health var updates correctly on client when hit by projectile

This commit is contained in:
2026-01-01 19:35:48 -05:00
parent dd3648f5b9
commit 3b9a02b3b1
4 changed files with 63 additions and 8 deletions

View File

@@ -9,6 +9,7 @@ UDDIHealth::UDDIHealth()
// 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;
SetIsReplicatedByDefault(true);
MaxHealth = 0;
CurrentHealth = 0;
ClassName = ClassNames::Scout;
@@ -41,7 +42,7 @@ void UDDIHealth::BeginPlay()
MaxHealth += seg;
CurrentHealth = MaxHealth;
GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Cyan, FString::Printf(TEXT("CurrentHealth: %d"), CurrentHealth));
GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Emerald, FString::Printf(TEXT("CurrentHealth: %d"), CurrentHealth));
}
@@ -81,10 +82,9 @@ void UDDIHealth::Heal()
// Called to cause damage
void UDDIHealth::TakeDamage(int DamageValue)
{
// if (HealTimer.IsValid())
// HealTimer.Invalidate();
GetWorld()->GetTimerManager().ClearTimer(HealTimer);
CurrentHealth -= DamageValue;
GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Cyan, FString::Printf(TEXT("Client Hit\nHealth: %d"), CurrentHealth));
}

View File

@@ -50,10 +50,55 @@ void ADDICharacter::Tick(float DeltaTime)
void ADDICharacter::OnHit(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit)
{
Server_CharacterHit(HitComponent, OtherActor, OtherComp, NormalImpulse, Hit);
}
void ADDICharacter::TakeDamage(int Damage)
{
HealthComponent->TakeDamage(Damage);
}
bool ADDICharacter::Server_SpawnProjectile_Validate()
{
return true;
}
void ADDICharacter::Server_SpawnProjectile_Implementation()
{
FVector Location = GetActorLocation();
FRotator Rotation = GetActorRotation();
FVector Dir = GetActorForwardVector();
Location += Dir * 200.f;
if (!ProjectileClass)
{
GEngine->AddOnScreenDebugMessage(1, 10.f, FColor::Emerald, "No Projectile Set");
return;
}
GetWorld()->SpawnActor<AActor>(ProjectileClass, Location, Rotation);
}
void ADDICharacter::Client_CharacterHit_Implementation()
{
TakeDamage(10);
}
bool ADDICharacter::Client_CharacterHit_Validate()
{
return true;
}
void ADDICharacter::Server_CharacterHit_Implementation(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit)
{
if (AProjectileBase* Projectile = Cast<AProjectileBase>(OtherActor))
{
// if (Cast<ADDICharacter>(Projectile->Owner) == this)
GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Emerald, "Damage dealt");
Client_CharacterHit();
}
}
bool ADDICharacter::Server_CharacterHit_Validate(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit)
{
return true;
}

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@@ -31,6 +31,9 @@ public:
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Health")
UDDIHealth* HealthComponent;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Projectile")
TSubclassOf<AActor> ProjectileClass;
/*Functions*/
UFUNCTION()
void OnHit(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit);
@@ -38,6 +41,15 @@ public:
UFUNCTION()
void TakeDamage(int Damage);
UFUNCTION(Server, Reliable, WithValidation, BlueprintCallable)
void Server_SpawnProjectile();
UFUNCTION(Client, Reliable, WithValidation, BlueprintCallable)
void Client_CharacterHit();
UFUNCTION(Server, Reliable, WithValidation, BlueprintCallable)
void Server_CharacterHit(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit);
/*C++ only declarations*/
private:
/*Properties*/

View File

@@ -46,9 +46,7 @@ void AProjectileBase::Tick(float DeltaTime)
void AProjectileBase::OnHit(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit)
{
if (ADDICharacter* character = Cast<ADDICharacter>(OtherActor))
{
// if (ADDICharacter* character = Cast<ADDICharacter>(OtherActor))
Destroy();
character->TakeDamage(10);
}
}