Files
M4_CPP/Source/M4_CPP/private/M4_Projectile.cpp
NisemonoQ c8f3f53a8f Minor - Mushroom function
J'ai ajouté une fonction au Mushroom pour enregistrer le hit de la balle lorsqu'il la touche, mais on dirait que ça ne veut pas marcher.
2025-11-04 17:02:24 +01:00

87 lines
2.9 KiB
C++

#include "M4_Projectile.h"
#include "Components/MeshComponent.h"
#include "M4_Gamemode.h"
#include "M4_Mushroom.h"
// Sets default values
AM4_Projectile::AM4_Projectile()
{
PrimaryActorTick.bCanEverTick = true;
if(!RootComponent)
{
RootComponent = CreateDefaultSubobject<USceneComponent>(TEXT("ProjectileSceneComponent"));
ProjectileMeshComponent = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("ProjectileMeshComponent"));
ProjectileMeshComponent->SetupAttachment(RootComponent);
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(.8f, .3f, .35f));
ProjectileMeshComponent->SetMobility(EComponentMobility::Movable);
ProjectileMeshComponent->SetRelativeLocation(InitialLoc);
ProjectileMovementComponent = CreateDefaultSubobject<UProjectileMovementComponent>(TEXT("ProjectileMovementComponent"));
ProjectileMovementComponent->SetUpdatedComponent(CollisionComp);
ProjectileMovementComponent->InitialSpeed = 380.f;
ProjectileMovementComponent->MaxSpeed = 380.f;
ProjectileMovementComponent->bRotationFollowsVelocity = false;
ProjectileMovementComponent->bShouldBounce = false;
ProjectileMovementComponent->ProjectileGravityScale = 0.0f;
InitialLifeSpan = 10.f;
}
if(!CollisionComp)
{
CollisionComp = CreateDefaultSubobject<UMeshComponent>(TEXT("MeshComponent"));
}
}
///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::BeginPlay()
{
Super::BeginPlay();
InitialLoc = GetActorLocation();
}
void AM4_Projectile::OnHit(UPrimitiveComponent* HitComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit)
{
if (OtherActor && OtherActor != this && OtherComp != nullptr)
{
AM4_Mushroom* Mushroom = Cast<AM4_Mushroom>(OtherActor);
if (Mushroom)
{
Mushroom->OnHit(HitComp,OtherActor,OtherComp,NormalImpulse,Hit);
}
Destroy();
}
}
void AM4_Projectile::FireInDir(const FVector& ShootDir)
{
SetActorLocation(InitialLoc);
ProjectileMovementComponent->Velocity.Z = -1 * ((ShootDir.Z + 380.f) * ProjectileMovementComponent->InitialSpeed);
// ProjectileMovementComponent->Velocity.Y = InitialLoc.Y;
ProjectileMovementComponent->Velocity.X = 0.f;
}
// Called every frame
void AM4_Projectile::Tick(float DeltaTime)
{
Super::Tick( DeltaTime);
}