Exemplo n.º 1
0
void ARifleWeapon::Fire()
{
	Super::Fire();

	if (Mesh1P && ThePlayer && ThePlayer->Controller)
	{
		/// Get Camera Location and Rotation
		FVector CamLoc;
		FRotator CamRot;
		ThePlayer->Controller->GetPlayerViewPoint(CamLoc, CamRot); 

		// Get Mesh Fire Socket Location and calculatre Fire end point
		const FVector StartTrace = GetFireSocketTransform().GetLocation();;
		const FVector Direction = CamRot.Vector();
		const FVector EndTrace = StartTrace + Direction *MainFire.FireDistance;


		// Set trace values and perform trace to retrieve hit info
		FCollisionQueryParams TraceParams(FName(TEXT("WeaponTrace")), true, this);
		TraceParams.bTraceAsyncScene = true;
		TraceParams.bReturnPhysicalMaterial = true;
		TraceParams.AddIgnoredActor(ThePlayer);

		// Trace Hit
		FHitResult Hit(ForceInit);
		if (GetWorld()->LineTraceSingleByChannel(Hit, StartTrace, EndTrace, ECC_WorldStatic, TraceParams))
		{

			// Check if player character
			ARadeCharacter* EnemyPlayer = Cast<ARadeCharacter>(Hit.GetActor());
			if (EnemyPlayer)
			{
				// Hit Enemy
				BP_HitEnemy(Hit);

				// Apply Damage
				UGameplayStatics::ApplyDamage(EnemyPlayer, MainFire.FireDamage, ThePlayer->Controller, Cast<AActor>(this), UDamageType::StaticClass());
			}
		}
	}
	
}
Exemplo n.º 2
0
void ALauncherWeapon::Fire()
{
	Super::Fire();

	if (GrenadeArchetype)
	{
		UWorld* const World = GetWorld();
		if (World && Mesh1P && ThePlayer && ThePlayer->Controller)
		{
			// Get Camera Rotation
			FVector CamLoc;
			FRotator CamRot;
			ThePlayer->Controller->GetPlayerViewPoint(CamLoc, CamRot);

			// Calculate Origin and Direction of Fire
			const FVector StartTrace = GetFireSocketTransform().GetLocation();
			const FVector Direction = CamRot.Vector();

			// Set Spawn Paramets
			FActorSpawnParameters SpawnParams;
			SpawnParams.Owner = this;
			SpawnParams.Instigator = Instigator;


			// Spawn at Fire socket location
			AProjectile* TheProjectile = World->SpawnActor<AProjectile>(GrenadeArchetype, StartTrace, CamRot);

			// Set Projectile Velocity
			if (TheProjectile) 
			{
				
				TheProjectile->InitVelocity(Direction*ProjectileVelocity);
			}
				
		}
	}
}