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

160 lines
3.9 KiB
C++

// Fill out your copyright notice in the Description page of Project Settings.
#include "Enemy.h"
#include "Blueprint/UserWidget.h"
#include "Kismet/GameplayStatics.h"
#include "Sound/SoundCue.h"
#include "Particles/ParticleSystemComponent.h"
#include "Kismet/KismetMathLibrary.h"
#include "DrawDebugHelpers.h"
#include "EnemyController.h"
#include "BehaviorTree/BlackboardComponent.h"
// Sets default values
AEnemy::AEnemy() :
Health(100.f),
MaxHealth(100.f),
HealthBarDisplayTime(4.f),
HitReactTimeMin(.5f),
HitReactTimeMax(1.f),
bCanHitReact(true),
HitNumberDestroyTime(1.5f)
{
// Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
}
// Called when the game starts or when spawned
void AEnemy::BeginPlay()
{
Super::BeginPlay();
GetMesh()->SetCollisionResponseToChannel(ECollisionChannel::ECC_Visibility, ECollisionResponse::ECR_Block);
// Get the AI Controller
EnemyController = Cast<AEnemyController>(GetController());
const FVector WorldPatrolPoint = UKismetMathLibrary::TransformLocation(GetActorTransform(), PatrolPoint);
DrawDebugSphere(GetWorld(), WorldPatrolPoint, 25.f, 12, FColor::Red, true);
if (EnemyController)
{
EnemyController->GetBlackboardComponent()->SetValueAsVector("PatrolPoint", WorldPatrolPoint);
EnemyController->RunBehaviorTree(BehaviorTree);
}
}
void AEnemy::ShowHealthBar_Implementation()
{
GetWorldTimerManager().ClearTimer(HealthBarTimer);
GetWorldTimerManager().SetTimer(HealthBarTimer, this, &AEnemy::HideHealthBar, HealthBarDisplayTime);
}
void AEnemy::Die()
{
HideHealthBar();
}
void AEnemy::PlayHitMontage(FName Section, float PlayRate)
{
if (!bCanHitReact) return;
if (UAnimInstance* AnimInstance = GetMesh()->GetAnimInstance())
{
AnimInstance->Montage_Play(HitMontage, PlayRate);
AnimInstance->Montage_JumpToSection(Section, HitMontage);
bCanHitReact = false;
const float HitReactTime{ FMath::FRandRange(HitReactTimeMin, HitReactTimeMax) };
GetWorldTimerManager().SetTimer(HitReactTimer, this, &AEnemy::ResetHitReactTimer, HitReactTime);
}
}
void AEnemy::ResetHitReactTimer()
{
bCanHitReact = true;
}
void AEnemy::StoreHitNumber(UUserWidget* HitNumber, FVector Location)
{
HitNumbers.Add(HitNumber, Location);
FTimerHandle HitNumberTimer;
FTimerDelegate HitNumberDelegate;
HitNumberDelegate.BindUFunction(this, FName("DestroyHitNumber"), HitNumber);
GetWorldTimerManager().SetTimer(HitNumberTimer, HitNumberDelegate, HitNumberDestroyTime, false);
}
void AEnemy::DestroyHitNumber(UUserWidget* HitNumber)
{
HitNumbers.Remove(HitNumber);
HitNumber->RemoveFromParent();
}
void AEnemy::UpdateHitNumbers()
{
for (auto& HitPair : HitNumbers)
{
UUserWidget* HitNumber{ HitPair.Key };
const FVector Location{ HitPair.Value };
FVector2D ScreenPosition;
UGameplayStatics::ProjectWorldToScreen(GetWorld()->GetFirstPlayerController(),
Location, ScreenPosition);
HitNumber->SetPositionInViewport(ScreenPosition);
}
}
// Called every frame
void AEnemy::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
UpdateHitNumbers();
}
// Called to bind functionality to input
void AEnemy::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
}
void AEnemy::BulletHit_Implementation(FHitResult HitResult)
{
if (ImpactSound)
{
UGameplayStatics::PlaySoundAtLocation(this, ImpactSound, GetActorLocation());
}
if (ImpactParticles)
{
UGameplayStatics::SpawnEmitterAtLocation(GetWorld(), ImpactParticles, HitResult.Location, FRotator(0.f), true);
}
ShowHealthBar();
PlayHitMontage(FName("HitReactFront"));
}
float AEnemy::TakeDamage(float DamageAmount, FDamageEvent const& DamageEvent, AController* EventInstigator,
AActor* DamageCauser)
{
float DamageInflicted = DamageAmount;
if (Health - DamageAmount <= 0.f)
{
DamageInflicted = Health;
Health = 0.f;
Die();
}
else
{
Health -= DamageAmount;
}
return DamageInflicted;
}