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@@ -103,4 +103,62 @@ ManualIPAddress=
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[CoreRedirects]
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+ClassRedirects=(OldName="/Script/M4_CPP.M4_CentipedeController",NewName="/Script/M4_CPP.M4_CentipedeController")
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+FunctionRedirects=(OldName="/Script/M4_CPP.M4_CentipedeController.OnSegmentDestroyed",NewName="/Script/M4_CPP.M4_CentipedeController.OnSegmentHit")
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[/Script/Engine.CollisionProfile]
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-Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision",bCanModify=False)
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-Profiles=(Name="BlockAll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=,HelpMessage="WorldStatic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
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-Profiles=(Name="OverlapAll",CollisionEnabled=QueryOnly,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
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-Profiles=(Name="BlockAllDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=,HelpMessage="WorldDynamic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
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-Profiles=(Name="OverlapAllDynamic",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
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-Profiles=(Name="IgnoreOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that ignores Pawn and Vehicle. All other channels will be set to default.",bCanModify=False)
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-Profiles=(Name="OverlapOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that overlaps Pawn, Camera, and Vehicle. All other channels will be set to default. ",bCanModify=False)
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-Profiles=(Name="Pawn",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Pawn",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object. Can be used for capsule of any playerable character or AI. ",bCanModify=False)
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-Profiles=(Name="Spectator",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="WorldStatic",Response=ECR_Block),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore)),HelpMessage="Pawn object that ignores all other actors except WorldStatic.",bCanModify=False)
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-Profiles=(Name="CharacterMesh",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object that is used for Character Mesh. All other channels will be set to default.",bCanModify=False)
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-Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors",bCanModify=False)
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-Profiles=(Name="Destructible",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Destructible",CustomResponses=,HelpMessage="Destructible actors",bCanModify=False)
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-Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.",bCanModify=False)
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-Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is invisible.",bCanModify=False)
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-Profiles=(Name="Trigger",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that is used for trigger. All other channels will be set to default.",bCanModify=False)
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-Profiles=(Name="Ragdoll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Simulating Skeletal Mesh Component. All other channels will be set to default.",bCanModify=False)
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-Profiles=(Name="Vehicle",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Vehicle",CustomResponses=,HelpMessage="Vehicle object that blocks Vehicle, WorldStatic, and WorldDynamic. All other channels will be set to default.",bCanModify=False)
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-Profiles=(Name="UI",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Block),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
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+Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision")
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+Profiles=(Name="BlockAll",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=,HelpMessage="WorldStatic object that blocks all actors by default. All new custom channels will use its own default response. ")
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+Profiles=(Name="OverlapAll",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ")
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+Profiles=(Name="BlockAllDynamic",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=,HelpMessage="WorldDynamic object that blocks all actors by default. All new custom channels will use its own default response. ")
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+Profiles=(Name="OverlapAllDynamic",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that overlaps all actors by default. All new custom channels will use its own default response. ")
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+Profiles=(Name="IgnoreOnlyPawn",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that ignores Pawn and Vehicle. All other channels will be set to default.")
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+Profiles=(Name="OverlapOnlyPawn",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that overlaps Pawn, Camera, and Vehicle. All other channels will be set to default. ")
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+Profiles=(Name="Pawn",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object. Can be used for capsule of any playerable character or AI. ")
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+Profiles=(Name="Spectator",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="WorldStatic"),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore)),HelpMessage="Pawn object that ignores all other actors except WorldStatic.")
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+Profiles=(Name="CharacterMesh",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object that is used for Character Mesh. All other channels will be set to default.")
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+Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors")
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+Profiles=(Name="Destructible",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Destructible",CustomResponses=,HelpMessage="Destructible actors")
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+Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.")
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+Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is invisible.")
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+Profiles=(Name="Trigger",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that is used for trigger. All other channels will be set to default.")
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+Profiles=(Name="Ragdoll",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Simulating Skeletal Mesh Component. All other channels will be set to default.")
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+Profiles=(Name="Vehicle",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Vehicle",CustomResponses=,HelpMessage="Vehicle object that blocks Vehicle, WorldStatic, and WorldDynamic. All other channels will be set to default.")
