130 lines
4.3 KiB
C++
130 lines
4.3 KiB
C++
// Fill out your copyright notice in the Description page of Project Settings.
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#include "PlayerCharacter.h"
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#include "VampirePlayerController.h"
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#include "EnhancedInputComponent.h"
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#include "EnhancedInputSubsystems.h"
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#include "InputMappingContext.h"
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#include "Kismet/GameplayStatics.h"
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APlayerCharacter::APlayerCharacter()
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{
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// Create Camera Boom
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CameraSpringArmComponent = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraSpringArmComponent"));
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CameraSpringArmComponent->SetupAttachment(RootComponent);
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CameraSpringArmComponent->bDoCollisionTest = true;
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CameraSpringArmComponent->bUsePawnControlRotation = false;
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CameraSpringArmComponent->TargetArmLength = 1000;
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CameraSpringArmComponent->bEnableCameraLag = false;
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CameraSpringArmComponent->SocketOffset = {0.0f, 0.0f, 0.0f};
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CameraSpringArmComponent->SetRelativeRotation({-90.0, 0.0f, 0.0f});
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// Create Camera
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CameraComponent = CreateDefaultSubobject<UCameraComponent>(TEXT("Camera Component"));
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CameraComponent->SetupAttachment(CameraSpringArmComponent, USpringArmComponent::SocketName);
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CameraComponent->bUsePawnControlRotation = false;
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CameraComponent->SetProjectionMode(ECameraProjectionMode::Type::Orthographic);
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CameraComponent->SetOrthoWidth(4000.0f);
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// Create EXP Component
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EXPComponent = CreateDefaultSubobject<UEXPComponent>(TEXT("EXP Component"));
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// Create Gold Component
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GoldComponent = CreateDefaultSubobject<UGoldComponent>(TEXT("Gold Component"));
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// Create Garlic Sphere Component
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GarlicSphereComponent = CreateDefaultSubobject<USphereComponent>(TEXT("Garlic Sphere Component"));
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GarlicSphereComponent->SetupAttachment(RootComponent);
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GarlicSphereComponent->SetSphereRadius(150.0f);
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}
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void APlayerCharacter::BeginPlay()
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{
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Super::BeginPlay();
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GarlicSphereComponent->OnComponentBeginOverlap.AddDynamic(this, &APlayerCharacter::OnGarlicBeginOverlap);
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GarlicSphereComponent->OnComponentEndOverlap.AddDynamic(this, &APlayerCharacter::OnGarlicEndOverlap);
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GetWorldTimerManager().SetTimer(GarlicTimerHandle, this, &APlayerCharacter::GarlicUpdate, GarlicUpdateTime, true);
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}
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void APlayerCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
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{
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Super::SetupPlayerInputComponent(PlayerInputComponent);
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if (AVampirePlayerController* TankPlayerController = Cast<AVampirePlayerController>(GetController()))
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{
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if (UEnhancedInputLocalPlayerSubsystem* InputSystem = ULocalPlayer::GetSubsystem<
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UEnhancedInputLocalPlayerSubsystem>(TankPlayerController->GetLocalPlayer()))
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{
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if (!InputMappingContext.IsNull())
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{
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InputSystem->AddMappingContext(InputMappingContext.LoadSynchronous(), 0);
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}
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}
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}
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if (UEnhancedInputComponent* Input = Cast<UEnhancedInputComponent>(PlayerInputComponent))
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{
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if (MovementAction)
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{
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Input->BindAction(MovementAction, ETriggerEvent::Triggered, this, &APlayerCharacter::MovementCallback);
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}
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}
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}
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void APlayerCharacter::MovementCallback(const FInputActionInstance& Instance)
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{
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FVector2D vec2 = Instance.GetValue().Get<FVector2D>();
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if (vec2.Size() != 0.0f)
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{
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AddMovementInput({0.0f, 1.0f, 0.0f}, vec2.Y);
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AddMovementInput({1.0f, 0.0f, 0.0f}, vec2.X);
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}
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}
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void APlayerCharacter::OnGarlicBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
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UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep,
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const FHitResult& SweepResult)
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{
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if (AEnemyCharacter* Enemy = Cast<AEnemyCharacter>(OtherActor))
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{
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OverlappedEnemies.Add(Enemy);
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}
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}
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void APlayerCharacter::OnGarlicEndOverlap(UPrimitiveComponent* OverlappedComp, AActor* OtherActor,
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UPrimitiveComponent* OtherComp, int32 OtherBodyIndex)
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{
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if (AEnemyCharacter* Enemy = Cast<AEnemyCharacter>(OtherActor))
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{
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OverlappedEnemies.Remove(Enemy);
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}
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}
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void APlayerCharacter::GarlicUpdate()
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{
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for (int i = 0; i < OverlappedEnemies.Num(); i++)
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{
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bool deadCheck = false;
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UHealthComponent* EnemyHealthComponent = OverlappedEnemies[i]->GetHealthComponent();
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if (!EnemyHealthComponent->GetIsDead())
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{
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if (EnemyHealthComponent->GetCurrentHealth() < GarlicDamage)
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{
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deadCheck = true;
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}
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EnemyHealthComponent->TakeDamage(OverlappedEnemies[i], GarlicDamage, nullptr, GetController(), this);
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}
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if (deadCheck)
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{
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i -= 1;
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}
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}
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}
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