blaster/Source/Blaster/Weapon/Shotgun.cpp

102 lines
2.9 KiB
C++

// Fill out your copyright notice in the Description page of Project Settings.
#include "Shotgun.h"
#include "Blaster/Character/BlasterCharacter.h"
#include "Engine/SkeletalMeshSocket.h"
#include "Kismet/GameplayStatics.h"
#include "Kismet/KismetMathLibrary.h"
void AShotgun::FireShotgun(const TArray<FVector_NetQuantize>& HitTargets)
{
AWeapon::Fire(FVector());
const APawn* OwnerPawn = Cast<APawn>(GetOwner());
if (OwnerPawn == nullptr) return;
AController* InstigatorController = OwnerPawn->GetController();
const USkeletalMeshSocket* MuzzleFlashSocket = GetWeaponMesh()->GetSocketByName("MuzzleFlash");
if (MuzzleFlashSocket)
{
const FTransform SocketTransform = MuzzleFlashSocket->GetSocketTransform(GetWeaponMesh());
const FVector Start = SocketTransform.GetLocation();
// Maps hit character to number of times hit
TMap<ABlasterCharacter*, uint32> HitMap;
for (FVector_NetQuantize HitTarget : HitTargets)
{
FHitResult FireHit;
WeaponTraceHit(Start, HitTarget, FireHit);
ABlasterCharacter* BlasterCharacter = Cast<ABlasterCharacter>(FireHit.GetActor());
if (BlasterCharacter)
{
if (HitMap.Contains(BlasterCharacter))
{
HitMap[BlasterCharacter]++;
}
else
{
HitMap.Emplace(BlasterCharacter, 1);
}
if (ImpactParticles)
{
UGameplayStatics::SpawnEmitterAtLocation(
GetWorld(),
ImpactParticles,
FireHit.ImpactPoint,
FireHit.ImpactNormal.Rotation()
);
}
if (HitSound)
{
UGameplayStatics::PlaySoundAtLocation(
this,
HitSound,
FireHit.ImpactPoint,
.5f,
FMath::FRandRange(-.5f, .5f)
);
}
}
}
for (auto HitPair : HitMap)
{
if (HitPair.Key && HasAuthority() && InstigatorController)
{
UGameplayStatics::ApplyDamage(
HitPair.Key, // Character that was hit
Damage * HitPair.Value, // Multiply Damage by number of times hit
InstigatorController,
this,
UDamageType::StaticClass()
);
}
}
}
}
void AShotgun::ShotgunTraceEndWithScatter(const FVector& HitTarget, TArray<FVector_NetQuantize>& HitTargets)
{
const USkeletalMeshSocket* MuzzleFlashSocket = GetWeaponMesh()->GetSocketByName("MuzzleFlash");
if (MuzzleFlashSocket == nullptr) return;
const FTransform SocketTransform = MuzzleFlashSocket->GetSocketTransform(GetWeaponMesh());
const FVector TraceStart = SocketTransform.GetLocation();
const FVector ToTargetNormalized = (HitTarget - TraceStart).GetSafeNormal();
const FVector SphereCenter = TraceStart + ToTargetNormalized * DistanceToSphere;
for (uint32 i = 0; i < NumberOfPellets; i++)
{
const FVector RandVec = UKismetMathLibrary::RandomUnitVector() * FMath::FRandRange(0.f, SphereRadius);
const FVector EndLoc = SphereCenter + RandVec;
FVector ToEndLoc = EndLoc - TraceStart;
ToEndLoc = FVector(TraceStart + ToEndLoc * TRACE_LENGTH / ToEndLoc.Size());
HitTargets.Add(ToEndLoc);
}
}