vampires/Source/vampires/Weapon.cpp

122 lines
3.7 KiB
C++

// Louis Hobbs | 2024-2025
#include "Weapon.h"
#include "EnemyCharacter.h"
#include "PlayerCharacter.h"
#include "VampirePlayerController.h"
#include "Components/BoxComponent.h"
#include "Kismet/GameplayStatics.h"
// Sets default values
AWeapon::AWeapon()
{
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = false;
BoxComponent = CreateDefaultSubobject<UBoxComponent>(TEXT("Box Component"));
BoxComponent->SetupAttachment(RootComponent);
BoxComponent->SetCollisionProfileName(TEXT("Weapon"));
SetRootComponent(BoxComponent);
}
// Called when the game starts or when spawned
void AWeapon::BeginPlay()
{
Super::BeginPlay();
BoxComponent->OnComponentBeginOverlap.AddDynamic(this, &AWeapon::OnWeaponBeginOverlap);
BoxComponent->OnComponentEndOverlap.AddDynamic(this, &AWeapon::OnWeaponEndOverlap);
FViewport::ViewportResizedEvent.AddUObject(this, &AWeapon::ResizeBoxComponent);
ResizeBoxComponent(GEngine->GameViewport->Viewport, -2);
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
if (WeaponActivatedSoundBase)
{
UGameplayStatics::PlaySound2D(GetWorld(), WeaponActivatedSoundBase);
}
}
bool AWeapon::UpgradeWeapon_Implementation()
{
if (CurrentLevel < MaxLevel)
{
CurrentLevel++;
return true;
}
return false;
}
void AWeapon::OnWeaponBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep,
const FHitResult& SweepResult)
{
if (AEnemyCharacter* Enemy = Cast<AEnemyCharacter>(OtherActor))
{
OverlappedEnemies.Add(Enemy);
}
}
void AWeapon::OnWeaponEndOverlap(UPrimitiveComponent* OverlappedComp, AActor* OtherActor,
UPrimitiveComponent* OtherComp, int32 OtherBodyIndex)
{
if (AEnemyCharacter* Enemy = Cast<AEnemyCharacter>(OtherActor))
{
OverlappedEnemies.Remove(Enemy);
}
}
void AWeapon::ResizeBoxComponent(FViewport* Viewport, const uint32 Unused)
{
if (!GEngine->GameViewport)
{
return;
}
FVector TopLeft, TopLeftDir;
FVector TopRight, TopRightDir;
FVector BottomLeft, BottomLeftDir;
FVector BottomRight, BottomRightDir;
FVector2d ViewportSize;
GEngine->GameViewport->GetViewportSize(ViewportSize);
APlayerCharacter* PlayerCharacter = Cast<APlayerCharacter>(UGameplayStatics::GetPlayerCharacter(GetWorld(), 0));
AVampirePlayerController* PlayerController = Cast<AVampirePlayerController>(
UGameplayStatics::GetPlayerController(PlayerCharacter, 0));
PlayerController->DeprojectScreenPositionToWorld(0, 0, TopLeft, TopLeftDir);
PlayerController->DeprojectScreenPositionToWorld(ViewportSize.X, 0, TopRight, TopRightDir);
PlayerController->DeprojectScreenPositionToWorld(0, ViewportSize.Y, BottomLeft, BottomLeftDir);
PlayerController->DeprojectScreenPositionToWorld(ViewportSize.X, ViewportSize.Y, BottomRight, BottomRightDir);
float width = FVector::Dist(TopLeft, TopRight) / 2;
float height = FVector::Dist(TopLeft, BottomLeft) / 2;
// I am using the unused flag to work around a bug where the DeprojectScreenPositionToWorld doesn't match the
// values that I am expecting, in that they are way too small, for any other resize event we can skip this nonsense.
if (Unused == -2)
{
width *= 266.666;
height *= 266.666;
}
BoxComponent->SetBoxExtent(FVector(height, width, 200.0f));
}