79 lines
1.8 KiB
C++
79 lines
1.8 KiB
C++
// Fill out your copyright notice in the Description page of Project Settings.
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#include "Enemy.h"
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#include "Kismet/GameplayStatics.h"
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#include "Sound/SoundCue.h"
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#include "Particles/ParticleSystemComponent.h"
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// Sets default values
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AEnemy::AEnemy() :
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Health(100.f),
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MaxHealth(100.f),
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HealthBarDisplayTime(4.f)
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{
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// Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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PrimaryActorTick.bCanEverTick = true;
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}
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// Called when the game starts or when spawned
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void AEnemy::BeginPlay()
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{
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Super::BeginPlay();
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GetMesh()->SetCollisionResponseToChannel(ECollisionChannel::ECC_Visibility, ECollisionResponse::ECR_Block);
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}
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void AEnemy::ShowHealthBar_Implementation()
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{
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GetWorldTimerManager().ClearTimer(HealthBarTimer);
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GetWorldTimerManager().SetTimer(HealthBarTimer, this, &AEnemy::HideHealthBar, HealthBarDisplayTime);
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}
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// Called every frame
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void AEnemy::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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}
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// Called to bind functionality to input
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void AEnemy::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
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{
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Super::SetupPlayerInputComponent(PlayerInputComponent);
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}
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void AEnemy::BulletHit_Implementation(FHitResult HitResult)
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{
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if (ImpactSound)
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{
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UGameplayStatics::PlaySoundAtLocation(this, ImpactSound, GetActorLocation());
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}
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if (ImpactParticles)
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{
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UGameplayStatics::SpawnEmitterAtLocation(GetWorld(), ImpactParticles, HitResult.Location, FRotator(0.f), true);
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}
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ShowHealthBar();
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}
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float AEnemy::TakeDamage(float DamageAmount, FDamageEvent const& DamageEvent, AController* EventInstigator,
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AActor* DamageCauser)
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{
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float DamageInflicted = DamageAmount;
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if (Health - DamageAmount <= 0.f)
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{
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DamageInflicted = Health;
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Health = 0.f;
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}
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else
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{
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Health -= DamageAmount;
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}
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return DamageInflicted;
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}
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