Ejemplo n.º 1
0
void ABomb::ApplyExplosionDamage()
{
	for ( TActorIterator<ANetGameCPPCharacter> aItr(GetWorld()); aItr; ++aItr )
	{
		if ( GetDistanceTo(*aItr) <= ExplosionRadius)
			UGameplayStatics::ApplyDamage(*aItr, ExplosionDamage, GetInstigatorController(), this, UDamageType::StaticClass());
	}

	OnExplosion();
	SetLifeSpan(2.0f);
}
Ejemplo n.º 2
0
void AProjectile::Explode()
{
	BP_Explode();
	

	const FVector Loc = GetActorLocation();

	for (TActorIterator<AActor> aItr(GetWorld()); aItr; ++aItr)
	{
		const float distance = GetDistanceTo(*aItr);
		if (distance<AffectArea && aItr && aItr->GetRootComponent() && aItr->GetRootComponent()->Mobility == EComponentMobility::Movable)
		{
			FVector dir = aItr->GetActorLocation() - Loc;
			dir.Normalize();

			FRichCurve* RadialDamageCurveData = RadialDamageCurve.GetRichCurve();
			FRichCurve* RadialImpulseCurveData = RadialImpulseCurve.GetRichCurve();


			ABaseCharacter* theChar = Cast<ABaseCharacter>(*aItr);

			//If Player apply damage
			if (theChar && RadialDamageCurveData)
			{
				//printr("Apply Damage");
				UGameplayStatics::ApplyDamage(theChar, RadialDamageCurveData->Eval(distance), NULL, this, ExplosionDamageType);
			}
			
			if (RadialImpulseCurveData && aItr->GetRootComponent()->IsSimulatingPhysics() && Cast<UPrimitiveComponent>(aItr->GetRootComponent()))
			{
				Cast<UPrimitiveComponent>(aItr->GetRootComponent())->AddImpulse(dir*RadialImpulseCurveData->Eval(distance));
				
			}
		}

	}




	Destroy();
}