102 lines
2.9 KiB
C++
102 lines
2.9 KiB
C++
// Fill out your copyright notice in the Description page of Project Settings.
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#include "Shotgun.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 "Kismet/KismetMathLibrary.h"
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void AShotgun::FireShotgun(const TArray<FVector_NetQuantize>& HitTargets)
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{
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AWeapon::Fire(FVector());
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const 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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const FTransform SocketTransform = MuzzleFlashSocket->GetSocketTransform(GetWeaponMesh());
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const FVector Start = SocketTransform.GetLocation();
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// Maps hit character to number of times hit
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TMap<ABlasterCharacter*, uint32> HitMap;
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for (FVector_NetQuantize HitTarget : HitTargets)
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{
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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)
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{
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if (HitMap.Contains(BlasterCharacter))
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{
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HitMap[BlasterCharacter]++;
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}
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else
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{
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HitMap.Emplace(BlasterCharacter, 1);
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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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.5f,
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FMath::FRandRange(-.5f, .5f)
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);
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}
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}
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}
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for (auto HitPair : HitMap)
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{
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if (HitPair.Key && HasAuthority() && InstigatorController)
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{
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UGameplayStatics::ApplyDamage(
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HitPair.Key, // Character that was hit
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Damage * HitPair.Value, // Multiply Damage by number of times hit
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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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}
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}
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}
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void AShotgun::ShotgunTraceEndWithScatter(const FVector& HitTarget, TArray<FVector_NetQuantize>& HitTargets)
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{
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const USkeletalMeshSocket* MuzzleFlashSocket = GetWeaponMesh()->GetSocketByName("MuzzleFlash");
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if (MuzzleFlashSocket == nullptr) return;
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const FTransform SocketTransform = MuzzleFlashSocket->GetSocketTransform(GetWeaponMesh());
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const FVector TraceStart = SocketTransform.GetLocation();
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const FVector ToTargetNormalized = (HitTarget - TraceStart).GetSafeNormal();
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const FVector SphereCenter = TraceStart + ToTargetNormalized * DistanceToSphere;
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for (uint32 i = 0; i < NumberOfPellets; i++)
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{
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const FVector RandVec = UKismetMathLibrary::RandomUnitVector() * FMath::FRandRange(0.f, SphereRadius);
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const FVector EndLoc = SphereCenter + RandVec;
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FVector ToEndLoc = EndLoc - TraceStart;
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ToEndLoc = FVector(TraceStart + ToEndLoc * TRACE_LENGTH / ToEndLoc.Size());
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HitTargets.Add(ToEndLoc);
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}
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}
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