133 - Hit Scan Weapons

This commit is contained in:
Kingsmedia 2022-05-19 19:13:21 +02:00
parent 8681efed44
commit d6557fb499
12 changed files with 109 additions and 6 deletions

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@ -270,6 +270,12 @@ void ABlasterCharacter::PlayReloadMontage()
case EWeaponType::EWT_RocketLauncher:
SectionName = FName("Rifle"); // Todo: create rocket reload montage section
break;
case EWeaponType::EWT_Pistol:
SectionName = FName("Rifle"); // Todo: create pistol reload montage section
break;
default:
SectionName = FName("Rifle");
break;
}
AnimInstance->Montage_JumpToSection(SectionName);

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@ -456,4 +456,5 @@ void UCombatComponent::InitializeCarriedAmmo()
{
CarriedAmmoMap.Emplace(EWeaponType::EWT_AssaultRifle, StartingARAmmo);
CarriedAmmoMap.Emplace(EWeaponType::EWT_RocketLauncher, StartingRocketAmmo);
CarriedAmmoMap.Emplace(EWeaponType::EWT_Pistol, StartingPistolAmmo);
}

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@ -126,6 +126,9 @@ private:
UPROPERTY(EditAnywhere)
int32 StartingRocketAmmo = 8;
UPROPERTY(EditAnywhere)
int32 StartingPistolAmmo = 15;
void InitializeCarriedAmmo();
UPROPERTY(ReplicatedUsing=OnRep_CombatState)

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@ -0,0 +1,64 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "HitScanWeapon.h"
#include "Blaster/Character/BlasterCharacter.h"
#include "Engine/SkeletalMeshSocket.h"
#include "Kismet/GameplayStatics.h"
void AHitScanWeapon::Fire(const FVector& HitTarget)
{
Super::Fire(HitTarget);
APawn* OwnerPawn = Cast<APawn>(GetOwner());
if (OwnerPawn == nullptr) return;
AController* InstigatorController = OwnerPawn->GetController();
const USkeletalMeshSocket* MuzzleFlashSocket = GetWeaponMesh()->GetSocketByName("MuzzleFlash");
if (MuzzleFlashSocket && InstigatorController)
{
FTransform SocketTransform = MuzzleFlashSocket->GetSocketTransform(GetWeaponMesh());
FVector Start = SocketTransform.GetLocation();
FVector End = Start + (HitTarget - Start) * 1.25f;
FHitResult FireHit;
UWorld* World = GetWorld();
if (World)
{
World->LineTraceSingleByChannel(
FireHit,
Start,
End,
ECC_Visibility
);
if (FireHit.bBlockingHit)
{
ABlasterCharacter* BlasterCharacter = Cast<ABlasterCharacter>(FireHit.GetActor());
if (BlasterCharacter)
{
if (HasAuthority())
{
UGameplayStatics::ApplyDamage(
BlasterCharacter,
Damage,
InstigatorController,
this,
UDamageType::StaticClass()
);
}
}
if (ImpactParticles)
{
UGameplayStatics::SpawnEmitterAtLocation(
World,
ImpactParticles,
FireHit.ImpactPoint,
FireHit.ImpactNormal.Rotation()
);
}
}
}
}
}

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@ -0,0 +1,28 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Weapon.h"
#include "HitScanWeapon.generated.h"
/**
*
*/
UCLASS()
class BLASTER_API AHitScanWeapon : public AWeapon
{
GENERATED_BODY()
public:
virtual void Fire(const FVector& HitTarget) override;
private:
UPROPERTY(EditAnywhere)
float Damage = 20.f;
UPROPERTY(EditAnywhere)
class UParticleSystem* ImpactParticles;
};

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@ -5,6 +5,7 @@ enum class EWeaponType: uint8
{
EWT_AssaultRifle UMETA(DisplayName="Assault Rifle"),
EWT_RocketLauncher UMETA(DisplayName="Rocket Launcher"),
EWT_Pistol UMETA(DisplayName="Pistol"),
EWT_MAX UMETA(DisplayName="DefaultMAX")
};