2022-05-22 21:17:42 +00:00
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "BuffComponent.h"
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2022-05-22 22:16:27 +00:00
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#include "Blaster/Character/BlasterCharacter.h"
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2022-05-22 23:06:42 +00:00
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#include "GameFramework/CharacterMovementComponent.h"
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2022-05-22 22:16:27 +00:00
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2022-05-22 21:17:42 +00:00
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UBuffComponent::UBuffComponent()
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{
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PrimaryComponentTick.bCanEverTick = true;
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}
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2022-05-22 22:16:27 +00:00
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void UBuffComponent::Heal(float HealAmount, float HealingTime)
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{
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bHealing = true;
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HealingRate = HealAmount / HealingTime;
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AmountToHeal += HealAmount;
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}
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2022-05-22 21:17:42 +00:00
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void UBuffComponent::BeginPlay()
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{
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Super::BeginPlay();
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}
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2022-05-22 23:06:42 +00:00
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void UBuffComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
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{
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Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
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HealRampUp(DeltaTime);
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}
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2022-05-22 22:16:27 +00:00
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void UBuffComponent::HealRampUp(float DeltaTime)
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{
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if (!bHealing || Character == nullptr || Character->IsEliminated()) return;
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const float HealThisFrame = HealingRate * DeltaTime;
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Character->SetHealth(FMath::Clamp(Character->GetHealth() + HealThisFrame, 0, Character->GetMaxHealth()));
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Character->UpdateHUDHealth();
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AmountToHeal -= HealThisFrame;
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if (AmountToHeal <= 0 || Character->GetHealth() >= Character->GetMaxHealth())
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{
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bHealing = false;
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AmountToHeal = 0.f;
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}
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}
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2022-05-22 23:06:42 +00:00
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void UBuffComponent::BuffSpeed(float BuffBaseSpeed, float BuffCrouchSpeed, float BuffTime)
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{
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if (Character == nullptr) return;
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2022-05-22 23:06:42 +00:00
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Character->GetWorldTimerManager().SetTimer(
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SpeedBuffTimer,
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this,
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&UBuffComponent::ResetSpeeds,
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BuffTime
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);
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if (Character->GetCharacterMovement())
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{
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Character->GetCharacterMovement()->MaxWalkSpeed = BuffBaseSpeed;
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Character->GetCharacterMovement()->MaxWalkSpeedCrouched = BuffCrouchSpeed;
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MulticastSpeedBuff(BuffBaseSpeed, BuffCrouchSpeed);
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}
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}
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void UBuffComponent::MulticastSpeedBuff_Implementation(float BaseSpeed, float CrouchSpeed)
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{
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if (Character && Character->GetCharacterMovement())
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{
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Character->GetCharacterMovement()->MaxWalkSpeed = BaseSpeed;
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Character->GetCharacterMovement()->MaxWalkSpeedCrouched = CrouchSpeed;
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}
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}
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void UBuffComponent::ResetSpeeds()
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{
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if (Character && Character->GetCharacterMovement())
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{
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Character->GetCharacterMovement()->MaxWalkSpeed = InitialBaseSpeed;
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Character->GetCharacterMovement()->MaxWalkSpeedCrouched = InitialCrouchSpeed;
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MulticastSpeedBuff(InitialBaseSpeed, InitialCrouchSpeed);
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}
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}
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void UBuffComponent::SetInitialSpeeds(float BaseSpeed, float CrouchSpeed)
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{
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InitialBaseSpeed = BaseSpeed;
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InitialCrouchSpeed = CrouchSpeed;
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}
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2022-05-22 23:53:02 +00:00
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void UBuffComponent::SetInitialJumpVelocity(float Velocity)
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{
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InitialJumpZVelocity = Velocity;
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}
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void UBuffComponent::BuffJump(float BuffJumpVelocity, float BuffTime)
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{
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if (Character == nullptr) return;
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Character->GetWorldTimerManager().SetTimer(
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JumpBuffTimer,
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this,
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&UBuffComponent::ResetJump,
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BuffTime
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);
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if (Character->GetCharacterMovement())
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{
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Character->GetCharacterMovement()->JumpZVelocity = BuffJumpVelocity;
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MulticastJumpBuff(BuffJumpVelocity);
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}
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}
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void UBuffComponent::MulticastJumpBuff_Implementation(float JumpVelocity)
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{
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if (Character && Character->GetCharacterMovement())
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{
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Character->GetCharacterMovement()->JumpZVelocity = JumpVelocity;
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}
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}
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void UBuffComponent::ResetJump()
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{
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if (Character && Character->GetCharacterMovement())
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{
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Character->GetCharacterMovement()->JumpZVelocity = InitialJumpZVelocity;
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MulticastJumpBuff(InitialJumpZVelocity);
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}
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}
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