https://differentdirection.youtrack.cloud/issue/OC-3/Replication-Projectiles complete #3

Merged
Keeper317 merged 26 commits from projectilebase into main 2026-01-03 06:14:31 +00:00
10 changed files with 86 additions and 9 deletions
Showing only changes of commit dd3648f5b9 - Show all commits

View File

@@ -36,13 +36,13 @@ protected:
ClassNames ClassName; ClassNames ClassName;
/*Functions*/ /*Functions*/
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, Category = "Health")
void TakeDamage(int DamageValue);
public: public:
/*Properties*/ /*Properties*/
/*Functions*/ /*Functions*/
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, Category = "Health")
void TakeDamage(int DamageValue);
/*C++ only declarations*/ /*C++ only declarations*/
private: private:

View File

@@ -9,7 +9,7 @@ struct FHealthSegment : public FTableRowBase
GENERATED_BODY() GENERATED_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Health Segments") UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Health Segments")
ClassNames Class; ClassNames Class = ClassNames::Basic;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Health Segments") UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Health Segments")
TArray<int> SegmentList; TArray<int> SegmentList;

View File

@@ -50,11 +50,10 @@ void ADDICharacter::Tick(float DeltaTime)
void ADDICharacter::OnHit(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit) void ADDICharacter::OnHit(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit)
{ {
if (OtherActor->Owner == this)
return;
AProjectileBase* Projectile = Cast<AProjectileBase>(OtherActor); }
if (HealthComponent && Projectile) void ADDICharacter::TakeDamage(int Damage)
HealthComponent->TakeDamage(10); {
HealthComponent->TakeDamage(Damage);
} }

View File

@@ -35,6 +35,8 @@ public:
UFUNCTION() UFUNCTION()
void OnHit(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit); void OnHit(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit);
UFUNCTION()
void TakeDamage(int Damage);
/*C++ only declarations*/ /*C++ only declarations*/
private: private:

View File

@@ -3,14 +3,22 @@
#include "ProjectileBase.h" #include "ProjectileBase.h"
#include "OpenConflict/PlayerCharacter/DDICharacter.h"
// Sets default values // Sets default values
AProjectileBase::AProjectileBase() AProjectileBase::AProjectileBase()
{ {
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it. // 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; PrimaryActorTick.bCanEverTick = true;
bReplicates = true;
bNetLoadOnClient = true;
InitialLifeSpan = 3.f;
collision = CreateDefaultSubobject<USphereComponent>("Collision"); collision = CreateDefaultSubobject<USphereComponent>("Collision");
RootComponent = collision; RootComponent = collision;
collision->BodyInstance.SetCollisionProfileName(TEXT("BlockAllDynamic"));
projectileMesh = CreateDefaultSubobject<UStaticMeshComponent>("ProjectileMesh"); projectileMesh = CreateDefaultSubobject<UStaticMeshComponent>("ProjectileMesh");
projectileMesh->SetupAttachment(collision); projectileMesh->SetupAttachment(collision);
@@ -23,6 +31,9 @@ void AProjectileBase::BeginPlay()
{ {
Super::BeginPlay(); Super::BeginPlay();
if (collision)
collision->OnComponentHit.AddDynamic(this, &AProjectileBase::OnHit);
} }
// Called every frame // Called every frame
@@ -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);
}
}

View File

@@ -33,6 +33,9 @@ public:
UProjectileMovementComponent* projectileMotion; UProjectileMovementComponent* projectileMotion;
/*Functions*/ /*Functions*/
UFUNCTION()
void OnHit(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit);
/*C++ only declarations*/ /*C++ only declarations*/
private: private:

View File

@@ -0,0 +1,27 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "WeaponBase.h"
// Sets default values
AWeaponBase::AWeaponBase()
{
// 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;
}
// Called when the game starts or when spawned
void AWeaponBase::BeginPlay()
{
Super::BeginPlay();
}
// Called every frame
void AWeaponBase::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}

View File

@@ -0,0 +1,26 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "WeaponBase.generated.h"
UCLASS()
class OPENCONFLICT_API AWeaponBase : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
AWeaponBase();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
};