43 lines
1.7 KiB
C++
43 lines
1.7 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "MonolithProjectile.h"
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#include "GameFramework/ProjectileMovementComponent.h"
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#include "Components/SphereComponent.h"
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AMonolithProjectile::AMonolithProjectile()
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{
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// Use a sphere as a simple collision representation
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CollisionComp = CreateDefaultSubobject<USphereComponent>(TEXT("SphereComp"));
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CollisionComp->InitSphereRadius(5.0f);
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CollisionComp->BodyInstance.SetCollisionProfileName("Projectile");
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CollisionComp->OnComponentHit.AddDynamic(this, &AMonolithProjectile::OnHit); // set up a notification for when this component hits something blocking
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// Players can't walk on it
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CollisionComp->SetWalkableSlopeOverride(FWalkableSlopeOverride(WalkableSlope_Unwalkable, 0.f));
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CollisionComp->CanCharacterStepUpOn = ECB_No;
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// Set as root component
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RootComponent = CollisionComp;
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// Use a ProjectileMovementComponent to govern this projectile's movement
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ProjectileMovement = CreateDefaultSubobject<UProjectileMovementComponent>(TEXT("ProjectileComp"));
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ProjectileMovement->UpdatedComponent = CollisionComp;
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ProjectileMovement->InitialSpeed = 3000.f;
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ProjectileMovement->MaxSpeed = 3000.f;
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ProjectileMovement->bRotationFollowsVelocity = true;
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ProjectileMovement->bShouldBounce = true;
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// Die after 3 seconds by default
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InitialLifeSpan = 3.0f;
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}
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void AMonolithProjectile::OnHit(UPrimitiveComponent* HitComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit)
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{
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// Only add impulse and destroy projectile if we hit a physics
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if ((OtherActor != nullptr) && (OtherActor != this) && (OtherComp != nullptr) && OtherComp->IsSimulatingPhysics())
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{
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OtherComp->AddImpulseAtLocation(GetVelocity() * 100.0f, GetActorLocation());
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Destroy();
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}
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} |