67 - Projectile Weapon Class

This commit is contained in:
Kingsmedia 2022-05-04 19:17:25 +02:00
parent 9be6a465de
commit 42f5e0135b
4 changed files with 81 additions and 0 deletions

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// Fill out your copyright notice in the Description page of Project Settings.
#include "Projectile.h"
#include "Components/BoxComponent.h"
AProjectile::AProjectile()
{
PrimaryActorTick.bCanEverTick = true;
CollisionBox = CreateDefaultSubobject<UBoxComponent>(TEXT("CollisionBox"));\
SetRootComponent(CollisionBox);
CollisionBox->SetCollisionObjectType(ECollisionChannel::ECC_WorldDynamic);
CollisionBox->SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics);
CollisionBox->SetCollisionResponseToChannels(ECollisionResponse::ECR_Ignore);
CollisionBox->SetCollisionResponseToChannel(ECollisionChannel::ECC_Visibility, ECollisionResponse::ECR_Block);
CollisionBox->SetCollisionResponseToChannel(ECollisionChannel::ECC_WorldStatic, ECollisionResponse::ECR_Block);
}
void AProjectile::BeginPlay()
{
Super::BeginPlay();
}
void AProjectile::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "Projectile.generated.h"
UCLASS()
class BLASTER_API AProjectile : public AActor
{
GENERATED_BODY()
public:
AProjectile();
virtual void Tick(float DeltaTime) override;
protected:
virtual void BeginPlay() override;
public:
UPROPERTY(EditAnywhere)
class UBoxComponent* CollisionBox;
};

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// Fill out your copyright notice in the Description page of Project Settings.
#include "ProjectileWeapon.h"

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Weapon.h"
#include "ProjectileWeapon.generated.h"
/**
*
*/
UCLASS()
class BLASTER_API AProjectileWeapon : public AWeapon
{
GENERATED_BODY()
};