Implemented Target Dummy with Getting Shot Functionality
This commit is contained in:
parent
dbf5b10953
commit
559977e0cf
@ -9,12 +9,8 @@
|
||||
<component name="ChangeListManager">
|
||||
<list default="true" id="6cf170ec-fe5f-4f16-8266-5314a48c37cf" name="Changes" comment="">
|
||||
<change beforePath="$PROJECT_DIR$/.idea/.idea.EndlessVendetta/.idea/workspace.xml" beforeDir="false" afterPath="$PROJECT_DIR$/.idea/.idea.EndlessVendetta/.idea/workspace.xml" afterDir="false" />
|
||||
<change beforePath="$PROJECT_DIR$/Content/BountySystem/TutorialFacility/Checkpoints/GadgetTutorial/Combat/BP_CombatWorkbench.uasset" beforeDir="false" afterPath="$PROJECT_DIR$/Content/BountySystem/TutorialFacility/Checkpoints/GadgetTutorial/Combat/BP_CombatWorkbench.uasset" afterDir="false" />
|
||||
<change beforePath="$PROJECT_DIR$/Content/BountySystem/TutorialFacility/Checkpoints/GadgetTutorial/Recon/BP_ReconWorkbench.uasset" beforeDir="false" afterPath="$PROJECT_DIR$/Content/BountySystem/TutorialFacility/Checkpoints/GadgetTutorial/Recon/BP_ReconWorkbench.uasset" afterDir="false" />
|
||||
<change beforePath="$PROJECT_DIR$/Content/FirstPerson/Blueprints/BaseWeapons/BP_BaseWeapon.uasset" beforeDir="false" afterPath="$PROJECT_DIR$/Content/FirstPerson/Blueprints/BaseWeapons/BP_BaseWeapon.uasset" afterDir="false" />
|
||||
<change beforePath="$PROJECT_DIR$/Content/StarterContent/Architecture/Floor_400x400.uasset" beforeDir="false" afterPath="$PROJECT_DIR$/Content/StarterContent/Architecture/Floor_400x400.uasset" afterDir="false" />
|
||||
<change beforePath="$PROJECT_DIR$/Content/StarterContent/HDRI/HDRI_Epic_Courtyard_Daylight.uasset" beforeDir="false" afterPath="$PROJECT_DIR$/Content/StarterContent/HDRI/HDRI_Epic_Courtyard_Daylight.uasset" afterDir="false" />
|
||||
<change beforePath="$PROJECT_DIR$/Source/EndlessVendetta/GadgetSystem/GadgetTutorial/GadgetTutorialStation.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/Source/EndlessVendetta/GadgetSystem/GadgetTutorial/GadgetTutorialStation.cpp" afterDir="false" />
|
||||
<change beforePath="$PROJECT_DIR$/Content/BountySystem/ControlsTutorial/GunRangeMechanics/Target/BP_Target.uasset" beforeDir="false" afterPath="$PROJECT_DIR$/Content/BountySystem/ControlsTutorial/GunRangeMechanics/Target/BP_Target.uasset" afterDir="false" />
|
||||
<change beforePath="$PROJECT_DIR$/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.cpp" afterDir="false" />
|
||||
</list>
|
||||
<option name="SHOW_DIALOG" value="false" />
|
||||
<option name="HIGHLIGHT_CONFLICTS" value="true" />
|
||||
@ -128,7 +124,7 @@
|
||||
<option name="number" value="Default" />
|
||||
<option name="presentableId" value="Default" />
|
||||
<updated>1705107034728</updated>
|
||||
<workItem from="1705107037693" duration="1156000" />
|
||||
<workItem from="1705107037693" duration="2444000" />
|
||||
</task>
|
||||
<servers />
|
||||
</component>
|
||||
|
@ -1,3 +1,3 @@
|
||||
version https://git-lfs.github.com/spec/v1
|
||||
oid sha256:bcbd04ff5a9706023358d5ab845dfb2dacc9bddaac778844750dabd821878a8f
|
||||
size 27651
|
||||
oid sha256:9f3acba0c9e6d6625b93b61cfe439b686c61293c2ecbe7572a0a3c606ee4dfe4
|
||||
size 63784
|
||||
|
@ -1,3 +1,3 @@
|
||||
version https://git-lfs.github.com/spec/v1
|
||||
oid sha256:80223e45e684837efa4a66de2e409345e8c3057ef1d734acb2475fd2184d080a
|
||||
size 238358
|
||||
oid sha256:a1a53464c35266216d4a8cdc127a908d9c74e93515e846e2c5324247048be12e
|
||||
size 240946
|
||||
|
@ -0,0 +1,27 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
|
||||
#include "TargetDummy.h"
|
||||
|
||||
// Sets default values
|
||||
ATargetDummy::ATargetDummy()
|
||||
{
|
||||
// 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;
|
||||
|
||||
}
|
||||
|
||||
// Called when the game starts or when spawned
|
||||
void ATargetDummy::BeginPlay()
|
||||
{
|
||||
Super::BeginPlay();
|
||||
|
||||
}
|
||||
|
||||
// Called every frame
|
||||
void ATargetDummy::Tick(float DeltaTime)
|
||||
{
|
||||
Super::Tick(DeltaTime);
|
||||
|
||||
}
|
||||
|
@ -0,0 +1,28 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "GameFramework/Actor.h"
|
||||
#include "TargetDummy.generated.h"
|
||||
|
||||
UCLASS()
|
||||
class ENDLESSVENDETTA_API ATargetDummy : public AActor
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
protected:
|
||||
// Called when the game starts or when spawned
|
||||
virtual void BeginPlay() override;
|
||||
|
||||
public:
|
||||
// Sets default values for this actor's properties
|
||||
ATargetDummy();
|
||||
|
||||
// Called every frame
|
||||
virtual void Tick(float DeltaTime) override;
|
||||
|
||||
UFUNCTION(BlueprintImplementableEvent)
|
||||
void TargetShot();
|
||||
|
||||
};
|
@ -12,6 +12,8 @@
|
||||
#include "EndlessVendetta/AI/EnemyCharacter.h"
|
||||
#include <EndlessVendetta/EndlessVendettaGameMode.h>
|
||||
|
||||
#include "EndlessVendetta/BountySystem/ControlsTraining/TargetDummy.h"
|
||||
|
||||
|
||||
// Sets default values
|
||||
ABaseWeaponClass::ABaseWeaponClass()
|
||||
@ -192,6 +194,7 @@ void ABaseWeaponClass::Fire()
|
||||
{
|
||||
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);
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user