69 - Fire Weapon Effects
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@ -58,9 +58,11 @@ void UCombatComponent::OnRep_EquippedWeapon()
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void UCombatComponent::FireButtonPressed(bool bPressed)
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void UCombatComponent::FireButtonPressed(bool bPressed)
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{
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{
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bFireButtonPressed = bPressed;
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bFireButtonPressed = bPressed;
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if (EquippedWeapon == nullptr) return;
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if (Character && bFireButtonPressed)
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if (Character && bFireButtonPressed)
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{
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{
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Character->PlayFireMontage(bAiming);
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Character->PlayFireMontage(bAiming);
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EquippedWeapon->Fire();
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}
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}
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}
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}
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@ -109,3 +109,11 @@ void AWeapon::ShowPickupWidget(bool bShowWidget)
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PickupWidget->SetVisibility(bShowWidget);
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PickupWidget->SetVisibility(bShowWidget);
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}
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}
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}
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}
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void AWeapon::Fire()
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{
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if (FireAnimation)
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{
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WeaponMesh->PlayAnimation(FireAnimation, false);
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}
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}
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@ -25,6 +25,7 @@ public:
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AWeapon();
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AWeapon();
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virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
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virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
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void ShowPickupWidget(bool bShowWidget);
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void ShowPickupWidget(bool bShowWidget);
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void Fire();
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protected:
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protected:
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virtual void BeginPlay() override;
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virtual void BeginPlay() override;
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@ -63,6 +64,8 @@ private:
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UPROPERTY(VisibleAnywhere, Category="Weapon Properties")
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UPROPERTY(VisibleAnywhere, Category="Weapon Properties")
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class UWidgetComponent* PickupWidget;
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class UWidgetComponent* PickupWidget;
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UPROPERTY(EditAnywhere, Category= "Weapon Properties")
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class UAnimationAsset* FireAnimation;
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public:
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public:
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void SetWeaponState(EWeaponState State);
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void SetWeaponState(EWeaponState State);
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FORCEINLINE USphereComponent* GetAreaSphere() const { return AreaSphere; }
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FORCEINLINE USphereComponent* GetAreaSphere() const { return AreaSphere; }
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