// Fill out your copyright notice in the Description page of Project Settings. #include "Explosive.h" #include "Components/StaticMeshComponent.h" #include "Components/SphereComponent.h" #include "GameFramework/Character.h" #include "Kismet/GameplayStatics.h" #include "Sound/SoundCue.h" #include "Particles/ParticleSystemComponent.h" #include "Engine/World.h" #include "Engine/HitResult.h" #include "GameFramework/DamageType.h" // Sets default values AExplosive::AExplosive() : Damage(40.f), Exploded(false) { // Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it. PrimaryActorTick.bCanEverTick = true; ExplosiveMesh = CreateDefaultSubobject(TEXT("ExplosiveMesh")); SetRootComponent(ExplosiveMesh); OverlapSphere = CreateDefaultSubobject(TEXT("OverlapSphere")); OverlapSphere->SetupAttachment(GetRootComponent()); } // Called when the game starts or when spawned void AExplosive::BeginPlay() { Super::BeginPlay(); } // Called every frame void AExplosive::Tick(float DeltaTime) { Super::Tick(DeltaTime); } void AExplosive::Explode(AActor* Shooter, AController* ShooterController) { Exploded = true; if (ExplosionSound) { UGameplayStatics::PlaySoundAtLocation(this, ExplosionSound, GetActorLocation()); } if (ExplosionParticles) { UGameplayStatics::SpawnEmitterAtLocation(GetWorld(), ExplosionParticles, GetActorLocation(), FRotator(0.0), true); } // Apply explosive damage TArray OverlappingActors; GetOverlappingActors(OverlappingActors, ACharacter::StaticClass()); for (auto Actor : OverlappingActors) { UGameplayStatics::ApplyDamage(Actor, Damage, ShooterController, Shooter, UDamageType::StaticClass()); } // Other explosives OverlappingActors.Empty(); GetOverlappingActors(OverlappingActors, AExplosive::StaticClass()); for (auto Actor : OverlappingActors) { AExplosive* Explosive = Cast(Actor); if (Explosive && Explosive != this && !Explosive->Exploded) UGameplayStatics::ApplyDamage(Actor, Damage, ShooterController, Shooter, UDamageType::StaticClass()); } Destroy(); } void AExplosive::BulletHit_Implementation(FHitResult HitResult, AActor* Shooter, AController* ShooterController) { Explode(Shooter, ShooterController); } float AExplosive::TakeDamage(float DamageAmount, FDamageEvent const& DamageEvent, AController* EventInstigator, AActor* DamageCauser) { Super::TakeDamage(DamageAmount, DamageEvent, EventInstigator, DamageCauser); Explode(DamageCauser, EventInstigator); return DamageAmount; }