2025-04-16 14:34:34 +01:00

100 lines
2.2 KiB
C++

// Louis Hobbs | 2024-2025
#include "MagicWandWeapon.h"
#include "GameFramework/GameModeBase.h"
#include "Kismet/GameplayStatics.h"
#include "Kismet/KismetMathLibrary.h"
#include "vampires/ObjectPoolManager.h"
#include "vampires/Projectile.h"
#include "vampires/ProjectileDataAsset.h"
#include "vampires/Interfaces/Pools.h"
AMagicWandWeapon::AMagicWandWeapon()
{
}
void AMagicWandWeapon::BeginPlay()
{
Super::BeginPlay();
}
void AMagicWandWeapon::FireWeaponAction_Implementation()
{
Super::FireWeaponAction_Implementation();
}
bool AMagicWandWeapon::UpgradeWeapon_Implementation()
{
if (!Super::UpgradeWeapon_Implementation()) return false;
switch (CurrentLevel)
{
case 1:
ProjectilesPerActivation++;
break;
case 2:
WeaponCooldown -= 0.2;
break;
case 3:
ProjectilesPerActivation++;
break;
case 4:
Damage += 10;
break;
case 5:
ProjectilesPerActivation++;
break;
case 6:
ProjectileTemplate->DamagableEnemies++;
break;
case 7:
Damage += 10;
break;
default:
return false;
}
ResetWeaponTimer();
return true;
}
void AMagicWandWeapon::FireProjectile()
{
if (ProjectileTemplate && OverlappedEnemies.Num() > 0)
{
float distance = 0.0f;
AActor* nearestActor = UGameplayStatics::FindNearestActor(GetActorLocation(), OverlappedEnemies, distance);
if (nearestActor)
{
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);
FVector direction = UKismetMathLibrary::GetDirectionUnitVector(
GetActorLocation(), nearestActor->GetActorLocation());
direction.Z = 0.0;
direction.Normalize();
IProjectilable::Execute_SetTargetDirection(projectile, direction);
}
Super::FireProjectile();
}
}
}
}
}