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

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

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

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@@ -50,11 +50,10 @@ void ADDICharacter::Tick(float DeltaTime)
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)
HealthComponent->TakeDamage(10);
}
void ADDICharacter::TakeDamage(int Damage)
{
HealthComponent->TakeDamage(Damage);
}

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

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@@ -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);
}
}

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@@ -33,7 +33,10 @@ public:
UProjectileMovementComponent* projectileMotion;
/*Functions*/
UFUNCTION()
void OnHit(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit);
/*C++ only declarations*/
private:
/*Properties*/

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@@ -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);
}

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@@ -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;
};