Projectile 클래스
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Content/Blueprints/Actors/BP_Projectile.uasset
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Content/Blueprints/Actors/BP_Projectile.uasset
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@ -25,6 +25,7 @@ ABasePawn::ABasePawn()
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ProjectileSpawnPoint->SetupAttachment(TurretMesh);
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ProjectileSpawnPoint->SetupAttachment(TurretMesh);
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}
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}
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// Rotate Turret to Target Location
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void ABasePawn::RotateTurret(FVector LookAtTarget)
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void ABasePawn::RotateTurret(FVector LookAtTarget)
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{
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{
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FVector ToTarget = LookAtTarget - TurretMesh->GetComponentLocation();
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FVector ToTarget = LookAtTarget - TurretMesh->GetComponentLocation();
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@ -39,6 +40,7 @@ void ABasePawn::RotateTurret(FVector LookAtTarget)
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);
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);
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}
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}
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// Fire Projectile at Projectile Spawn Point
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void ABasePawn::Fire()
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void ABasePawn::Fire()
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{
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{
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DrawDebugSphere(
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DrawDebugSphere(
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@ -21,15 +21,19 @@ protected:
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void Fire();
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void Fire();
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private:
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private:
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// CapsuleComponent for RootComponent
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Component", meta=(AllowPrivateAccess = "true"))
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Component", meta=(AllowPrivateAccess = "true"))
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class UCapsuleComponent* CapsuleComp;
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class UCapsuleComponent* CapsuleComp;
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// Static Mesh Component of Tank Base
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Component", meta=(AllowPrivateAccess = "true"))
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Component", meta=(AllowPrivateAccess = "true"))
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UStaticMeshComponent* BaseMesh;
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UStaticMeshComponent* BaseMesh;
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// Static Mesh Component of Rotating part of Tank
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Component", meta=(AllowPrivateAccess = "true"))
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Component", meta=(AllowPrivateAccess = "true"))
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UStaticMeshComponent* TurretMesh;
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UStaticMeshComponent* TurretMesh;
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// Scene Component of Projectile Spawn Point
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Component", meta=(AllowPrivateAccess = "true"))
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Component", meta=(AllowPrivateAccess = "true"))
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USceneComponent* ProjectileSpawnPoint;
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USceneComponent* ProjectileSpawnPoint;
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28
Source/ToonTanks/Projectile.cpp
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28
Source/ToonTanks/Projectile.cpp
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@ -0,0 +1,28 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "Projectile.h"
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// Sets default values
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AProjectile::AProjectile()
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{
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// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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PrimaryActorTick.bCanEverTick = false;
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ProjectileMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Projectile Mesh"));
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RootComponent = ProjectileMesh;
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}
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// Called when the game starts or when spawned
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void AProjectile::BeginPlay()
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{
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Super::BeginPlay();
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}
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// Called every frame
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void AProjectile::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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}
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31
Source/ToonTanks/Projectile.h
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31
Source/ToonTanks/Projectile.h
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@ -0,0 +1,31 @@
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// 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 "Projectile.generated.h"
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UCLASS()
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class TOONTANKS_API AProjectile : public AActor
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{
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GENERATED_BODY()
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public:
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// Sets default values for this actor's properties
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AProjectile();
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protected:
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// Called when the game starts or when spawned
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virtual void BeginPlay() override;
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public:
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// Called every frame
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virtual void Tick(float DeltaTime) override;
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private:
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// Projectile Static Mesh Component
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Component", meta=(AllowPrivateAccess="true"))
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UStaticMeshComponent* ProjectileMesh;
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};
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@ -11,7 +11,6 @@ ATank::ATank()
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{
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{
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SpringArm = CreateDefaultSubobject<USpringArmComponent>(TEXT("SpringArm"));
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SpringArm = CreateDefaultSubobject<USpringArmComponent>(TEXT("SpringArm"));
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SpringArm->SetupAttachment(RootComponent);
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SpringArm->SetupAttachment(RootComponent);
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Camera = CreateDefaultSubobject<UCameraComponent>(TEXT("Camera"));
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Camera = CreateDefaultSubobject<UCameraComponent>(TEXT("Camera"));
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Camera->SetupAttachment(SpringArm);
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Camera->SetupAttachment(SpringArm);
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}
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}
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@ -29,6 +28,7 @@ void ATank::Tick(float DeltaTime)
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{
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{
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Super::Tick(DeltaTime);
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Super::Tick(DeltaTime);
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// Rotate Tank to Mouse Pointer Location
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if (PlayerControllerRef)
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if (PlayerControllerRef)
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{
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{
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FHitResult HitResult;
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FHitResult HitResult;
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@ -55,6 +55,7 @@ void ATank::BeginPlay()
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PlayerControllerRef = Cast<APlayerController>(GetController());
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PlayerControllerRef = Cast<APlayerController>(GetController());
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}
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}
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// Move operation through W/S key
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void ATank::Move(float Value)
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void ATank::Move(float Value)
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{
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{
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FVector DeltaLocation = FVector::ZeroVector;
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FVector DeltaLocation = FVector::ZeroVector;
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@ -63,6 +64,7 @@ void ATank::Move(float Value)
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this->AddActorLocalOffset(DeltaLocation, true);
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this->AddActorLocalOffset(DeltaLocation, true);
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}
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}
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// Turn operation through A/D key
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void ATank::Turn(float Value)
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void ATank::Turn(float Value)
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{
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{
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FRotator DeltaRotation = FRotator::ZeroRotator;
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FRotator DeltaRotation = FRotator::ZeroRotator;
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