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+Profiles=(Name="UI",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility"),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ")
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+DefaultChannelResponses=(Channel=ECC_GameTraceChannel1,DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False,Name="Projectile")
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-ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall")
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-ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn")
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-ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic")
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-ProfileRedirects=(OldName="SkeletalMeshActor",NewName="PhysicsActor")
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-ProfileRedirects=(OldName="InvisibleActor",NewName="InvisibleWallDynamic")
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+ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall")
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+ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn")
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+ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic")
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+ProfileRedirects=(OldName="SkeletalMeshActor",NewName="PhysicsActor")
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+ProfileRedirects=(OldName="InvisibleActor",NewName="InvisibleWallDynamic")
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-CollisionChannelRedirects=(OldName="Static",NewName="WorldStatic")
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-CollisionChannelRedirects=(OldName="Dynamic",NewName="WorldDynamic")
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-CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle")
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-CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn")
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+CollisionChannelRedirects=(OldName="Static",NewName="WorldStatic")
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+CollisionChannelRedirects=(OldName="Dynamic",NewName="WorldDynamic")
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+CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle")
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+CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn")
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BIN
Content/CTP/03_Input/IA_Shoot.uasset
Normal file
BIN
Content/CTP/03_Input/IA_Shoot.uasset
Normal file
Binary file not shown.
Binary file not shown.
BIN
Content/CTP/04_Mesh/SM_Projectile.uasset
Normal file
BIN
Content/CTP/04_Mesh/SM_Projectile.uasset
Normal file
Binary file not shown.
Binary file not shown.
@@ -1,10 +1,12 @@
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#include "M4_CentipedeController.h"
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#include "M4_LOG.h"
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#include "M4_Gamemode.h"
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#include "M4_Mushroom.h"
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#include "Kismet/GameplayStatics.h"
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UM4_CentipedeController::UM4_CentipedeController()
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{
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SegmentRemainingCount = BodyCount;
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}
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void UM4_CentipedeController::Initialize(FSubsystemCollectionBase& Collection)
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@@ -88,11 +90,11 @@ TStatId UM4_CentipedeController::GetStatId() const
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void UM4_CentipedeController::SpawnCentipede()
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{
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AM4_Gamemode* GM = Cast<AM4_Gamemode>(GetWorld()->GetAuthGameMode());
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if (!GM) return;
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GM_REF_PTR = Cast<AM4_Gamemode>(GetWorld()->GetAuthGameMode());
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if (!GM_REF_PTR) return;
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FVector SpawnLocation = FVector(
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GM->MushroomSpawnBounds.Max.X,
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GM_REF_PTR->MushroomSpawnBounds.Max.X,
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0.f,
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0.f
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);
