Example #1
0
void ALD35Character::Tick(float deltaTime)
{
	Super::Tick(deltaTime);

	if (Health <= 0) return;

	ShotCooldown -= deltaTime;
	HealthRegenStoppedFor -= deltaTime;

	if (IsFiring && ShotCooldown <= 0)
	{
		ShotCooldown = IsInAlternateForm ? 0.5f : 1.5f;

		OnFire();
	}

	if (IsInAlternateForm)
	{
		Energy = FMath::Clamp(Energy - deltaTime / MaxTransformTime, 0.f, 1.f);

		if (Energy <= 0)
		{
			Transform();
		}

		if (HealthRegenStoppedFor <= 0) Health = FMath::Clamp(Health + deltaTime, 0.f, 4.f);
	}

	for (auto& a : GetComponentsByTag(UPrimitiveComponent::StaticClass(), TEXT("Human")))
	{
		Cast<UPrimitiveComponent>(a)->SetVisibility(!IsInAlternateForm);
	}

	for (auto& a : GetComponentsByTag(UPrimitiveComponent::StaticClass(), TEXT("Claw")))
	{
		Cast<UPrimitiveComponent>(a)->SetVisibility(IsInAlternateForm);
	}

	for (auto& a : GetComponentsByClass(UPointLightComponent::StaticClass()))
	{
		Cast<UPointLightComponent>(a)->SetVisibility(!IsSomeoneTransformed);
	}
}
// Called every frame
void AWeapon::Tick( float DeltaTime )
{
	Super::Tick( DeltaTime );

	if (!m_weaponOpening)
	{
		TArray<UActorComponent*> m_components = GetComponentsByTag(USceneComponent::StaticClass(), "WeaponOpening");
		if (m_components.Num() > 0)
		{
			m_weaponOpening = Cast<USceneComponent>(m_components[0]);
		}
	}
}
Example #3
0
void ALD35Character::OnFire()
{ 
	if (IsInAlternateForm)
	{
		FVector trgPos = FindComponentByClass<UCameraComponent>()->GetComponentLocation() + GetActorRotation().RotateVector(FVector(140, 0, 0));

		//DrawDebugSphere(GetWorld(), trgPos, 150, 8, FColor::Red, false, 0.5f);

		TArray<FOverlapResult> res;

		if (GetWorld()->OverlapMultiByChannel(res, trgPos, FQuat::Identity, ECollisionChannel::ECC_WorldDynamic, FCollisionShape::MakeSphere(150)))
		{
			for (auto& a : res)
			{
				if (a.Actor.Get() && a.Actor != this)
				{
					a.Actor->TakeDamage(1, FDamageEvent(), this->GetController(), this);
				}
			}
		}

		if (FMath::Rand() % 3 == 0)
		{
			UGameplayStatics::PlaySoundAtLocation(this, TransformSound, GetActorLocation());
		}

		return;
	}

	// try and fire a projectile
	if (ProjectileClass != NULL)
	{
		USceneComponent* cam = FindComponentByClass<UCameraComponent>();

		if (cam)
		{
			FRotator SpawnRotation = cam->GetComponentRotation();
			FVector SpawnLocation = cam->GetComponentLocation();

			TArray<UActorComponent*> childComponents = GetComponentsByTag(USceneComponent::StaticClass(), "Gun");

			for (auto& b : childComponents)
			{
				if (auto a = Cast<USceneComponent>(b))
				{
					if (a->ComponentHasTag(TEXT("Gun")))
					{
						SpawnRotation = a->GetComponentRotation();
						SpawnLocation = a->GetComponentLocation();

						//UE_LOG(LogTemp, Display, TEXT("NM %s %s %s %s %s"), *a->GetName(), *cam->GetName(), *SpawnLocation.ToString(), *cam->GetComponentLocation().ToString(), *a->GetRelativeTransform().ToString());
					}
				}
			}

			UWorld* const World = GetWorld();
			if (World != NULL)
			{
				// spawn the projectile at the muzzle

				FActorSpawnParameters params;
				params.Instigator = this;

				World->SpawnActor<ALD35Projectile>(ProjectileClass, SpawnLocation, SpawnRotation, params);
			}
		}
	}

	// try and play the sound if specified
	if (FireSound != NULL)
	{
		UGameplayStatics::PlaySoundAtLocation(this, ShootCrossbowSound, GetActorLocation());
	}

}