Update Character for Damage Control
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@ -67,11 +67,30 @@ void ASeagullGameCharacter::BeginPlay()
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}
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}
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void ASeagullGameCharacter::DamagePlayer(float DamageAmount)
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{
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CurrentHealth -= DamageAmount;
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if (CurrentHealth <= 0)
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{
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CurrentHealth = 0;
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OnPlayerDeath.Broadcast();
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}
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}
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void ASeagullGameCharacter::HealPlayer(float HealAmount)
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{
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CurrentHealth += HealAmount;
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if (CurrentHealth > MaxHealth)
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{
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CurrentHealth = MaxHealth;
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}
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}
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void ASeagullGameCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
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{
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// Set up action bindings
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if (UEnhancedInputComponent* EnhancedInputComponent = CastChecked<UEnhancedInputComponent>(PlayerInputComponent)) {
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if (UEnhancedInputComponent* EnhancedInputComponent = CastChecked<UEnhancedInputComponent>(PlayerInputComponent))
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{
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//Jumping
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EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Triggered, this, &ACharacter::Jump);
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EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Completed, this, &ACharacter::StopJumping);
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@ -81,7 +100,6 @@ void ASeagullGameCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInp
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//Looking
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// EnhancedInputComponent->BindAction(LookAction, ETriggerEvent::Triggered, this, &ATP_ThirdPersonCharacter::Look);
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}
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}
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@ -90,8 +108,6 @@ void ASeagullGameCharacter::Move(const FInputActionValue& Value)
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// input is a Vector2D
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FVector2D MovementVector = Value.Get<FVector2D>();
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GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, FString::Printf(TEXT("Move: %f, %f"), MovementVector.X, MovementVector.Y));
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if (Controller != nullptr)
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{
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// find out which way is forward
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@ -100,7 +116,7 @@ void ASeagullGameCharacter::Move(const FInputActionValue& Value)
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// get forward vector
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const FVector ForwardDirection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X);
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// get right vector
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const FVector RightDirection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y);
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@ -13,6 +13,11 @@ class ASeagullGameCharacter : public ACharacter
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GENERATED_BODY()
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public:
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DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnPlayerDeath);
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UPROPERTY(BlueprintAssignable, Category = "Events")
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FOnPlayerDeath OnPlayerDeath;
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ASeagullGameCharacter();
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// Called every frame.
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@ -40,6 +45,18 @@ public:
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virtual void BeginPlay() override;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Health")
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float MaxHealth = 100;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Health")
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float CurrentHealth;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Health")
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float DefaultHealth = 100;
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UFUNCTION(BlueprintCallable, Category = "Health")
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void DamagePlayer(float DamageAmount);
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UFUNCTION(BlueprintCallable, Category = "Health")
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void HealPlayer(float HealAmount);
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protected:
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// APawn interface
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virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
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@ -57,5 +74,4 @@ private:
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/** Camera boom positioning the camera above the character */
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
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class USpringArmComponent* CameraBoom;
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};
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@ -9,18 +9,4 @@ ASeagullGameGameMode::ASeagullGameGameMode()
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{
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// use our custom PlayerController class
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PlayerControllerClass = ASeagullGamePlayerController::StaticClass();
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// set default pawn class to our Blueprinted character
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static ConstructorHelpers::FClassFinder<APawn> PlayerPawnBPClass(TEXT("/Game/TopDown/Blueprints/BP_TopDownCharacter"));
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if (PlayerPawnBPClass.Class != nullptr)
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{
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DefaultPawnClass = PlayerPawnBPClass.Class;
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}
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// set default controller to our Blueprinted controller
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static ConstructorHelpers::FClassFinder<APlayerController> PlayerControllerBPClass(TEXT("/Game/TopDown/Blueprints/BP_TopDownPlayerController"));
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if(PlayerControllerBPClass.Class != NULL)
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{
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PlayerControllerClass = PlayerControllerBPClass.Class;
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}
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}
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