Working on netowrked projectiles

This commit is contained in:
2025-12-08 21:35:24 -05:00
parent a3a120491d
commit dd3648f5b9
10 changed files with 86 additions and 9 deletions

View File

@@ -3,14 +3,22 @@
#include "ProjectileBase.h"
#include "OpenConflict/PlayerCharacter/DDICharacter.h"
// Sets default values
AProjectileBase::AProjectileBase()
{
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
bReplicates = true;
bNetLoadOnClient = true;
InitialLifeSpan = 3.f;
collision = CreateDefaultSubobject<USphereComponent>("Collision");
RootComponent = collision;
collision->BodyInstance.SetCollisionProfileName(TEXT("BlockAllDynamic"));
projectileMesh = CreateDefaultSubobject<UStaticMeshComponent>("ProjectileMesh");
projectileMesh->SetupAttachment(collision);
@@ -22,6 +30,9 @@ AProjectileBase::AProjectileBase()
void AProjectileBase::BeginPlay()
{
Super::BeginPlay();
if (collision)
collision->OnComponentHit.AddDynamic(this, &AProjectileBase::OnHit);
}
@@ -32,3 +43,12 @@ 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))
{
Destroy();
character->TakeDamage(10);
}
}