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3 Commits
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3d16edc013
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Content/Blueprints/Actors/BP_Projectile.uasset
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Content/Blueprints/Actors/BP_Projectile.uasset
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Content/Blueprints/Pawns/BP_PawnTank.uasset
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Content/Blueprints/Pawns/BP_PawnTank.uasset
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Content/Blueprints/Pawns/BP_PawnTurret.uasset
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Content/Blueprints/Pawns/BP_PawnTurret.uasset
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Content/Maps/Main.umap
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Content/Maps/Main.umap
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37
Source/ToonTanks/HealthComponent.cpp
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Source/ToonTanks/HealthComponent.cpp
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "HealthComponent.h"
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// Sets default values for this component's properties
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UHealthComponent::UHealthComponent()
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{
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// Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features
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// off to improve performance if you don't need them.
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PrimaryComponentTick.bCanEverTick = true;
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// ...
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}
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// Called when the game starts
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void UHealthComponent::BeginPlay()
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{
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Super::BeginPlay();
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Health = MaxHealth;
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GetOwner()->OnTakeAnyDamage.AddDynamic(this, &UHealthComponent::DamageTaken);
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}
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// Called every frame
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void UHealthComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
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{
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Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
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// ...
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}
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void UHealthComponent::DamageTaken(AActor* DamagedActor, float Damage, const UDamageType* DamageType, AController* Instigator, AActor* DamageCauser)
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{
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UE_LOG(LogTemp, Warning, TEXT("Damage Taken"));
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}
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40
Source/ToonTanks/HealthComponent.h
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40
Source/ToonTanks/HealthComponent.h
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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 "Components/ActorComponent.h"
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#include "HealthComponent.generated.h"
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UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
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class TOONTANKS_API UHealthComponent : public UActorComponent
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{
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GENERATED_BODY()
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public:
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// Sets default values for this component's properties
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UHealthComponent();
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protected:
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// Called when the game starts
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virtual void BeginPlay() override;
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private:
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// Default Max Health
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UPROPERTY(EditAnywhere)
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float MaxHealth = 100.0f;
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// Current Health Value
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float Health = 0.0f;
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// Function for Damage Event
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UFUNCTION()
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void DamageTaken(AActor* DamagedActor, float Damage, const UDamageType* DamageType, AController* Instigator, AActor* DamageCauser);
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public:
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// Called every frame
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virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
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};
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@ -15,12 +15,14 @@ AProjectile::AProjectile()
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ProjectileMovement = CreateDefaultSubobject<UProjectileMovementComponent>(TEXT("Projectile Movement"));
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ProjectileMovement = CreateDefaultSubobject<UProjectileMovementComponent>(TEXT("Projectile Movement"));
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ProjectileMovement->InitialSpeed = 400.0f;
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ProjectileMovement->InitialSpeed = 400.0f;
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ProjectileMovement->MaxSpeed = 1000.0f;
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ProjectileMovement->MaxSpeed = 1000.0f;
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}
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}
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// Called when the game starts or when spawned
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// Called when the game starts or when spawned
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void AProjectile::BeginPlay()
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void AProjectile::BeginPlay()
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{
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{
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Super::BeginPlay();
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Super::BeginPlay();
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ProjectileMesh->OnComponentHit.AddDynamic(this, &AProjectile::OnHit);
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}
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}
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@ -31,3 +33,10 @@ void AProjectile::Tick(float DeltaTime)
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}
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}
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void AProjectile::OnHit(UPrimitiveComponent* HitComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit)
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{
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UE_LOG(LogTemp, Warning, TEXT("HitComp: %s, Other Actor: %s, Other Comp: %s"),
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*HitComp->GetName(), *OtherActor->GetName(), *OtherComp->GetName());
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}
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@ -31,4 +31,8 @@ private:
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// Projectile Movement Component for Shooting
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// Projectile Movement Component for Shooting
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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 UProjectileMovementComponent* ProjectileMovement;
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class UProjectileMovementComponent* ProjectileMovement;
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// Function for Hit Event
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UFUNCTION()
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void OnHit(UPrimitiveComponent* HitComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit);
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};
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};
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