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@@ -143,9 +145,9 @@ void UM4_CentipedeController::Tick(float DeltaTime)
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FVector CurrentPos = Head->GetActorLocation();
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FVector2D SegmentDirection = GetSegmentDirection(Head);
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bool bShouldDescend = CheckCollision(Head, SegmentDirection);
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bool bRowChanged = CheckCollision(Head, SegmentDirection);
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if (bShouldDescend)
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if (bRowChanged)
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{
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FVector NewPos = CurrentPos - FVector(0.f, 0.f, CellSize);
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Head->SetActorLocation(NewPos);
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@@ -199,16 +201,61 @@ bool UM4_CentipedeController::CheckCollision(AM4_CentipedeBody* Segment, FVector
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FVector CurrentPos = Segment->GetActorLocation();
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FVector NextPos = CurrentPos + FVector(0.f, Direction.Y * CellSize, 0.f);
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AM4_Gamemode* GM = Cast<AM4_Gamemode>(GetWorld()->GetAuthGameMode());
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if (!GM) return false;
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if (!GM_REF_PTR)
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{
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GM_REF_PTR = Cast<AM4_Gamemode>(GetWorld()->GetAuthGameMode());
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if (!GM_REF_PTR) return false;
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}
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const float LeftBound = GM->MushroomSpawnBounds.Min.Y;
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const float RightBound = GM->MushroomSpawnBounds.Max.Y;
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const float LeftBound = GM_REF_PTR->MushroomSpawnBounds.Min.Y;
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const float RightBound = GM_REF_PTR->MushroomSpawnBounds.Max.Y;
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const float MinRows = GM_REF_PTR->MushroomSpawnBounds.Min.X;
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const float MaxRows = GM_REF_PTR->MushroomSpawnBounds.Max.X;
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if (NextPos.Y <= LeftBound || NextPos.Y >= RightBound)
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{
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return true;
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}
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if (CurrentPos.Z > MinRows && NextPos.Z <= MinRows)
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{
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// On inverse la direction de descente pour remonter
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FVector2D CurrentDirection = GetSegmentDirection(Segment);
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CurrentDirection.Y *= -1.f;
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SetSegmentDirection(Segment, CurrentDirection);
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return true; // Collision détectée, le centipede descendra à la prochaine itération
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}
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// Vérification si on atteint la limite haute
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if (CurrentPos.Z < MaxRows && NextPos.Z >= MaxRows)
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{
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// On inverse la direction de montée pour descendre
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FVector2D CurrentDirection = GetSegmentDirection(Segment);
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CurrentDirection.Y *= -1.f;
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SetSegmentDirection(Segment, CurrentDirection);
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return true; // Collision détectée, le centipede remontera à la prochaine itération
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}
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int32 NextGridZ = FMath::RoundToInt(NextPos.Z / CellSize);
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int32 NextGridY = FMath::RoundToInt(NextPos.Y / CellSize);
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TArray<AActor*> FoundMushrooms;
