156 - Health Pickup
After Width: | Height: | Size: 485 KiB |
After Width: | Height: | Size: 280 KiB |
After Width: | Height: | Size: 356 KiB |
After Width: | Height: | Size: 70 KiB |
After Width: | Height: | Size: 388 KiB |
After Width: | Height: | Size: 99 KiB |
After Width: | Height: | Size: 3.6 MiB |
After Width: | Height: | Size: 159 KiB |
After Width: | Height: | Size: 303 KiB |
After Width: | Height: | Size: 369 KiB |
After Width: | Height: | Size: 1.2 MiB |
After Width: | Height: | Size: 124 KiB |
After Width: | Height: | Size: 24 KiB |
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@ -9,8 +9,6 @@
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void AAmmoPickup::OnSphereOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex,
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bool bFromSweep, const FHitResult& SweepResult)
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{
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UE_LOG(LogTemp, Warning, TEXT("AmmoPickup Overlap"));
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Super::OnSphereOverlap(OverlappedComponent, OtherActor, OtherComp, OtherBodyIndex, bFromSweep, SweepResult);
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ABlasterCharacter* BlasterCharacter = Cast<ABlasterCharacter>(OtherActor);
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@ -23,7 +23,7 @@ protected:
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int32 OtherBodyIndex,
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bool bFromSweep,
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const FHitResult& SweepResult
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);
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) override;
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private:
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UPROPERTY(EditAnywhere)
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@ -0,0 +1,44 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "HealthPickup.h"
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#include "NiagaraComponent.h"
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#include "NiagaraFunctionLibrary.h"
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#include "Blaster/Character/BlasterCharacter.h"
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AHealthPickup::AHealthPickup()
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{
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bReplicates = true;
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PickupEffectComponent = CreateDefaultSubobject<UNiagaraComponent>(TEXT("PickupEffectComponent"));
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PickupEffectComponent->SetupAttachment(RootComponent);
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}
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void AHealthPickup::OnSphereOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex,
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bool bFromSweep, const FHitResult& SweepResult)
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{
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Super::OnSphereOverlap(OverlappedComponent, OtherActor, OtherComp, OtherBodyIndex, bFromSweep, SweepResult);
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ABlasterCharacter* BlasterCharacter = Cast<ABlasterCharacter>(OtherActor);
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if (BlasterCharacter)
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{
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}
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Destroy();
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}
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void AHealthPickup::Destroyed()
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{
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if (PickupEffect)
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{
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UNiagaraFunctionLibrary::SpawnSystemAtLocation(
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this,
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PickupEffect,
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GetActorLocation(),
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GetActorRotation()
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);
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}
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Super::Destroyed();
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}
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@ -0,0 +1,44 @@
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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 "Pickup.h"
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#include "HealthPickup.generated.h"
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/**
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*
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*/
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UCLASS()
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class BLASTER_API AHealthPickup : public APickup
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{
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GENERATED_BODY()
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public:
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AHealthPickup();
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virtual void Destroyed() override;
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protected:
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virtual void OnSphereOverlap(
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UPrimitiveComponent* OverlappedComponent,
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AActor* OtherActor,
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UPrimitiveComponent* OtherComp,
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int32 OtherBodyIndex,
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bool bFromSweep,
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const FHitResult& SweepResult
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) override;
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private:
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UPROPERTY(EditAnywhere)
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float HealAmount = 100.f;
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UPROPERTY(EditAnywhere)
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float HealingTime = 5.f;
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UPROPERTY(VisibleAnywhere)
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class UNiagaraComponent* PickupEffectComponent;
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UPROPERTY(EditAnywhere)
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class UNiagaraSystem* PickupEffect;
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};
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@ -44,7 +44,7 @@ void APickup::BeginPlay()
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void APickup::OnSphereOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex,
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bool bFromSweep, const FHitResult& SweepResult)
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{
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UE_LOG(LogTemp, Warning, TEXT("Pickup Overlap"));
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}
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void APickup::Tick(float DeltaTime)
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