159 lines
4.1 KiB
C++
Executable File
159 lines
4.1 KiB
C++
Executable File
// Fill out your copyright notice in the Description page of Project Settings.
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#include "BasePawn.h"
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#include "Components/StaticMeshComponent.h"
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#include "GameFramework/FloatingPawnMovement.h"
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#include "Util.h"
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#define LogInfo(Msg) Util::log_info(TEXT("ABasePawn"), Msg)
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// Sets default values
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ABasePawn::ABasePawn(const FObjectInitializer &object_initializer):
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APawn(object_initializer)
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{
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// Create default components.
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root_component = object_initializer.CreateDefaultSubobject<USceneComponent>(this, FName("Root"));
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RootComponent = root_component;
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collision = object_initializer.CreateDefaultSubobject<UBoxComponent>(this, FName("Collision"));
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collision->SetupAttachment(RootComponent);
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collision->SetCollisionProfileName(FName("Pawn"));
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collision->SetCanEverAffectNavigation(false);
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player_mesh = object_initializer.CreateDefaultSubobject<UStaticMeshComponent>(this, FName("PlayerMesh"));
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player_mesh->SetupAttachment(collision);
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player_mesh->SetCollisionEnabled(ECollisionEnabled::NoCollision);
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player_mesh->SetCanEverAffectNavigation(false);
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movement_component = object_initializer.CreateDefaultSubobject<UFloatingPawnMovement>(this, FName("MovementComponent"));
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movement_component->UpdatedComponent = collision;
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PrimaryActorTick.bCanEverTick = true;
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// Set defaults.
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max_health = 100;
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}
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// Called when the game starts or when spawned
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void ABasePawn::BeginPlay()
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{
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Super::BeginPlay();
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/*
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* Setup collision handler.
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*/
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collision->OnComponentHit.AddDynamic(this, &ABasePawn::handle_hit);
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/*
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* Set base state.
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*/
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current_health = max_health;
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}
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void ABasePawn::handle_hit(
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UPrimitiveComponent* hit_component,
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AActor* other_actor,
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UPrimitiveComponent* other_component,
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FVector normal_impulse,
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const FHitResult& hit
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)
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{
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UClass* other_class = other_actor->GetClass();
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if (damage_class_map.Contains(other_class))
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{
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// Update current health.
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current_health -= damage_class_map[other_class];
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LogInfo(FString::Printf(TEXT("Total health %d"), current_health));
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}
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}
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UPawnMovementComponent* ABasePawn::GetMovementComponent() const
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{
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return movement_component;
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}
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FVector ABasePawn::get_location() const
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{
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return collision->GetComponentLocation();
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}
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// Called every frame
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void ABasePawn::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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/*
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* Handle death.
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*/
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if (current_health <= 0)
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{
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handle_death();
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}
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}
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void ABasePawn::handle_move_forward(float axis)
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{
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FRotator rotation = Controller->GetControlRotation();
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FRotator yaw(0.0f, rotation.Yaw, 0.0f);
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FVector forward = FRotationMatrix(yaw).GetUnitAxis(EAxis::X);
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AddMovementInput(forward, axis);
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}
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void ABasePawn::handle_move_right(float axis)
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{
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FRotator rotation = Controller->GetControlRotation();
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FRotator yaw(0.0f, rotation.Yaw, 0.0f);
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FVector right = FRotationMatrix(yaw).GetUnitAxis(EAxis::Y);
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AddMovementInput(right, axis);
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}
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void ABasePawn::shoot()
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{
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FVector player_location = player_mesh->GetComponentLocation();
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FRotator rotation = Controller->GetControlRotation();
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FRotator yaw(0.0f, rotation.Yaw, 0.0f);
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FVector forward = FRotationMatrix(yaw).GetUnitAxis(EAxis::X) * 100;
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FVector spawn_location = player_location + forward;
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FActorSpawnParameters spawnParameters;
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spawnParameters.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
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spawnParameters.Owner = this;
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spawnParameters.Instigator = this;
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AActor* bullet = GetWorld()->SpawnActor<AActor>(
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bullet_actor_class,
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spawn_location,
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FRotator(0,0,0),
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spawnParameters
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);
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}
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void ABasePawn::handle_death()
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{
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/*
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* Disable collision.
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*/
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collision->SetCollisionEnabled(ECollisionEnabled::NoCollision);
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/*
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* Spawn particle effect.
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*/
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FVector player_location = player_mesh->GetComponentLocation();
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FActorSpawnParameters spawnParameters;
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spawnParameters.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
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AActor* bullet = GetWorld()->SpawnActor<AActor>(
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death_class,
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player_location,
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FRotator(0,0,0),
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spawnParameters
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);
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/*
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* Remove thyself from this world.
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*/
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Destroy();
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} |