ExoWest/Source/Exo/Private/Characters/Components/ShootingComponent.cpp

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// Fill out your copyright notice in the Description page of Project Settings.
#include "Characters/Components/ShootingComponent.h"
// Sets default values for this component's properties
UShootingComponent::UShootingComponent()
{
// 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;
// ...
}
// Called when the game starts
void UShootingComponent::BeginPlay()
{
Super::BeginPlay();
// ...
}
void UShootingComponent::Shoot()
{
AActor* Owner = GetOwner();
FVector LineStart = Owner->GetActorLocation();
FVector ForwardVector = Owner->GetActorForwardVector();
FVector LineEnd = LineStart + (ForwardVector * MaxRange);
FHitResult HitResult;
FCollisionQueryParams QueryParams;
QueryParams.AddIgnoredActor(Owner);
bool bHit = GetWorld()->LineTraceSingleByChannel(HitResult, LineStart, LineEnd, ECC_Visibility, QueryParams);
if (bHit && HitResult.GetActor() && HitResult.GetActor()->Implements<UDamageable>())
{
IDamageable::Execute_TakeDamage(HitResult.GetActor(), DamageValue);
UE_LOG(LogTemp, Warning, TEXT("Shoot"));
}
if (bShowDebugLine)
DrawDebugLine(GetWorld(), LineStart, LineEnd, FColor::Red, false, 1.0f, 0, 1.0f);
}
// Called every frame
void UShootingComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
// ...
}