111 lines
2.4 KiB
C++
111 lines
2.4 KiB
C++
// Fill out your copyright notice in the Description page of Project Settings.
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#include "HitScanWeapon.h"
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#include "Blaster/Character/BlasterCharacter.h"
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#include "Engine/SkeletalMeshSocket.h"
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#include "Kismet/GameplayStatics.h"
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#include "Particles/ParticleSystemComponent.h"
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void AHitScanWeapon::Fire(const FVector& HitTarget)
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{
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Super::Fire(HitTarget);
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APawn* OwnerPawn = Cast<APawn>(GetOwner());
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if (OwnerPawn == nullptr) return;
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AController* InstigatorController = OwnerPawn->GetController();
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const USkeletalMeshSocket* MuzzleFlashSocket = GetWeaponMesh()->GetSocketByName("MuzzleFlash");
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if (MuzzleFlashSocket)
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{
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FTransform SocketTransform = MuzzleFlashSocket->GetSocketTransform(GetWeaponMesh());
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FVector Start = SocketTransform.GetLocation();
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FHitResult FireHit;
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WeaponTraceHit(Start, HitTarget, FireHit);
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ABlasterCharacter* BlasterCharacter = Cast<ABlasterCharacter>(FireHit.GetActor());
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if (BlasterCharacter && HasAuthority() && InstigatorController)
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{
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UGameplayStatics::ApplyDamage(
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BlasterCharacter,
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Damage,
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InstigatorController,
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this,
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UDamageType::StaticClass()
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);
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}
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if (ImpactParticles)
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{
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UGameplayStatics::SpawnEmitterAtLocation(
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GetWorld(),
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ImpactParticles,
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FireHit.ImpactPoint,
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FireHit.ImpactNormal.Rotation()
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);
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}
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if (HitSound)
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{
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UGameplayStatics::PlaySoundAtLocation(
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this,
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HitSound,
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FireHit.ImpactPoint
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);
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}
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if (MuzzleFlash)
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{
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UGameplayStatics::SpawnEmitterAtLocation(
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GetWorld(),
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MuzzleFlash,
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SocketTransform
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);
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}
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if (FireSound)
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{
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UGameplayStatics::PlaySoundAtLocation(
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this,
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FireSound,
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GetActorLocation()
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);
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}
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}
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}
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void AHitScanWeapon::WeaponTraceHit(const FVector& TraceStart, const FVector& HitTarget, FHitResult& OutHit)
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{
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UWorld* World = GetWorld();
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if (World)
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{
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FVector End = TraceStart + (HitTarget - TraceStart) * 1.25f;
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World->LineTraceSingleByChannel(
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OutHit,
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TraceStart,
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End,
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ECC_Visibility
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);
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FVector BeamEnd = End;
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if (OutHit.bBlockingHit)
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{
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BeamEnd = OutHit.ImpactPoint;
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}
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DrawDebugSphere(GetWorld(), BeamEnd, 16.f, 12, FColor::Orange, true);
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if (BeamParticles)
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{
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UParticleSystemComponent* Beam = UGameplayStatics::SpawnEmitterAtLocation(
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World,
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BeamParticles,
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TraceStart,
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FRotator::ZeroRotator,
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true
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);
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if (Beam)
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{
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Beam->SetVectorParameter(FName("Target"), BeamEnd);
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}
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}
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}
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}
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