42 - Weapon class
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "Weapon.h"
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#include "Components/SphereComponent.h"
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AWeapon::AWeapon()
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{
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PrimaryActorTick.bCanEverTick = false;
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bReplicates = true;
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WeaponMesh = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("WeaponMesh"));
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WeaponMesh->SetupAttachment(RootComponent);
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SetRootComponent(WeaponMesh) ;
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WeaponMesh->SetCollisionResponseToAllChannels(ECollisionResponse::ECR_Block);
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WeaponMesh->SetCollisionResponseToChannel(ECollisionChannel::ECC_Pawn, ECollisionResponse::ECR_Ignore);
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WeaponMesh->SetCollisionEnabled(ECollisionEnabled::NoCollision);
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AreaSphere = CreateDefaultSubobject<USphereComponent>(TEXT("AreaSphere"));
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AreaSphere->SetupAttachment(RootComponent);
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AreaSphere->SetCollisionResponseToAllChannels(ECollisionResponse::ECR_Ignore);
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AreaSphere->SetCollisionEnabled(ECollisionEnabled::NoCollision);
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}
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void AWeapon::BeginPlay()
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{
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Super::BeginPlay();
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if (HasAuthority())
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{
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AreaSphere->SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics);
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AreaSphere->SetCollisionResponseToChannel(ECollisionChannel::ECC_Pawn, ECollisionResponse::ECR_Overlap);
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}
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}
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/Actor.h"
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#include "Weapon.generated.h"
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UENUM(BlueprintType)
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enum class EWeaponState : uint8
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{
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EWS_Initial UMETA(DisplayName = "Initial State"),
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EWS_Equipped UMETA(DisplayName = "Equipped"),
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EWS_Dropped UMETA(DisplayName = "Dropped"),
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EWS_MAX UMETA(DisplayName = "DefaultMAX")
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};
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UCLASS()
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class BLASTER_API AWeapon : public AActor
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{
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GENERATED_BODY()
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public:
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AWeapon();
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protected:
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virtual void BeginPlay() override;
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private:
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UPROPERTY(VisibleAnywhere, Category="Weapon Properties")
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USkeletalMeshComponent* WeaponMesh;
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UPROPERTY(VisibleAnywhere, Category="Weapon Properties")
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class USphereComponent* AreaSphere;
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UPROPERTY(VisibleAnywhere)
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EWeaponState WeaponState;
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public:
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};
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