mystic-flow/Source/Shooter/Explosive.cpp

95 lines
2.7 KiB
C++

// 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<UStaticMeshComponent>(TEXT("ExplosiveMesh"));
SetRootComponent(ExplosiveMesh);
OverlapSphere = CreateDefaultSubobject<USphereComponent>(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<AActor*> 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<AExplosive>(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;
}