vampires/Source/vampires/Weapons/SwarmAgent.cpp

61 lines
2.1 KiB
C++

// Louis Hobbs | 2024-2025
#include "SwarmAgent.h"
#include "Components/SphereComponent.h"
#include "vampires/EnemyCharacter.h"
#include "vampires/HealthComponent.h"
#include "NiagaraComponent.h"
#include "vampires/Weapon.h"
// Sets default values
ASwarmAgent::ASwarmAgent()
{
SphereComponent = CreateDefaultSubobject<USphereComponent>(TEXT("Sphere Component"));
SetRootComponent(SphereComponent);
SphereComponent->SetSphereRadius(50.0f);
SphereComponent->SetCollisionProfileName(TEXT("Weapon"));
StaticMeshComponent = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Static Mesh Component"));
StaticMeshComponent->AttachToComponent(SphereComponent, FAttachmentTransformRules::KeepRelativeTransform);
StaticMeshComponent->SetEnableGravity(false);
StaticMeshComponent->SetGenerateOverlapEvents(false);
StaticMeshComponent->SetCollisionProfileName(TEXT("NoCollision"));
NiagaraComponent = CreateDefaultSubobject<UNiagaraComponent>(TEXT("Niagara Component"));
NiagaraComponent->AttachToComponent(RootComponent, FAttachmentTransformRules::KeepRelativeTransform);
NiagaraComponent->DeactivateImmediate();
}
// Called when the game starts or when spawned
void ASwarmAgent::BeginPlay()
{
Super::BeginPlay();
SphereComponent->OnComponentBeginOverlap.AddDynamic(this, &ASwarmAgent::OnSwarmAgentBeginOverlap);
}
void ASwarmAgent::OnSwarmAgentBeginOverlap(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())
{
if (AWeapon* ownerWeapon = Cast<AWeapon>(GetOwner()))
{
if (AVampireCharacter* character = Cast<AVampireCharacter>(ownerWeapon->GetOwner()))
{
AController* ownerController = character->GetController();
EnemyHealthComponent->TakeDamage(Enemy, ownerWeapon->GetDamage(), nullptr, ownerController, this);
}
}
}
}
}