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UGameplayStatics::GetAllActorsOfClass(GetWorld(), AM4_Mushroom::StaticClass(), FoundMushrooms);
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for (AActor* Actor : FoundMushrooms)
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{
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FVector MushroomPos = Actor->GetActorLocation();
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// Conversion de la position du mushroom en coordonnées de grille (Z, Y)
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int32 MushroomGridZ = FMath::RoundToInt(MushroomPos.Z / CellSize);
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int32 MushroomGridY = FMath::RoundToInt(MushroomPos.Y / CellSize);
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// Vérification si c'est la même cellule de grille
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if (NextGridZ == MushroomGridZ && NextGridY == MushroomGridY)
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{
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return true;
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}
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}
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return false;
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}
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@@ -246,7 +293,7 @@ void UM4_CentipedeController::UpdateHeadStatus()
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}
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}
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void UM4_CentipedeController::OnSegmentDestroyed(AM4_CentipedeBody* DestroyedSegment)
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void UM4_CentipedeController::OnSegmentHit(AM4_CentipedeBody* DestroyedSegment)
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{
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if (!DestroyedSegment) return;
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@@ -268,7 +315,33 @@ void UM4_CentipedeController::OnSegmentDestroyed(AM4_CentipedeBody* DestroyedSeg
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BodySegments[SegmentIndex - 1]->NextBody = nullptr;
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}
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BodySegments.RemoveAt(SegmentIndex);
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SegmentHistory.RemoveAt(SegmentIndex);
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SegmentDirections.Remove(DestroyedSegment);
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// disable collision and hide the destroyed segment
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DestroyedSegment->GetStaticMeshComponent()->SetCollisionEnabled(ECollisionEnabled::NoCollision);
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DestroyedSegment->SetActorHiddenInGame(true);
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// Increase player score
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if (!GM_REF_PTR)
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{
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GM_REF_PTR = Cast<AM4_Gamemode>(GetWorld()->GetAuthGameMode());
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if (!GM_REF_PTR) return;
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}
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GM_REF_PTR->AddScore(100);
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SpawnMushroomsAtSegmentDeathPos(DestroyedSegment->GetActorLocation());
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// Decresase the remaining segment count and check if all segments are destroyed
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SegmentRemainingCount--;
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if (SegmentRemainingCount <= 0)
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{
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// TODO: Trigger level complete or respawn centipede
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UE_LOG(M4_CPP, Warning, TEXT("All centipede segments destroyed!"));
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}
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}
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void UM4_CentipedeController::SpawnMushroomsAtSegmentDeathPos(FVector Location)
|
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{
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FVector Offset = FVector(0.f, FMath::RandRange(-CellSize, CellSize), 0.f);
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FVector SpawnLocation = Location + Offset;
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GetWorld()->SpawnActor<AM4_Mushroom>(
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AM4_Mushroom::StaticClass(),
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SpawnLocation,
