vampires/Source/vampires/Weapons/LightningRingWeapon.cpp
2025-04-02 23:48:25 +01:00

62 lines
1.9 KiB
C++

// Louis Hobbs | 2024-2025
#include "LightningRingWeapon.h"
#include "Components/SphereComponent.h"
#include "vampires/EnemyCharacter.h"
#include "vampires/HealthComponent.h"
ALightningRingWeapon::ALightningRingWeapon()
{
SphereComponent = CreateDefaultSubobject<USphereComponent>(TEXT("Sphere Component"));
SphereComponent->SetupAttachment(RootComponent);
SphereComponent->SetSphereRadius(1000.0f);
SphereComponent->SetCollisionProfileName(TEXT("Weapon"));
Damage = 51.0f;
}
void ALightningRingWeapon::BeginPlay()
{
Super::BeginPlay();
SphereComponent->OnComponentBeginOverlap.AddDynamic(this, &ALightningRingWeapon::OnBeginOverlap);
SphereComponent->OnComponentEndOverlap.AddDynamic(this, &ALightningRingWeapon::OnEndOverlap);
}
void ALightningRingWeapon::FireWeaponAction_Implementation()
{
Super::FireWeaponAction_Implementation();
if (OverlappedEnemies.Num() > 0)
{
AEnemyCharacter* target = OverlappedEnemies[FMath::RandRange(0, OverlappedEnemies.Num() - 1)];
UHealthComponent* EnemyHealthComponent = target->GetHealthComponent();
AController* ownerController = nullptr;
if (AVampireCharacter* character = Cast<AVampireCharacter>(GetOwner()))
{
ownerController = character->GetController();
}
EnemyHealthComponent->TakeDamage(target, Damage, nullptr, ownerController, this);
}
}
void ALightningRingWeapon::OnBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
{
if (AEnemyCharacter* Enemy = Cast<AEnemyCharacter>(OtherActor))
{
OverlappedEnemies.Add(Enemy);
}
}
void ALightningRingWeapon::OnEndOverlap(UPrimitiveComponent* OverlappedComp, AActor* OtherActor,
UPrimitiveComponent* OtherComp, int32 OtherBodyIndex)
{
if (AEnemyCharacter* Enemy = Cast<AEnemyCharacter>(OtherActor))
{
OverlappedEnemies.Remove(Enemy);
}
}