97 lines
2.1 KiB
C++
97 lines
2.1 KiB
C++
// Louis Hobbs | 2024-2025
|
|
|
|
|
|
#include "FireWandWeapon.h"
|
|
|
|
#include "GameFramework/GameModeBase.h"
|
|
#include "Kismet/GameplayStatics.h"
|
|
#include "Kismet/KismetMathLibrary.h"
|
|
#include "vampires/ObjectPoolManager.h"
|
|
#include "vampires/Interfaces/Pools.h"
|
|
#include "vampires/Projectile.h"
|
|
#include "vampires/ProjectileDataAsset.h"
|
|
|
|
AFireWandWeapon::AFireWandWeapon()
|
|
{
|
|
}
|
|
|
|
void AFireWandWeapon::BeginPlay()
|
|
{
|
|
Super::BeginPlay();
|
|
}
|
|
|
|
void AFireWandWeapon::FireWeaponAction_Implementation()
|
|
{
|
|
Super::FireWeaponAction_Implementation();
|
|
}
|
|
|
|
bool AFireWandWeapon::UpgradeWeapon_Implementation()
|
|
{
|
|
if (!Super::UpgradeWeapon_Implementation()) return false;
|
|
|
|
switch (CurrentLevel)
|
|
{
|
|
case 1:
|
|
Damage += 10;
|
|
break;
|
|
case 2:
|
|
Damage += 10;
|
|
ProjectileTemplate->ProjectileSpeed *= 1.2f;
|
|
break;
|
|
case 3:
|
|
Damage += 10;
|
|
break;
|
|
case 4:
|
|
Damage += 10;
|
|
ProjectileTemplate->ProjectileSpeed *= 1.2f;
|
|
break;
|
|
case 5:
|
|
Damage += 10;
|
|
break;
|
|
case 6:
|
|
Damage += 10;
|
|
ProjectileTemplate->ProjectileSpeed *= 1.2f;
|
|
break;
|
|
case 7:
|
|
Damage += 10;
|
|
break;
|
|
default:
|
|
return false;
|
|
}
|
|
|
|
ResetWeaponTimer();
|
|
return true;
|
|
}
|
|
|
|
void AFireWandWeapon::FireProjectile()
|
|
{
|
|
if (ProjectileTemplate && OverlappedEnemies.Num() > 0)
|
|
{
|
|
AGameModeBase* gamemode = UGameplayStatics::GetGameMode(GetWorld());
|
|
|
|
if (UKismetSystemLibrary::DoesImplementInterface(gamemode, UPools::StaticClass()))
|
|
{
|
|
if (AObjectPoolManager* objectPoolManager = IPools::Execute_GetProjectileObjectPoolManager(gamemode))
|
|
{
|
|
AActor* projectile = objectPoolManager->GetObject();
|
|
|
|
if (UKismetSystemLibrary::DoesImplementInterface(projectile, UProjectilable::StaticClass()))
|
|
{
|
|
IProjectilable::Execute_LoadDataFromDataAsset(projectile, ProjectileTemplate);
|
|
projectile->SetOwner(this);
|
|
|
|
AActor* target = OverlappedEnemies[FMath::RandRange(0, OverlappedEnemies.Num() - 1)];
|
|
FVector direction = UKismetMathLibrary::GetDirectionUnitVector(
|
|
GetActorLocation(), target->GetActorLocation());
|
|
direction.Z = 0.0;
|
|
direction.Normalize();
|
|
|
|
IProjectilable::Execute_SetTargetDirection(projectile, direction);
|
|
}
|
|
|
|
Super::FireProjectile();
|
|
}
|
|
}
|
|
}
|
|
}
|