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FRotator::ZeroRotator
|
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);
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}
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@@ -6,6 +6,7 @@
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#include "M4_CTP_Macros.h"
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#include "Kismet/GameplayStatics.h"
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#include "M4_Gamemode.h"
|
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#include "M4_Projectile.h"
|
||||
|
||||
|
||||
// Sets default values
|
||||
@@ -31,12 +32,29 @@ AM4_Mushroom::AM4_Mushroom()
|
||||
const FVector2D MushroomScale = FVector2D(0.3f, 0.25f);
|
||||
GetStaticMeshComponent()->SetRelativeScale3D(FVector(1.f, 0.45f, 0.20f));
|
||||
|
||||
// Set collision profile to overlap all
|
||||
// Set collision profile to block all
|
||||
GetStaticMeshComponent()->SetCollisionProfileName(TEXT("OverlapAll"));
|
||||
|
||||
}
|
||||
|
||||
void AM4_Mushroom::BeginPlay()
|
||||
{
|
||||
MushLife = 2;
|
||||
DestructionHit = 0;
|
||||
Super::BeginPlay();
|
||||
}
|
||||
|
||||
void AM4_Mushroom::OnHit(UPrimitiveComponent* HitComp,AActor* OtherActor,UPrimitiveComponent* OtherComp,FVector NormalImpulse,const FHitResult& Hit)
|
||||
{
|
||||
|
||||
AM4_Projectile* Projectile = Cast<AM4_Projectile>(OtherActor);
|
||||
if (!Projectile)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (DestructionHit++ == MushLife)
|
||||
{
|
||||
Destroy();
|
||||
}
|
||||
}
|
||||
@@ -1,8 +1,9 @@
|
||||
#include "M4_PlayerPawn.h"
|
||||
#include "EnhancedInputComponent.h"
|
||||
#include "M4_Gamemode.h"
|
||||
#include "M4_LOG.h"
|
||||
#include "M4_Projectile.h"
|
||||
#include "GameFramework/PlayerController.h"
|
||||
#include "Camera/CameraComponent.h"
|
||||
|
||||
AM4_PlayerPawn::AM4_PlayerPawn()
|
||||
{
|
||||
@@ -16,10 +17,16 @@ AM4_PlayerPawn::AM4_PlayerPawn()
|
||||
MeshComponent = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("MeshComponent"));
|
||||
MeshComponent->SetupAttachment(RootComponent);
|
||||
MeshComponent->SetMobility(EComponentMobility::Movable);
|
||||
MeshComponent->SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics);
|
||||
MeshComponent->SetCollisionProfileName(UCollisionProfile::Pawn_ProfileName);
|
||||
MeshComponent->SetRelativeScale3D(FVector(1.0f, MeshScale.Y, MeshScale.X));
|
||||
|
||||
MeshComponent->SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics);
|
||||
MeshComponent->SetCollisionObjectType(ECC_Pawn);
|
||||
MeshComponent->SetCollisionResponseToAllChannels(ECR_Block);
|
||||
|
||||
MeshComponent->SetGenerateOverlapEvents(true);
|
||||
|
||||
MeshComponent->OnComponentBeginOverlap.AddDynamic(this,&AM4_PlayerPawn::OnPlayerOverlap);
|
||||
|
||||
MeshComponent->SetRelativeScale3D(FVector(1.0f, MeshScale.Y, MeshScale.X));
|
||||
|
||||
static ConstructorHelpers::FObjectFinder<UStaticMesh> DefaultMeshRef(TEXT("/Game/CTP/04_Mesh/SM_Cube.SM_Cube"));
|
||||
if (DefaultMeshRef.Succeeded())
|
||||
@@ -32,12 +39,18 @@ AM4_PlayerPawn::AM4_PlayerPawn()
|
||||
{
|
||||
MoveAction = MoveActionRef.Object;
|
||||
}
|
||||
|
||||
static ConstructorHelpers::FObjectFinder<UInputAction> ShootActionRef(TEXT("/Game/CTP/03_Input/IA_Shoot.IA_Shoot"));
|
||||
if (ShootActionRef.Succeeded())
|
||||
{
|
||||
ShootAction = ShootActionRef.Object;
|
||||
}
|
||||
}
|
||||
|
||||
void AM4_PlayerPawn::BeginPlay()
|
||||
{
|
||||
Super::BeginPlay();
|
||||
SetActorLocation(FVector(0.0f, 0.0f, -400.0f));
|
||||
SetActorLocation(FVector(-400.0f, 0.0f, -400.0f));
|
||||
}
|
||||
|
||||
void AM4_PlayerPawn::Tick(float DeltaTime)
|
||||
@@ -51,8 +64,6 @@ void AM4_PlayerPawn::Tick(float DeltaTime)
|
||||
NewLocation.Y = FMath::Clamp(NewLocation.Y, GM->Bounds.Min.Y, GM->Bounds.Max.Y);
|
||||
SetActorLocation(NewLocation);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
void AM4_PlayerPawn::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
|
||||
@@ -64,10 +75,71 @@ void AM4_PlayerPawn::SetupPlayerInputComponent(UInputComponent* PlayerInputCompo
|
||||
{
|
||||
Input->BindAction(MoveAction, ETriggerEvent::Triggered, this, &AM4_PlayerPawn::Move);
|
||||
}
|
||||
|
||||
if (ShootAction)
|
||||
{
|
||||
Input->BindAction(ShootAction, ETriggerEvent::Triggered, this, &AM4_PlayerPawn::Shoot);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void AM4_PlayerPawn::Move(const FInputActionInstance& Instance)
|
||||
{
|
||||
LastMoveValue = Instance.GetValue().Get<FVector2D>().GetSafeNormal();
|
||||
}
|
||||
|
||||
void AM4_PlayerPawn::Shoot(const FInputActionInstance& Inst)
|
||||
{
|
||||
if (Proj)
|
||||
{
|
||||
UWorld* World = GetWorld();
|
||||
|
||||
if (World)
|
||||
{
|
||||
FActorSpawnParameters SpawnParams;
|
||||
