super-duper-spoon/Source/Shooter/Explosive.cpp

64 lines
1.6 KiB
C++

// Fill out your copyright notice in the Description page of Project Settings.
#include "Explosive.h"
#include "Components/SphereComponent.h"
#include "GameFramework/Character.h"
#include "Kismet/GameplayStatics.h"
#include "Sound/SoundCue.h"
#include "Particles/ParticleSystemComponent.h"
// Sets default values
AExplosive::AExplosive() :
Damage(40.f)
{
// 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::BulletHit_Implementation(FHitResult HitResult, AActor* Shooter, AController* ShooterController)
{
if (ExplosionSound)
{
UGameplayStatics::PlaySoundAtLocation(this, ExplosionSound, GetActorLocation());
}
if (ExplosionParticles)
{
UGameplayStatics::SpawnEmitterAtLocation(GetWorld(), ExplosionParticles, HitResult.Location, FRotator(0.f), true);
}
// Apply explosive damage
TArray<AActor*> OverlappingActors;
GetOverlappingActors(OverlappingActors, ACharacter::StaticClass());
for (auto Actor : OverlappingActors)
{
UGameplayStatics::ApplyDamage(Actor, Damage, ShooterController, Shooter, UDamageType::StaticClass());
}
Destroy();
}