Major - Comportement de la Balle quasiment complet
Il ne reste plus qu'à associer le GameMode et la reconnaissance de la collision, j'ai déjà la fonction OnHit sur laquelle on peut commencer à bosser
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@@ -85,17 +85,18 @@ void AM4_PlayerPawn::Shoot(const FInputActionInstance& Inst)
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if (Proj)
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{
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UWorld* World = GetWorld();
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//GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Blue, TEXT("Using the Wand!"));
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if (World)
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{
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FActorSpawnParameters SpawnParams;
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SpawnParams.Owner = this;
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const FVector InitialLocation = FVector(GetActorLocation().X, GetActorLocation().Y, GetActorLocation().Z);
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const FVector InitialLocation = FVector(0, GetActorLocation().Y, GetActorLocation().Z);
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const FRotator InitialRotation = FRotator(0.f);
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AM4_Projectile* Projectile = World->SpawnActor<AM4_Projectile>(Proj, InitialLocation, InitialRotation, SpawnParams);
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GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Green, TEXT("Spell Casted!"));
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if (Projectile)
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{
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Projectile->FireInDir(InitialLocation);
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}
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}
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}
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};
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@@ -10,23 +10,14 @@ AM4_Projectile::AM4_Projectile()
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if(!RootComponent)
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{
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RootComponent = CreateDefaultSubobject<USceneComponent>(TEXT("ProjectileSceneComponent"));
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}
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if(!CollisionComp)
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{
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CollisionComp = CreateDefaultSubobject<UMeshComponent>(TEXT("MeshComponent"));
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RootComponent = CollisionComp;
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}
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if (!ProjectileMeshComponent)
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{
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ProjectileMeshComponent = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("ProjectileMeshComponent"));
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ProjectileMeshComponent->SetupAttachment(RootComponent);
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static ConstructorHelpers::FObjectFinder<UStaticMesh> Mesh(TEXT("/Game/CTP/04_Mesh/SM_Projectile.SM_Projectile"));
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if(Mesh.Succeeded())
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{
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ProjectileMeshComponent->SetStaticMesh(Mesh.Object);
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}
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if(Mesh.Succeeded())
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{
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ProjectileMeshComponent->SetStaticMesh(Mesh.Object);
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}
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static ConstructorHelpers::FObjectFinder<UMaterial> Material(TEXT("/Game/CTP/05_Material/M_Player.M_Player"));
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if (Material.Succeeded())
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@@ -35,18 +26,29 @@ AM4_Projectile::AM4_Projectile()
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}
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ProjectileMeshComponent->SetMaterial(0, ProjectileMat);
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ProjectileMeshComponent->SetRelativeScale3D(FVector(.2f, .2f, .25f));
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ProjectileMeshComponent->SetRelativeScale3D(FVector(.3f, .3f, .35f));
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ProjectileMeshComponent->SetMobility(EComponentMobility::Movable);
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ProjectileMeshComponent->SetupAttachment(RootComponent);
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ProjectileMeshComponent->SetRelativeLocation(InitialLoc);
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GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Blue, TEXT("Using the Wand!"));
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ProjectileMovementComponent = CreateDefaultSubobject<UProjectileMovementComponent>(TEXT("ProjectileMovementComponent"));
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ProjectileMovementComponent->SetUpdatedComponent(CollisionComp);
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ProjectileMovementComponent->InitialSpeed = 380.f;
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ProjectileMovementComponent->MaxSpeed = 380.f;
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ProjectileMovementComponent->bRotationFollowsVelocity = false;
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ProjectileMovementComponent->bShouldBounce = false;
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ProjectileMovementComponent->ProjectileGravityScale = 0.0f;
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InitialLifeSpan = 10.f;
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}
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if(!CollisionComp)
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{
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CollisionComp = CreateDefaultSubobject<UMeshComponent>(TEXT("MeshComponent"));
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}
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}
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///FAIRE SUPER GAFFE AUX INDENTATIONS ET LES FOR LOOPS sont à bien faire.
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///Ce qui est critique dans notre code doit être vraiment bien mis en évidence sans être obscurci par la boucle.
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///Gestion des pointeurs à revoir, lisibilité des fonctions critiques
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}
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}
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void AM4_Projectile::BeginPlay()
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{
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@@ -59,9 +61,16 @@ void AM4_Projectile::OnHit(UPrimitiveComponent* HitComp, AActor* OtherActor, UPr
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}
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void AM4_Projectile::FireInDir(const FVector& ShootDir)
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{
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SetActorLocation(InitialLoc);
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ProjectileMovementComponent->Velocity.Z = -1 * ((ShootDir.Z + 390.f) * ProjectileMovementComponent->InitialSpeed);
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// ProjectileMovementComponent->Velocity.Y = InitialLoc.Y;
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// ProjectileMovementComponent->Velocity.X = InitialLoc.X;
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}
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// Called every frame
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void AM4_Projectile::Tick( float DeltaTime )
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void AM4_Projectile::Tick(float DeltaTime)
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{
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Super::Tick( DeltaTime);
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NewLoc = InitialLoc + FVector(InitialLoc.X * Speed * DeltaTime, InitialLoc.Y * Speed * DeltaTime, InitialLoc.Z * Speed * DeltaTime);
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}
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@@ -1,4 +1,6 @@
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#pragma once
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#include "GameFramework/ProjectileMovementComponent.h"
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#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/Actor.h"
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@@ -24,6 +26,9 @@ public:
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UPROPERTY(VisibleDefaultsOnly, Category = Projectile)
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UMeshComponent* CollisionComp;
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UPROPERTY(VisibleAnywhere, Category = Movement)
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UProjectileMovementComponent* ProjectileMovementComponent;
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UPROPERTY(VisibleDefaultsOnly, Category = Projectile)
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UStaticMeshComponent* ProjectileMeshComponent;
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@@ -32,4 +37,5 @@ public:
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UMaterialInstanceDynamic* ProjectileMat;
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void OnHit(UPrimitiveComponent* HitComp, AActor* OtherActor, UPrimitiveComponent* OtherComp,FVector Impulse, const FHitResult& Hit);
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void FireInDir(const FVector& ShootDir);
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};
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