SpawnParams.Owner = this;
|
||||
const FVector InitialLocation = FVector(-400.f, GetActorLocation().Y, GetActorLocation().Z);
|
||||
const FRotator InitialRotation = FRotator(0.f);
|
||||
AM4_Projectile* Projectile = World->SpawnActor<AM4_Projectile>(Proj, InitialLocation, InitialRotation, SpawnParams);
|
||||
if (Projectile)
|
||||
{
|
||||
Projectile->FireInDir(InitialLocation);
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
void AM4_PlayerPawn::OnPlayerOverlap(
|
||||
UPrimitiveComponent* OverlappedComponent,
|
||||
AActor* OtherActor,
|
||||
UPrimitiveComponent* OtherComp,
|
||||
int32 OtherBodyIndex,
|
||||
bool bFromSweep,
|
||||
const FHitResult& SweepResult)
|
||||
{
|
||||
if (!OtherActor || OtherActor == this || bIsInvincible)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
AM4_CentipedeBody* CentipedeSegment = Cast<AM4_CentipedeBody>(OtherActor);
|
||||
if (CentipedeSegment)
|
||||
{
|
||||
UE_LOG(M4_CPP, Warning, TEXT("Player collided with Centipede Segment!"));
|
||||
|
||||
if (AM4_Gamemode* GM = Cast<AM4_Gamemode>(GetWorld()->GetAuthGameMode()))
|
||||
{
|
||||
GM->LoseLife();
|
||||
UE_LOG(M4_CPP, Warning, TEXT("Player Lives Remaining: %d"), GM->GetLives());
|
||||
|
||||
bIsInvincible = true;
|
||||
GetWorldTimerManager().SetTimer(InvincibleTimerHandle,this, &AM4_PlayerPawn::EndInvincibility, InvinciblityDuration, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void AM4_PlayerPawn::EndInvincibility()
|
||||
{
|
||||
bIsInvincible = false;
|
||||
UE_LOG(M4_CPP, Warning, TEXT("Player invincibility ended."));
|
||||
}
|
||||
@@ -1,35 +1,108 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
|
||||
#include "M4_Projectile.h"
|
||||
#include "GameFramework/ProjectileMovementComponent.h"
|
||||
#include "M4_Projectile.h"
|
||||
#include "Components/MeshComponent.h"
|
||||
#include "M4_Gamemode.h"
|
||||
#include "M4_Mushroom.h"
|
||||
#include "Components/SphereComponent.h"
|
||||
|
||||
// Sets default values
|
||||
AM4_Projectile::AM4_Projectile()
|
||||
{
|
||||
MeshComp = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("MeshComp"));
|
||||
MeshComp-> SetRelativeScale3D(FVector(1.f, .1f,.1f));
|
||||
MeshComp->BodyInstance.SetCollisionProfileName(TEXT("Projectile"));
|
||||
MeshComp->OnComponentHit.AddDynamic(this, &AM4_Projectile::OnHit);
|
||||
PrimaryActorTick.bCanEverTick = true;
|
||||
|
||||
// Crée d'abord le composant de collision comme root
|
||||
CollisionComp = CreateDefaultSubobject<USphereComponent>(TEXT("SphereComponent"));
|
||||
CollisionComp->InitSphereRadius(15.0f);
|
||||
CollisionComp->SetCollisionProfileName(TEXT("Projectile"));
|
||||
CollisionComp->OnComponentBeginOverlap.AddDynamic(this, &AM4_Projectile::OnOverlap);
|
||||
CollisionComp->SetGenerateOverlapEvents(true);
|
||||
RootComponent = CollisionComp;
|
||||
|
||||
// Ensuite attache le mesh au composant de collision
|
||||
ProjectileMeshComponent = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("ProjectileMeshComponent"));
|
||||
ProjectileMeshComponent->SetupAttachment(RootComponent);
|
||||
ProjectileMeshComponent->SetCollisionEnabled(ECollisionEnabled::NoCollision); // Le mesh ne gère pas la collision
|
||||
|
||||
static ConstructorHelpers::FObjectFinder<UStaticMesh> Mesh(TEXT("/Game/CTP/04_Mesh/SM_Projectile.SM_Projectile"));
|
||||
if(Mesh.Succeeded())
|
||||
{
|
||||
ProjectileMeshComponent->SetStaticMesh(Mesh.Object);
|
||||
}
|
||||
|
||||
static ConstructorHelpers::FObjectFinder<UMaterial> Material(TEXT("/Game/CTP/05_Material/M_Player.M_Player"));
|
||||
if (Material.Succeeded())
|
||||
{
|
||||
ProjectileMat = UMaterialInstanceDynamic::Create(Material.Object, ProjectileMeshComponent);
|
||||
}
|
||||
|
||||
ProjectileMeshComponent->SetMaterial(0, ProjectileMat);
|
||||
ProjectileMeshComponent->SetRelativeScale3D(FVector(.3f, .3f, .35f));
|
||||
ProjectileMeshComponent->SetMobility(EComponentMobility::Movable);
|
||||
ProjectileMeshComponent->SetRelativeLocation(FVector::ZeroVector);
|
||||
|
||||
// Configure le ProjectileMovementComponent
|
||||
ProjectileMovementComponent = CreateDefaultSubobject<UProjectileMovementComponent>(TEXT("ProjectileMovementComponent"));
|
||||
ProjectileMovementComponent->SetUpdatedComponent(CollisionComp); // Maintenant CollisionComp existe
|
||||
ProjectileMovementComponent->InitialSpeed = 380.f;
|
||||
ProjectileMovementComponent->MaxSpeed = 380.f;
|
||||
ProjectileMovementComponent->bRotationFollowsVelocity = false;
|
||||
ProjectileMovementComponent->bShouldBounce = false;
|
||||
ProjectileMovementComponent->ProjectileGravityScale = 0.0f;
|
||||
|
||||
InitialLifeSpan = 10.f;
|
||||
}
|
||||
///FAIRE SUPER GAFFE AUX INDENTATIONS ET LES FOR LOOPS sont à bien faire.
|
||||
///Ce qui est critique dans notre code doit être vraiment bien mis en évidence sans être obscurci par la boucle.
