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Author SHA1 Message Date
3d16edc013 체력 컴포넌트 2025-05-01 01:27:49 +09:00
553624bab5 체력 컴포넌트 2025-05-01 01:27:30 +09:00
69d31cd28a 타격(hit) 이벤트 2025-05-01 00:47:51 +09:00
8 changed files with 97 additions and 7 deletions

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Content/Maps/Main.umap (Stored with Git LFS)

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@ -0,0 +1,37 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "HealthComponent.h"
// Sets default values for this component's properties
UHealthComponent::UHealthComponent()
{
// Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features
// off to improve performance if you don't need them.
PrimaryComponentTick.bCanEverTick = true;
// ...
}
// Called when the game starts
void UHealthComponent::BeginPlay()
{
Super::BeginPlay();
Health = MaxHealth;
GetOwner()->OnTakeAnyDamage.AddDynamic(this, &UHealthComponent::DamageTaken);
}
// Called every frame
void UHealthComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
// ...
}
void UHealthComponent::DamageTaken(AActor* DamagedActor, float Damage, const UDamageType* DamageType, AController* Instigator, AActor* DamageCauser)
{
UE_LOG(LogTemp, Warning, TEXT("Damage Taken"));
}

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@ -0,0 +1,40 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "HealthComponent.generated.h"
UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
class TOONTANKS_API UHealthComponent : public UActorComponent
{
GENERATED_BODY()
public:
// Sets default values for this component's properties
UHealthComponent();
protected:
// Called when the game starts
virtual void BeginPlay() override;
private:
// Default Max Health
UPROPERTY(EditAnywhere)
float MaxHealth = 100.0f;
// Current Health Value
float Health = 0.0f;
// Function for Damage Event
UFUNCTION()
void DamageTaken(AActor* DamagedActor, float Damage, const UDamageType* DamageType, AController* Instigator, AActor* DamageCauser);
public:
// Called every frame
virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
};

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@ -15,12 +15,14 @@ AProjectile::AProjectile()
ProjectileMovement = CreateDefaultSubobject<UProjectileMovementComponent>(TEXT("Projectile Movement"));
ProjectileMovement->InitialSpeed = 400.0f;
ProjectileMovement->MaxSpeed = 1000.0f;
}
// Called when the game starts or when spawned
void AProjectile::BeginPlay()
{
Super::BeginPlay();
ProjectileMesh->OnComponentHit.AddDynamic(this, &AProjectile::OnHit);
}
@ -31,3 +33,10 @@ void AProjectile::Tick(float DeltaTime)
}
void AProjectile::OnHit(UPrimitiveComponent* HitComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit)
{
UE_LOG(LogTemp, Warning, TEXT("HitComp: %s, Other Actor: %s, Other Comp: %s"),
*HitComp->GetName(), *OtherActor->GetName(), *OtherComp->GetName());
}

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@ -31,4 +31,8 @@ private:
// Projectile Movement Component for Shooting
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Component", meta=(AllowPrivateAccess="true"))
class UProjectileMovementComponent* ProjectileMovement;
// Function for Hit Event
UFUNCTION()
void OnHit(UPrimitiveComponent* HitComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit);
};