Revert "Minor - Petit changement pour le spawn des balles"
This reverts commit 406bafff0a.
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@@ -1 +0,0 @@
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M4_CPP
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@@ -97,7 +97,6 @@ void AM4_PlayerPawn::Shoot(const FInputActionInstance& Inst)
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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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FVector LaunchDirection = FVector(InitialLocation);
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if (Projectile)
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@@ -6,7 +6,6 @@
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// Sets default values
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AM4_Projectile::AM4_Projectile()
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{
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PrimaryActorTick.bCanEverTick = true;
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if(!RootComponent)
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@@ -20,6 +19,7 @@ AM4_Projectile::AM4_Projectile()
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RootComponent = CollisionComp;
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}
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if(!ProjectileMovementComponent)
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{
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ProjectileMovementComponent = CreateDefaultSubobject<UProjectileMovementComponent>(TEXT("ProjectileMovementComponent"));
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@@ -29,11 +29,9 @@ AM4_Projectile::AM4_Projectile()
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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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LastMove = GetActorLocation();
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}
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if (!ProjectileMeshComponent)
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if (ProjectileMovementComponent)
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{
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ProjectileMeshComponent = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("ProjectileMeshComponent"));
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@@ -41,7 +39,6 @@ AM4_Projectile::AM4_Projectile()
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if(Mesh.Succeeded())
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{
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ProjectileMeshComponent->SetStaticMesh(Mesh.Object);
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GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Blue, TEXT("Using the Wand!"));
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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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@@ -52,24 +49,20 @@ AM4_Projectile::AM4_Projectile()
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ProjectileMeshComponent->SetMaterial(0, ProjectileMat);
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ProjectileMeshComponent->SetRelativeScale3D(FVector(.2f, .2f, .25f));
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//ProjectileMeshComponent->SetRelativeLocation();
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ProjectileMeshComponent->SetMobility(EComponentMobility::Movable);
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ProjectileMeshComponent->SetupAttachment(RootComponent);
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GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Blue, TEXT("Using the Wand!"));
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}
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}
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//InitialLifeSpan = 2.f;
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void AM4_Projectile::BeginPlay()
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{
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Super::BeginPlay();
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LastMove = GetActorLocation();
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SetActorLocation(LastMove);
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}
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void AM4_Projectile::ShootDirection(const FVector& ShootDir)
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{
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ProjectileMovementComponent->Velocity = -1.f * (ShootDir * ProjectileMovementComponent->InitialSpeed);
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}
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void AM4_Projectile::OnHit(UPrimitiveComponent* HitComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector Impulse, const FHitResult& Hit)
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@@ -81,4 +74,5 @@ void AM4_Projectile::OnHit(UPrimitiveComponent* HitComp, AActor* OtherActor, UPr
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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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}
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@@ -13,26 +13,24 @@ class M4_CPP_API AM4_Projectile : public AActor
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{
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GENERATED_BODY()
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UPROPERTY(VisibleAnywhere, Category = Movement)
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UProjectileMovementComponent* ProjectileMovementComponent;
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public:
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AM4_Projectile();
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virtual void BeginPlay() override;
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virtual void Tick( float DeltaTime ) override;
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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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UPROPERTY(VisibleDefaultsOnly, Category = Movement)
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UMaterialInstanceDynamic* ProjectileMat;
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FVector LastMove = FVector::ZeroVector;
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void ShootDirection(const FVector& ShootDir);
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void OnHit(UPrimitiveComponent* HitComp, AActor* OtherActor, UPrimitiveComponent* OtherComp,FVector Impulse, const FHitResult& Hit);
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