Update Character for Damage Control

This commit is contained in:
Philip W 2024-01-26 21:13:03 +00:00
parent cf00ad90c2
commit 75c067e0d1
3 changed files with 39 additions and 21 deletions

View File

@ -67,11 +67,30 @@ void ASeagullGameCharacter::BeginPlay()
} }
} }
void ASeagullGameCharacter::DamagePlayer(float DamageAmount)
{
CurrentHealth -= DamageAmount;
if (CurrentHealth <= 0)
{
CurrentHealth = 0;
OnPlayerDeath.Broadcast();
}
}
void ASeagullGameCharacter::HealPlayer(float HealAmount)
{
CurrentHealth += HealAmount;
if (CurrentHealth > MaxHealth)
{
CurrentHealth = MaxHealth;
}
}
void ASeagullGameCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent) void ASeagullGameCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{ {
// Set up action bindings // Set up action bindings
if (UEnhancedInputComponent* EnhancedInputComponent = CastChecked<UEnhancedInputComponent>(PlayerInputComponent)) { if (UEnhancedInputComponent* EnhancedInputComponent = CastChecked<UEnhancedInputComponent>(PlayerInputComponent))
{
//Jumping //Jumping
EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Triggered, this, &ACharacter::Jump); EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Triggered, this, &ACharacter::Jump);
EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Completed, this, &ACharacter::StopJumping); EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Completed, this, &ACharacter::StopJumping);
@ -81,7 +100,6 @@ void ASeagullGameCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInp
//Looking //Looking
// EnhancedInputComponent->BindAction(LookAction, ETriggerEvent::Triggered, this, &ATP_ThirdPersonCharacter::Look); // EnhancedInputComponent->BindAction(LookAction, ETriggerEvent::Triggered, this, &ATP_ThirdPersonCharacter::Look);
} }
} }
@ -90,8 +108,6 @@ void ASeagullGameCharacter::Move(const FInputActionValue& Value)
// input is a Vector2D // input is a Vector2D
FVector2D MovementVector = Value.Get<FVector2D>(); FVector2D MovementVector = Value.Get<FVector2D>();
GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, FString::Printf(TEXT("Move: %f, %f"), MovementVector.X, MovementVector.Y));
if (Controller != nullptr) if (Controller != nullptr)
{ {
// find out which way is forward // find out which way is forward

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@ -13,6 +13,11 @@ class ASeagullGameCharacter : public ACharacter
GENERATED_BODY() GENERATED_BODY()
public: public:
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnPlayerDeath);
UPROPERTY(BlueprintAssignable, Category = "Events")
FOnPlayerDeath OnPlayerDeath;
ASeagullGameCharacter(); ASeagullGameCharacter();
// Called every frame. // Called every frame.
@ -40,6 +45,18 @@ public:
virtual void BeginPlay() override; virtual void BeginPlay() override;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Health")
float MaxHealth = 100;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Health")
float CurrentHealth;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Health")
float DefaultHealth = 100;
UFUNCTION(BlueprintCallable, Category = "Health")
void DamagePlayer(float DamageAmount);
UFUNCTION(BlueprintCallable, Category = "Health")
void HealPlayer(float HealAmount);
protected: protected:
// APawn interface // APawn interface
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override; virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
@ -57,5 +74,4 @@ private:
/** Camera boom positioning the camera above the character */ /** Camera boom positioning the camera above the character */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true")) UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
class USpringArmComponent* CameraBoom; class USpringArmComponent* CameraBoom;
}; };

View File

@ -9,18 +9,4 @@ ASeagullGameGameMode::ASeagullGameGameMode()
{ {
// use our custom PlayerController class // use our custom PlayerController class
PlayerControllerClass = ASeagullGamePlayerController::StaticClass(); PlayerControllerClass = ASeagullGamePlayerController::StaticClass();
// set default pawn class to our Blueprinted character
static ConstructorHelpers::FClassFinder<APawn> PlayerPawnBPClass(TEXT("/Game/TopDown/Blueprints/BP_TopDownCharacter"));
if (PlayerPawnBPClass.Class != nullptr)
{
DefaultPawnClass = PlayerPawnBPClass.Class;
}
// set default controller to our Blueprinted controller
static ConstructorHelpers::FClassFinder<APlayerController> PlayerControllerBPClass(TEXT("/Game/TopDown/Blueprints/BP_TopDownPlayerController"));
if(PlayerControllerBPClass.Class != NULL)
{
PlayerControllerClass = PlayerControllerBPClass.Class;
}
} }