|
||||
///Gestion des pointeurs à revoir, lisibilité des fonctions critiques
|
||||
|
||||
void AM4_Projectile::OnHit(UPrimitiveComponent* HitComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector Impulse, const FHitResult& Hit)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
|
||||
/* Called when the game starts or when spawned
|
||||
void AM4_Projectile::BeginPlay()
|
||||
{
|
||||
Super::BeginPlay();
|
||||
|
||||
InitialLoc = GetActorLocation();
|
||||
}
|
||||
|
||||
Called every frame
|
||||
void AM4_Projectile::OnOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
|
||||
{
|
||||
UE_LOG(LogTemp, Warning, TEXT("Projectile OVERLAP: %s"), *OtherActor->GetName());
|
||||
|
||||
if (!OtherActor || OtherActor == this || !OtherComp)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
AM4_Mushroom* Mushroom = Cast<AM4_Mushroom>(OtherActor);
|
||||
if (Mushroom)
|
||||
{
|
||||
UE_LOG(LogTemp, Warning, TEXT("OVERLAP MUSHROOM!"));
|
||||
|
||||
FVector NormalImpulse = FVector::ZeroVector;
|
||||
Mushroom->OnHit(OverlappedComponent, this, OtherComp, NormalImpulse, SweepResult);
|
||||
Destroy();
|
||||
return;
|
||||
}
|
||||
|
||||
AM4_CentipedeBody* CentipedeBody = Cast<AM4_CentipedeBody>(OtherActor);
|
||||
if (CentipedeBody)
|
||||
{
|
||||
UE_LOG(LogTemp, Warning, TEXT("OVERLAP CENTIPEDE BODY!"));
|
||||
UM4_CentipedeController* CentipedeController = GetWorld()->GetSubsystem<UM4_CentipedeController>();
|
||||
if (CentipedeController)
|
||||
{
|
||||
CentipedeController->OnSegmentHit(CentipedeBody);
|
||||
}
|
||||
Destroy();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void AM4_Projectile::FireInDir(const FVector& ShootDir)
|
||||
{
|
||||
SetActorLocation(InitialLoc);
|
||||
ProjectileMovementComponent->Velocity.Z = -1 * ((ShootDir.Z + 380.f) * ProjectileMovementComponent->InitialSpeed);
|
||||
ProjectileMovementComponent->Velocity.X = 0.f;
|
||||
}
|
||||
|
||||
// Called every frame
|
||||
void AM4_Projectile::Tick(float DeltaTime)
|
||||
{
|
||||
Super::Tick(DeltaTime);
|
||||
}*/
|
||||
|
||||
Super::Tick( DeltaTime);
|
||||
}
|
||||
@@ -31,13 +31,14 @@ public:
|
||||
float MoveInterval = 0.1f;
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category = "Centipede")
|
||||
void OnSegmentDestroyed(AM4_CentipedeBody* DestroyedSegment);
|
||||
void OnSegmentHit(AM4_CentipedeBody* DestroyedSegment);
|
||||
|
||||
private:
|
||||
UPROPERTY()
|
||||
TArray<AM4_CentipedeBody*> BodySegments;
|
||||
TArray<TArray<FVector>> SegmentHistory; // Historique pour chaque segment
|
||||
int32 MaxHistorySize = 200;
|
||||
int8 SegmentRemainingCount = 0;
|
||||
|
||||
UPROPERTY(EditAnywhere, Category = "Centipede")
|
||||
int32 SegmentSpacing = 15; // Distance en nombre de frames entre segments
|
||||
@@ -52,9 +53,13 @@ private:
|
||||
|
||||
void SpawnCentipede();
|
||||
void UpdateHeadStatus();
|
||||
void SpawnMushroomsAtSegmentDeathPos(FVector Location);
|
||||
|
||||
bool CheckCollision(AM4_CentipedeBody* Segment, FVector2D Direction);
|
||||
|
||||
FVector2D GetSegmentDirection(AM4_CentipedeBody* Segment);
|
||||
void SetSegmentDirection(AM4_CentipedeBody* Segment, FVector2D Direction);
|
||||
|
||||
UPROPERTY()
|
||||
class AM4_Gamemode* GM_REF_PTR;
|
||||
};
|
||||
|
||||
@@ -13,9 +13,14 @@ class M4_CPP_API AM4_Mushroom : public AStaticMeshActor
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
// Sets default values for this pawn's properties
|
||||
AM4_Mushroom();
|
||||
|
||||
|
||||
int MushLife;
|
||||
int DestructionHit = 0;
|
||||
|
||||
UFUNCTION()
|
||||
void OnHit(UPrimitiveComponent* HitComp,AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse,const FHitResult& Hit);
|
||||
|
||||
protected:
|
||||
