEnemyCharacter* Enemy = Cast<AEnemyCharacter>(OtherActor))
{
UHealthComponent* EnemyHealthComponent = Enemy->GetHealthComponent();
if (!EnemyHealthComponent->GetIsDead())
{
AController* ownerController = nullptr;
if (AVampireCharacter* character = Cast<AVampireCharacter>(GetOwner()))
{
ownerController = character->GetController();
}
AProjectileWeapon* ownerWeapon = Cast<AProjectileWeapon>(GetOwner());
EnemyHealthComponent->TakeDamage(Enemy, ownerWeapon->Damage, nullptr, ownerController, this);
OverlappedComponent->GetAttachmentRootActor()->Destroy();
}
}
}