118 lines
3.9 KiB
C++

// Louis Hobbs | 2024-2025
#include "Projectile.h"
#include "EnemyCharacter.h"
#include "HealthComponent.h"
#include "ObjectPoolManager.h"
#include "ProjectileDataAsset.h"
#include "Components/SphereComponent.h"
#include "GameFramework/GameModeBase.h"
#include "GameFramework/ProjectileMovementComponent.h"
#include "Interfaces/Pools.h"
#include "Kismet/GameplayStatics.h"
#include "Weapons/ProjectileWeapon.h"
// Sets default values
AProjectile::AProjectile()
{
SphereComponent = CreateDefaultSubobject<USphereComponent>(TEXT("Sphere Component"));
SetRootComponent(SphereComponent);
SphereComponent->SetSphereRadius(50.0f);
SphereComponent->SetCollisionProfileName(TEXT("Weapon"));
ProjectileMovement = CreateDefaultSubobject<UProjectileMovementComponent>(TEXT("Projectile Movement"));
ProjectileMovement->ProjectileGravityScale = 0.0f;
ProjectileMovement->Friction = 0.0f;
ProjectileMovement->bIsSliding = true;
ProjectileMovement->InitialSpeed = 0;
ProjectileMovement->MaxSpeed = 0;
StaticMeshComponent = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Static Mesh Component"));
StaticMeshComponent->AttachToComponent(SphereComponent, FAttachmentTransformRules::KeepRelativeTransform);
StaticMeshComponent->SetEnableGravity(false);
StaticMeshComponent->SetGenerateOverlapEvents(false);
StaticMeshComponent->SetCollisionProfileName(TEXT("NoCollision"));
}
// Called when the game starts or when spawned
void AProjectile::BeginPlay()
{
Super::BeginPlay();
SphereComponent->OnComponentBeginOverlap.AddDynamic(this, &AProjectile::OnProjectileBeginOverlap);
}
void AProjectile::SetActorHiddenInGame(bool bNewHidden)
{
Super::SetActorHiddenInGame(bNewHidden);
if (bNewHidden)
{
ResetData_Implementation();
}
}
void AProjectile::SetTargetDirection_Implementation(FVector direction)
{
SetActorLocation(UGameplayStatics::GetPlayerController(GetWorld(), 0)->GetCharacter()->GetActorLocation());
SetActorRotation(FRotator(0, 0, 0));
TargetDirection = direction;
ProjectileMovement->SetVelocityInLocalSpace(TargetDirection * ProjectileSpeed);
}
void AProjectile::LoadDataFromDataAsset_Implementation(UProjectileDataAsset* projectileDataAsset)
{
ProjectileSpeed = projectileDataAsset->ProjectileSpeed;
StaticMeshComponent->SetStaticMesh(projectileDataAsset->StaticMesh);
ProjectileSpeed = projectileDataAsset->ProjectileSpeed;
ProjectileMovement->InitialSpeed = ProjectileSpeed;
ProjectileMovement->MaxSpeed = ProjectileSpeed;
RemainingDamagableEnemies = projectileDataAsset->DamagableEnemies;
}
void AProjectile::ResetData_Implementation()
{
ProjectileSpeed = NULL;
StaticMeshComponent->SetStaticMesh(nullptr);
RemainingDamagableEnemies = 1;
}
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);
RemainingDamagableEnemies--;
if (RemainingDamagableEnemies == 0)
{
AGameModeBase* gamemode = UGameplayStatics::GetGameMode(GetWorld());
if (UKismetSystemLibrary::DoesImplementInterface(gamemode, UPools::StaticClass()))
{
if (AObjectPoolManager* objectPoolManager = IPools::Execute_GetProjectileObjectPoolManager(gamemode))
{
objectPoolManager->ReturnObject(this);
}
}
}
}
}
}