virtual void BeginPlay() override;
|
||||
};
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
#pragma once
|
||||
|
||||
#include "M4_Projectile.h"
|
||||
#include "CoreMinimal.h"
|
||||
#include "GameFramework/Pawn.h"
|
||||
#include "InputAction.h"
|
||||
@@ -11,6 +12,7 @@ UCLASS()
|
||||
class AM4_PlayerPawn : public APawn
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
AM4_PlayerPawn();
|
||||
|
||||
@@ -18,6 +20,19 @@ public:
|
||||
virtual void Tick(float DeltaTime) override;
|
||||
virtual void SetupPlayerInputComponent(UInputComponent* PlayerInputComponent) override;
|
||||
void Move(const FInputActionInstance& Instance);
|
||||
void Shoot(const FInputActionInstance& Inst);
|
||||
|
||||
UPROPERTY(VisibleAnywhere)
|
||||
TSubclassOf<AM4_Projectile> Proj = AM4_Projectile::StaticClass();
|
||||
|
||||
UFUNCTION()
|
||||
void OnPlayerOverlap(
|
||||
UPrimitiveComponent* OverlappedComponent,
|
||||
AActor* OtherActor,
|
||||
UPrimitiveComponent* OtherComp,
|
||||
int32 OtherBodyIndex,
|
||||
bool bFromSweep,
|
||||
const FHitResult& SweepResult);
|
||||
|
||||
protected:
|
||||
|
||||
@@ -27,7 +42,19 @@ protected:
|
||||
UPROPERTY()
|
||||
UInputAction* MoveAction;
|
||||
|
||||
UPROPERTY()
|
||||
UInputAction* ShootAction;
|
||||
|
||||
float MoveSpeed = 500.f;
|
||||
FVector2D MeshScale = FVector2D(0.6f, 0.5f);
|
||||
FVector2D LastMoveValue = FVector2D::ZeroVector;
|
||||
|
||||
UPROPERTY()
|
||||
bool bIsInvincible = false;
|
||||
|
||||
UPROPERTY()
|
||||
float InvinciblityDuration = 2.0f;
|
||||
|
||||
FTimerHandle InvincibleTimerHandle;
|
||||
void EndInvincibility();
|
||||
};
|
||||
@@ -1,4 +1,4 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
#include "GameFramework/ProjectileMovementComponent.h"
|
||||
|
||||
#pragma once
|
||||
|
||||
@@ -6,31 +6,39 @@
|
||||
#include "GameFramework/Actor.h"
|
||||
#include "M4_Projectile.generated.h"
|
||||
|
||||
class UProjectileMovementComponent;
|
||||
class USphereComponent;
|
||||
class UMeshComponent;
|
||||
|
||||
UCLASS()
|
||||
class M4_CPP_API AM4_Projectile : public AActor
|
||||
{
|
||||
GENERATED_BODY()
|
||||
UPROPERTY(VisibleDefaultsOnly, Category = Projectile)
|
||||
UMeshComponent* MeshComp;
|
||||
|
||||
UPROPERTY(VisibleAnywhere,BlueprintReadOnly, Category = Movement, meta = (AllowPrivateAccess = "true"))
|
||||
UProjectileMovementComponent* ProjectileMovem;
|
||||
|
||||
public:
|
||||
|
||||
AM4_Projectile();
|
||||
|
||||
protected:
|
||||
float bullSpeed = 50.f;
|
||||
float lifeTime = 3.f;
|
||||
virtual void Tick( float DeltaTime ) override;
|
||||
virtual void BeginPlay() override;
|
||||
|
||||
bool CollisionCheck = false;
|
||||
FVector InitialLoc;
|
||||
FVector NewLoc;
|
||||
|
||||
UPROPERTY(VisibleDefaultsOnly, Category = Projectile)
|
||||
USphereComponent* CollisionComp;
|
||||
|
||||
UPROPERTY(VisibleAnywhere, Category = Movement)
|
||||
UProjectileMovementComponent* ProjectileMovementComponent;
|
||||
|
||||
public:
|
||||
UPROPERTY(VisibleDefaultsOnly, Category = Projectile)
|
||||
UStaticMeshComponent* ProjectileMeshComponent;
|
||||
|
||||
UPROPERTY(VisibleDefaultsOnly, Category = Projectile)
|
||||
UMaterialInstanceDynamic* ProjectileMat;
|
||||
|
||||
UFUNCTION()
|
||||
void OnHit(UPrimitiveComponent* HitComp, AActor* OtherActor, UPrimitiveComponent* OtherComp,FVector Impulse, const FHitResult& Hit);
|
||||
UMeshComponent* GetCollisionComp() const { return MeshComp; }
|
||||
UProjectileMovementComponent* GetMovementComp() const { return ProjectileMovem; }
|
||||
UFUNCTION()
|
||||
void OnOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult);
|
||||
void FireInDir(const FVector& ShootDir);
|
||||
};
|
||||
|
||||
|
||||
Reference in New Issue
Block a user