2022-05-07 11:03:19 +00:00
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "ProjectileBullet.h"
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2022-05-28 08:30:24 +00:00
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#include "Blaster/Character/BlasterCharacter.h"
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#include "Blaster/Components/LagCompensationComponent.h"
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#include "Blaster/PlayerController/BlasterPlayerController.h"
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2022-05-07 11:03:19 +00:00
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#include "GameFramework/Character.h"
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2022-05-19 09:10:41 +00:00
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#include "GameFramework/ProjectileMovementComponent.h"
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2022-05-07 11:03:19 +00:00
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#include "Kismet/GameplayStatics.h"
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2022-05-19 09:10:41 +00:00
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AProjectileBullet::AProjectileBullet()
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{
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ProjectileMovementComponent = CreateDefaultSubobject<UProjectileMovementComponent>(TEXT("ProjectileMovementComponent"));
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ProjectileMovementComponent->bRotationFollowsVelocity = true;
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ProjectileMovementComponent->SetIsReplicated(true);
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2022-05-27 20:37:59 +00:00
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ProjectileMovementComponent->InitialSpeed = InitialSpeed;
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ProjectileMovementComponent->MaxSpeed = InitialSpeed;
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2022-05-19 09:10:41 +00:00
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}
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2022-05-27 20:52:03 +00:00
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#if WITH_EDITOR
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void AProjectileBullet::PostEditChangeProperty(FPropertyChangedEvent& Event)
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{
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Super::PostEditChangeProperty(Event);
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const FName PropertyName = Event.Property != nullptr ? Event.Property->GetFName() : NAME_None;
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if (PropertyName == GET_MEMBER_NAME_CHECKED(AProjectileBullet, InitialSpeed))
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{
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if (ProjectileMovementComponent)
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{
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ProjectileMovementComponent->InitialSpeed = InitialSpeed;
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ProjectileMovementComponent->MaxSpeed = InitialSpeed;
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}
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}
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}
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#endif
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2022-05-07 11:03:19 +00:00
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void AProjectileBullet::OnHit(UPrimitiveComponent* HitComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit)
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{
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2022-05-28 08:30:24 +00:00
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ABlasterCharacter* OwnerCharacter = Cast<ABlasterCharacter>(GetOwner());
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2022-05-07 11:03:19 +00:00
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if (OwnerCharacter)
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{
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2022-05-28 08:30:24 +00:00
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ABlasterPlayerController* OwnerController = Cast<ABlasterPlayerController>(OwnerCharacter->Controller);
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2022-05-07 11:03:19 +00:00
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if (OwnerController)
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{
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2022-05-28 08:30:24 +00:00
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if (OwnerCharacter->HasAuthority() && !bUseServerSideRewind)
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{
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UGameplayStatics::ApplyDamage(OtherActor, Damage, OwnerController, this, UDamageType::StaticClass());
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Super::OnHit(HitComp, OtherActor, OtherComp, NormalImpulse, Hit);
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return;
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}
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ABlasterCharacter* HitCharacter = Cast<ABlasterCharacter>(OtherActor);
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if (bUseServerSideRewind && OwnerCharacter->GetLagCompensation() && OwnerCharacter->IsLocallyControlled() && HitCharacter)
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{
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OwnerCharacter->GetLagCompensation()->ProjectileServerScoreRequest(
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HitCharacter,
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TraceStart,
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InitialVelocity,
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OwnerController->GetServerTime() - OwnerController->SingleTripTime
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);
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}
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2022-05-07 11:03:19 +00:00
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}
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}
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Super::OnHit(HitComp, OtherActor, OtherComp, NormalImpulse, Hit);
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}
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2022-05-27 20:37:59 +00:00
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void AProjectileBullet::BeginPlay()
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{
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Super::BeginPlay();
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2022-05-27 22:28:02 +00:00
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/*
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2022-05-27 20:37:59 +00:00
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FPredictProjectilePathParams PathParams;
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PathParams.bTraceWithChannel = true;
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PathParams.bTraceWithCollision = true;
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PathParams.DrawDebugTime = 5.f;
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PathParams.DrawDebugType = EDrawDebugTrace::ForDuration;
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PathParams.LaunchVelocity = GetActorForwardVector() * InitialSpeed;
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PathParams.MaxSimTime = 4.f;
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PathParams.ProjectileRadius = 5.f;
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PathParams.SimFrequency = 30.f;
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PathParams.StartLocation = GetActorLocation();
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PathParams.TraceChannel = ECollisionChannel::ECC_Visibility;
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PathParams.ActorsToIgnore.Add(this);
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FPredictProjectilePathResult PathResult;
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2022-05-29 09:59:15 +00:00
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2022-05-27 20:37:59 +00:00
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UGameplayStatics::PredictProjectilePath(this, PathParams, PathResult);
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2022-05-27 22:28:02 +00:00
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*/
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2022-05-27 20:37:59 +00:00
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}
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