void AAmethystWeapon_Projectile::FireWeapon() { FVector ShootDir = GetAdjustedAim(); FVector Origin = GetMuzzleLocation(); // trace from camera to check what's under crosshair const float ProjectileAdjustRange = 10000.0f; const FVector StartTrace = GetCameraDamageStartLocation(ShootDir); const FVector EndTrace = StartTrace + ShootDir * ProjectileAdjustRange; FHitResult Impact = WeaponTrace(StartTrace, EndTrace); // and adjust directions to hit that actor if (Impact.bBlockingHit) { const FVector AdjustedDir = (Impact.ImpactPoint - Origin).SafeNormal(); bool bWeaponPenetration = false; const float DirectionDot = FVector::DotProduct(AdjustedDir, ShootDir); if (DirectionDot < 0.0f) { // shooting backwards = weapon is penetrating bWeaponPenetration = true; } else if (DirectionDot < 0.5f) { // check for weapon penetration if angle difference is big enough // raycast along weapon mesh to check if there's blocking hit FVector MuzzleStartTrace = Origin - GetMuzzleDirection() * 150.0f; FVector MuzzleEndTrace = Origin; FHitResult MuzzleImpact = WeaponTrace(MuzzleStartTrace, MuzzleEndTrace); if (MuzzleImpact.bBlockingHit) { bWeaponPenetration = true; } } if (bWeaponPenetration) { // spawn at crosshair position Origin = Impact.ImpactPoint - ShootDir * 10.0f; } else { // adjust direction to hit ShootDir = AdjustedDir; } } ServerFireProjectile(Origin, ShootDir); }
void AWizardsCharacter::OnFire() { if (!mySpellBook.IsValidIndex(0)) { UE_LOG(LogTemp, Warning, TEXT("Spell Gathering Needed!")); newCharactersSpells(); } if (Mana > mySpellBook[currSpell].spellCost) { Mana -= mySpellBook[currSpell].spellCost; // try and fire a projectile if (mySpellBook[currSpell].spellType == 0) { const FRotator SpawnRotation = GetControlRotation(); const FVector SpawnLocation = GetActorLocation() + SpawnRotation.RotateVector(GunOffset); UWorld* const World = GetWorld(); if (World) { // spawn the projectile at the muzzle /*UParticleSystem* projParticle = particleList[mySpellBook[currSpell].spellEffect + mySpellBook[currSpell].spellType * 5]; UParticleSystem* blastParticle = particleList[mySpellBook[currSpell].spellEffect + 5]; AWizardsProjectile* wizardsSpell = World->SpawnActor<AWizardsProjectile>(ProjectileClass, SpawnLocation, SpawnRotation);// , myparams); wizardsSpell->SpellCreation(&mySpellBook[currSpell], projParticle, blastParticle, this);*/ if (Role < ROLE_Authority) { ServerFireProjectile(mySpellBook[currSpell], SpawnRotation, SpawnLocation);//mySpellBook[currSpell]); } else { ClientFireProjectile(mySpellBook[currSpell], SpawnRotation, SpawnLocation); } } } else if (mySpellBook[currSpell].spellType == 1) { const FRotator SpawnRotation = FRotator(0.0);//GetControlRotation(); // MuzzleOffset is in camera space, so transform it to world space before offsetting from the character location to find the final muzzle position const FVector SpawnLocation = FVector(0.0);//GetActorLocation() + SpawnRotation.RotateVector(GunOffset); UWorld* const World = GetWorld(); if (World) { // spawn the projectile at the muzzle /*UParticleSystem* blastParticle = particleList[mySpellBook[currSpell].spellEffect + mySpellBook[currSpell].spellType * 5]; AWizardsBlast* wizardsSpell = World->SpawnActor<AWizardsBlast>(BlastClass, SpawnLocation, SpawnRotation);// , myparams); wizardsSpell->SpellCreation(blastParticle, mySpellBook[currSpell].spellSize, mySpellBook[currSpell].spellDamage, this); wizardsSpell->AttachRootComponentTo(GetCapsuleComponent());//Probably useful for Blasts, Rays, and Conical attacks*/ if (Role < ROLE_Authority) { ServerFireProjectile(mySpellBook[currSpell], SpawnRotation, SpawnLocation); } else { ClientFireProjectile(mySpellBook[currSpell], SpawnRotation, SpawnLocation); } } } else if (mySpellBook[currSpell].spellType == 2) { const FRotator SpawnRotation = FRotator(0.0);//GetControlRotation(); // MuzzleOffset is in camera space, so transform it to world space before offsetting from the character location to find the final muzzle position const FVector SpawnLocation = FVector(0.0);//GetActorLocation() + SpawnRotation.RotateVector(GunOffset); UWorld* const World = GetWorld(); if (World) { // spawn the projectile at the muzzle /*UParticleSystem* coneParticle = particleList[mySpellBook[currSpell].spellEffect + mySpellBook[currSpell].spellType * 5]; AWizardsCone* wizardsCone = World->SpawnActor<AWizardsCone>(ConeClass, SpawnLocation, SpawnRotation);// , myparams); wizardsCone->SpellCreation(coneParticle, mySpellBook[currSpell].spellSize, mySpellBook[currSpell].spellDamage, this); wizardsCone->AttachRootComponentTo(GetCapsuleComponent());//Probably useful for Blasts, Rays, and Conical attacks activeAttack = Cast<AActor>(wizardsCone);*/ if (Role < ROLE_Authority) { ServerFireProjectile(mySpellBook[currSpell], SpawnRotation, SpawnLocation); } else { ClientFireProjectile(mySpellBook[currSpell], SpawnRotation, SpawnLocation); } } } // God this sound is so annoying /*if (FireSound != NULL) { UGameplayStatics::PlaySoundAtLocation(this, FireSound, GetActorLocation()); }*/ // try and play a firing animation if specified if (FireAnimation != NULL) { // Get the animation object for the arms mesh UAnimInstance* AnimInstance = Mesh1P->GetAnimInstance(); if (AnimInstance != NULL) { AnimInstance->Montage_Play(FireAnimation, 1.f); } } } }