Merge remote-tracking branch 'origin/shotgun-creation' into dev

This commit is contained in:
Philip W 2023-11-09 13:33:07 +00:00
commit 7b923429db
8 changed files with 84 additions and 13 deletions

View File

@ -23,7 +23,7 @@ ABaseWeaponClass::ABaseWeaponClass()
void ABaseWeaponClass::BeginPlay() void ABaseWeaponClass::BeginPlay()
{ {
Super::BeginPlay(); Super::BeginPlay();
tempWeaponDamage = WeaponDamage;
collisionParams.AddIgnoredActor(playerInWorld); collisionParams.AddIgnoredActor(playerInWorld);
collisionParams.AddIgnoredActor(this); collisionParams.AddIgnoredActor(this);
@ -183,8 +183,16 @@ void ABaseWeaponClass::Fire()
bStopShooting = false; bStopShooting = false;
if (outHit.bBlockingHit) if (outHit.bBlockingHit)
{ {
if (outHit.Distance >= FMath::Floor(BulletDistance/2))
{
tempWeaponDamage = WeaponDamage / 2;
}
else
{
tempWeaponDamage = WeaponDamage;
}
if (!Cast<AAICharacter>(outHit.GetActor())) return; if (!Cast<AAICharacter>(outHit.GetActor())) return;
Cast<AAICharacter>(outHit.GetActor())->TakeDamage(WeaponDamage, FPointDamageEvent(), GetWorld()->GetFirstPlayerController(), this); Cast<AAICharacter>(outHit.GetActor())->TakeDamage(tempWeaponDamage, FPointDamageEvent(), GetWorld()->GetFirstPlayerController(), this);
} }
} }
else if(currentAmmoCount <= 0) else if(currentAmmoCount <= 0)

View File

@ -180,12 +180,11 @@ protected:
UArrowComponent* GunStartArrow; UArrowComponent* GunStartArrow;
bool bStopShooting = false; bool bStopShooting = false;
private: UPROPERTY(VisibleAnywhere)
int tempWeaponDamage;
float originalMagnitude; float originalMagnitude;
float originalMaxAngleLeft; float originalMaxAngleLeft;
float originalMaxAngleRight; float originalMaxAngleRight;
float originalMinMultiplier; float originalMinMultiplier;
}; };

View File

@ -2,9 +2,57 @@
#include "ShotgunClass.h" #include "ShotgunClass.h"
#include "EndlessVendetta/AI/EnemyCharacter.h"
#include "Engine/DamageEvents.h"
AShotgunClass::AShotgunClass() AShotgunClass::AShotgunClass()
{ {
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it. // 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; PrimaryActorTick.bCanEverTick = true;
ShotgunBulletSpread = FVector(10,10,10);
} }
void AShotgunClass::BeginPlay()
{
Super::BeginPlay();
}
void AShotgunClass::Fire()
{
if(currentAmmoCount > 0)
{
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::Black , false, 0.2f, 0U, 0.2f);
currentAmmoCount --;
}
playerControllerRef->PlayerCameraManager->StartCameraShake(CameraShakeClass, 1);
GenerateRecoilVector();
ClickDetectionTimer();
bulletCountShoot += 1;
bStopShooting = false;
if (outHit.bBlockingHit)
{
if (outHit.Distance >= FMath::Floor(BulletDistance/2))
{
tempWeaponDamage = WeaponDamage / 2;
}
else
{
tempWeaponDamage = WeaponDamage;
}
if (!Cast<AAICharacter>(outHit.GetActor())) return;
Cast<AAICharacter>(outHit.GetActor())->TakeDamage(tempWeaponDamage, FPointDamageEvent(), GetWorld()->GetFirstPlayerController(), this);
}
}
else if(currentAmmoCount <= 0)
{
UE_LOG(LogTemp, Display, TEXT("No ammo, Ammo count: %d"), currentAmmoCount);
}
}

View File

@ -18,4 +18,13 @@ public:
// Sets default values for this actor's properties // Sets default values for this actor's properties
AShotgunClass(); AShotgunClass();
//How far apart the bullets will be to eachother when shot with a shotgun
UPROPERTY(EditAnywhere, Category = "Weapon")
FVector ShotgunBulletSpread;
protected:
virtual void Fire() override;
virtual void BeginPlay() override;
}; };

View File

@ -58,9 +58,16 @@ void ASniperClass::Fire()
this->GetWorld()->GetTimerManager().SetTimer(SniperTimerHandle, this, &ASniperClass::StopFire, FireRate, false); this->GetWorld()->GetTimerManager().SetTimer(SniperTimerHandle, this, &ASniperClass::StopFire, FireRate, false);
if (outHit.bBlockingHit) if (outHit.bBlockingHit)
{ {
UE_LOG(LogTemp, Display, TEXT("Hit: %s"), *outHit.GetActor()->GetName()); if (outHit.Distance >= FMath::Floor(BulletDistance/2))
{
tempWeaponDamage = WeaponDamage / 2;
}
else
{
tempWeaponDamage = WeaponDamage;
}
if (!Cast<AAICharacter>(outHit.GetActor())) return; if (!Cast<AAICharacter>(outHit.GetActor())) return;
Cast<AAICharacter>(outHit.GetActor())->TakeDamage(WeaponDamage, FPointDamageEvent(), GetWorld()->GetFirstPlayerController(), this); Cast<AAICharacter>(outHit.GetActor())->TakeDamage(tempWeaponDamage, FPointDamageEvent(), GetWorld()->GetFirstPlayerController(), this);
} }
} }
else if(currentAmmoCount <= 0) else if(currentAmmoCount <= 0)