2024-03-02 23:08:02 +00:00

87 lines
2.7 KiB
C++

// Fill out your copyright notice in the Description page of Project Settings.
#include "ShotgunClass.h"
#include "EndlessVendetta/AI/EnemyCharacter.h"
#include "EndlessVendetta/BountySystem/ControlsTraining/TargetDummy.h"
#include "Engine/DamageEvents.h"
AShotgunClass::AShotgunClass()
{
// 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;
ShotgunBulletSpread = FVector(10,10,10);
}
void AShotgunClass::BeginPlay()
{
Super::BeginPlay();
}
void AShotgunClass::ClickDetectionTimer()
{
Super::ClickDetectionTimer();
GEngine->AddOnScreenDebugMessage(-1, 15.f, FColor::Magenta, TEXT("ClickDetectionTimer Activated"));
}
void AShotgunClass::Fire()
{
if(currentAmmoCount > 0 && !bSingleShotOnly)
{
bSingleShotOnly = true;
GEngine->AddOnScreenDebugMessage(-1, 15.f, FColor::Magenta, TEXT("Fire Activated"));
traceStart = GunStartArrow->GetComponentLocation();
if (GetWorldTimerManager().IsTimerActive(timerHandle)) return;
for (int i = 0; i < 5; i++)
{
FVector newStartTrace = UKismetMathLibrary::RandomPointInBoundingBox(traceStart, ShotgunBulletSpread);
traceEnd = newStartTrace + (GunStartArrow->GetForwardVector() * BulletDistance);
GetWorld()->LineTraceSingleByChannel(outHit, newStartTrace, traceEnd, ECC_Visibility, collisionParams);
DrawDebugLine(this->GetWorld(), newStartTrace, traceEnd, FColor::Yellow , false, 500.2f, 0U, 0.2f);
if (outHit.bBlockingHit)
{
GEngine->AddOnScreenDebugMessage(-1, 20.f, FColor::Orange, FString(TEXT("SHOTGUN HIT")));
}
}
currentAmmoCount --;
playerControllerRef->PlayerCameraManager->StartCameraShake(CameraShakeClass, 1);
GenerateRecoilVector();
ClickDetectionTimer();
this->GetWorld()->GetTimerManager().SetTimer(ShotgunTimerHandle, this, &AShotgunClass::StopFire, FireRate, false);
bulletCountShoot += 1;
bStopShooting = false;
if (outHit.bBlockingHit)
{
if (outHit.Distance >= FMath::Floor(BulletDistance/2))
{
tempWeaponDamage = WeaponDamage / 2;
}
else
{
tempWeaponDamage = WeaponDamage;
}
if (ATargetDummy* TargetDummy = Cast<ATargetDummy>(outHit.GetActor())) TargetDummy->TargetShot();
if (!Cast<AAICharacter>(outHit.GetActor())) return;
Cast<AAICharacter>(outHit.GetActor())->TakeDamage(tempWeaponDamage, FPointDamageEvent(), GetWorld()->GetFirstPlayerController(), this);
}
HideNeedReloadUI();
}
else if(currentAmmoCount <= 0)
{
UE_LOG(LogTemp, Display, TEXT("No ammo, Ammo count: %d"), currentAmmoCount);
ShowNeedReloadUI();
}
}
void AShotgunClass::CancelFire()
{
Super::CancelFire();
}
void AShotgunClass::StopFire()
{
bSingleShotOnly = false;
}