90 lines
2.1 KiB
C++
90 lines
2.1 KiB
C++
// 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 "Particles/ParticleSystemComponent.h"
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#include "Projectile.generated.h"
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UCLASS()
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class BLASTER_API AProjectile : public AActor
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{
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GENERATED_BODY()
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public:
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AProjectile();
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virtual void Tick(float DeltaTime) override;
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// Used with server-side rewind
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bool bUseServerSideRewind = false;
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FVector_NetQuantize TraceStart;
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FVector_NetQuantize100 InitialVelocity;
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UPROPERTY(EditAnywhere)
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float InitialSpeed = 25000;
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// SSR will get Damage directly from the weapon
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// Non SSR, Damage will be set from the weapon
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// Only set this for Grenades and Rockets
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UPROPERTY(EditAnywhere)
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float Damage = 20.f;
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// SSR will get Damage directly from the weapon
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// Non SSR, Damage will be set from the weapon
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// Doesn't matter for Grenades and rockets
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UPROPERTY(EditAnywhere)
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float HeadShotDamage = 40.f;
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protected:
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virtual void BeginPlay() override;
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void StartDestroyTimer();
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void DestroyTimerFinished();
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void SpawnTrailSystem();
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void ExplodeDamage();
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UFUNCTION()
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virtual void OnHit(UPrimitiveComponent* HitComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit);
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virtual void Destroyed() override;
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UPROPERTY(EditAnywhere)
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class UParticleSystem* ImpactParticles;
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UPROPERTY(EditAnywhere)
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class USoundCue* ImpactSound;
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UPROPERTY(EditAnywhere)
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class UBoxComponent* CollisionBox;
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UPROPERTY(VisibleAnywhere)
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class UProjectileMovementComponent* ProjectileMovementComponent;
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UPROPERTY(EditAnywhere)
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class UNiagaraSystem* TrailSystem;
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UPROPERTY()
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class UNiagaraComponent* TrailSystemComponent;
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UPROPERTY(VisibleAnywhere)
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UStaticMeshComponent* ProjectileMesh;
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UPROPERTY(EditAnywhere)
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float DamageInnerRadius = 200.f;
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UPROPERTY(EditAnywhere)
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float DamageOuterRadius = 500.f;
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private:
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UPROPERTY(EditAnywhere)
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class UParticleSystem* Tracer;
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UPROPERTY()
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class UParticleSystemComponent* TracerComponent;
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FTimerHandle DestroyTimer;
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UPROPERTY(EditAnywhere)
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float DestroyTime = 3.f;
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};
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