From e03c19e421270a4b1f20d5a100d72b4e661a4fc7 Mon Sep 17 00:00:00 2001 From: MH261677 Date: Mon, 9 Oct 2023 14:27:40 +0100 Subject: [PATCH] Update Enemy Character for Damage Implementation --- .../Content/AI/Enemy/Basic/BP_BasicEnemyCharacter.uasset | 4 ++-- .../Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.cpp | 4 +++- 2 files changed, 5 insertions(+), 3 deletions(-) diff --git a/EndlessVendetta/Content/AI/Enemy/Basic/BP_BasicEnemyCharacter.uasset b/EndlessVendetta/Content/AI/Enemy/Basic/BP_BasicEnemyCharacter.uasset index 1274a0a0..5e571245 100644 --- a/EndlessVendetta/Content/AI/Enemy/Basic/BP_BasicEnemyCharacter.uasset +++ b/EndlessVendetta/Content/AI/Enemy/Basic/BP_BasicEnemyCharacter.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:ebb90a9b178b2eda1dd206095562e9b4cbaa8a913ddf15003b87fa3c664e8dab -size 33587 +oid sha256:150f775d1dd9676edfff3ca936843a20b46032df429d2b91cc31b30768fdcc69 +size 34269 diff --git a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.cpp b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.cpp index 71d39712..caa70988 100644 --- a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.cpp +++ b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.cpp @@ -91,7 +91,7 @@ void ABaseWeaponClass::ApplyRecoil(float DeltaTime) traceEnd = traceStart + (UKismetMathLibrary::GetForwardVector(playerInWorld->GetControlRotation() * GetRecoilPitch(amplitude, recoilTime))); //UE_LOG(LogTemp, Warning, TEXT("Controller pitch: Pitch: %f Yaw: %f, Roll: %f"), playerInWorld->GetControlRotation().Pitch, playerInWorld->GetControlRotation().Yaw, playerInWorld->GetControlRotation().Roll); playerInWorld->AddControllerYawInput(GetRecoilYaw(amplitude, recoilTime)); - UE_LOG(LogTemp, Warning, TEXT("recoilTime: %f"), recoilTime); + //UE_LOG(LogTemp, Warning, TEXT("recoilTime: %f"), recoilTime); UpdateSamples(amplitude, recoilTime); } } @@ -169,6 +169,8 @@ void ABaseWeaponClass::Fire() bulletCountShoot += 1; if (outHit.bBlockingHit) { + UE_LOG(LogTemp, Display, TEXT("Ammo Count: %s"), *outHit.GetActor()->GetName()); + if (!Cast(outHit.GetActor())) return; Cast(outHit.GetActor())->TakeDamage(WeaponDamage, FPointDamageEvent(), GetWorld()->GetFirstPlayerController(), this); } }