Files
open-conflict/Source/OpenConflict/PlayerCharacter/DDICharacter.cpp

104 lines
2.9 KiB
C++

// Fill out your copyright notice in the Description page of Project Settings.
#include "DDICharacter.h"
#include "Components/CapsuleComponent.h"
#include "GameFramework/SpringArmComponent.h"
#include "OpenConflict/Weapons/Projectiles/ProjectileBase.h"
// Sets default values
ADDICharacter::ADDICharacter()
{
// Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
bReplicates = true;
// bReplicateMovement = true;
CameraComponent = CreateDefaultSubobject<UCameraComponent>(TEXT("CameraComponent"));
CameraComponent->SetupAttachment(GetMesh(), "headSocket");
CameraComponent->SetRelativeLocation(FVector(0.0f, 0.0f, 50.0f));
CameraComponent->bUsePawnControlRotation = true;
HealthComponent = CreateDefaultSubobject<UDDIHealth>(TEXT("HealthComponent"));
GetCapsuleComponent()->SetCollisionProfileName(TEXT("BlockAllDynamic"));
GetCapsuleComponent()->SetGenerateOverlapEvents(true);
GetCapsuleComponent()->SetNotifyRigidBodyCollision(true);
}
// Called when the game starts or when spawned
void ADDICharacter::BeginPlay()
{
Super::BeginPlay();
if (GetCapsuleComponent())
{
GetCapsuleComponent()->OnComponentHit.AddDynamic(this, &ADDICharacter::OnHit);
}
}
// Called every frame
void ADDICharacter::Tick(float DeltaTime)
{
Super::Tick(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;
}