Add basic class files
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92
Source/MyProject3/EnemySpaceship.cpp
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92
Source/MyProject3/EnemySpaceship.cpp
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#include "EnemySpaceship.h"
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#include "SpaceshipPawn.h"
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#include "SpaceshipProjectile.h"
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#include "Kismet/GameplayStatics.h"
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AEnemySpaceship::AEnemySpaceship()
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{
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PrimaryActorTick.bCanEverTick = true;
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ShipMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("ShipMesh"));
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RootComponent = ShipMesh;
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CurrentHealth = MaxHealth;
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}
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void AEnemySpaceship::BeginPlay()
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{
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Super::BeginPlay();
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PlayerPawn = Cast<ASpaceshipPawn>(UGameplayStatics::GetPlayerPawn(GetWorld(), 0));
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GetWorldTimerManager().SetTimer(FireTimerHandle, this, &AEnemySpaceship::FireAtPlayer, FireRate, true);
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}
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void AEnemySpaceship::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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if (PlayerPawn)
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{
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// Calculate distance to player
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float DistanceToPlayer = FVector::Dist(GetActorLocation(), PlayerPawn->GetActorLocation());
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if (DistanceToPlayer <= DetectionRange)
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{
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// Look at player
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FVector Direction = PlayerPawn->GetActorLocation() - GetActorLocation();
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FRotator NewRotation = Direction.Rotation();
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SetActorRotation(FMath::RInterpTo(GetActorRotation(), NewRotation, DeltaTime, 2.0f));
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// Move towards player while maintaining some distance
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float TargetDistance = 1000.0f;
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if (DistanceToPlayer > TargetDistance)
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{
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FVector NewLocation = GetActorLocation() + (Direction.GetSafeNormal() * MovementSpeed * DeltaTime);
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SetActorLocation(NewLocation);
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}
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else if (DistanceToPlayer < TargetDistance - 100.0f)
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{
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FVector NewLocation = GetActorLocation() - (Direction.GetSafeNormal() * MovementSpeed * DeltaTime);
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SetActorLocation(NewLocation);
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}
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}
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}
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}
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void AEnemySpaceship::FireAtPlayer()
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{
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if (PlayerPawn && FVector::Dist(GetActorLocation(), PlayerPawn->GetActorLocation()) <= DetectionRange)
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{
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UWorld* World = GetWorld();
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if (World)
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{
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FVector SpawnLocation = GetActorLocation() + (GetActorForwardVector() * 100.0f);
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FRotator SpawnRotation = GetActorRotation();
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FActorSpawnParameters SpawnParams;
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SpawnParams.Owner = this;
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SpawnParams.Instigator = GetInstigator();
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ASpaceshipProjectile* Projectile = World->SpawnActor<ASpaceshipProjectile>(
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ASpaceshipProjectile::StaticClass(),
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SpawnLocation,
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SpawnRotation,
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SpawnParams
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);
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}
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}
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}
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float AEnemySpaceship::TakeDamage(float Damage, FDamageEvent const& DamageEvent,
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AController* EventInstigator, AActor* DamageCauser)
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{
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float ActualDamage = Super::TakeDamage(Damage, DamageEvent, EventInstigator, DamageCauser);
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CurrentHealth -= ActualDamage;
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if (CurrentHealth <= 0)
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{
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// Destroy the enemy ship
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Destroy();
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}
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return ActualDamage;
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}
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41
Source/MyProject3/EnemySpaceship.h
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41
Source/MyProject3/EnemySpaceship.h
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#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/Pawn.h"
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#include "EnemySpaceship.generated.h"
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UCLASS()
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class MYPROJECT3_API AEnemySpaceship : public APawn
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{
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GENERATED_BODY()
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public:
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AEnemySpaceship();
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virtual void Tick(float DeltaTime) override;
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protected:
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virtual void BeginPlay() override;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Components")
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class UStaticMeshComponent* ShipMesh;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "AI")
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float DetectionRange = 1500.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "AI")
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float FireRate = 2.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Movement")
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float MovementSpeed = 500.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Combat")
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float MaxHealth = 100.0f;
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float CurrentHealth;
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FTimerHandle FireTimerHandle;
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class ASpaceshipPawn* PlayerPawn;
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void FireAtPlayer();
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virtual float TakeDamage(float Damage, struct FDamageEvent const& DamageEvent,
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AController* EventInstigator, AActor* DamageCauser) override;
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};
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99
Source/MyProject3/SpaceshipPawn.cpp
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99
Source/MyProject3/SpaceshipPawn.cpp
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#include "SpaceshipPawn.h"
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#include "GameFramework/SpringArmComponent.h"
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#include "Camera/CameraComponent.h"
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#include "Components/StaticMeshComponent.h"
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#include "SpaceshipProjectile.h"
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ASpaceshipPawn::ASpaceshipPawn()
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{
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PrimaryActorTick.bCanEverTick = true;
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// Create and setup the ship's mesh
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ShipMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("ShipMesh"));
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RootComponent = ShipMesh;
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// Create and setup the camera spring arm
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CameraSpringArm = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraSpringArm"));
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CameraSpringArm->SetupAttachment(RootComponent);
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CameraSpringArm->TargetArmLength = 400.0f;
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CameraSpringArm->bEnableCameraLag = true;
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CameraSpringArm->CameraLagSpeed = 3.0f;
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// Create and setup the camera
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Camera = CreateDefaultSubobject<UCameraComponent>(TEXT("Camera"));
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Camera->SetupAttachment(CameraSpringArm, USpringArmComponent::SocketName);
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}
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void ASpaceshipPawn::BeginPlay()
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{
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Super::BeginPlay();
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}
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void ASpaceshipPawn::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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if (!CurrentVelocity.IsZero())
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{
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FVector NewLocation = GetActorLocation() + (CurrentVelocity * DeltaTime);
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SetActorLocation(NewLocation);
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}
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}
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void ASpaceshipPawn::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
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{
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Super::SetupPlayerInputComponent(PlayerInputComponent);
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PlayerInputComponent->BindAxis("MoveForward", this, &ASpaceshipPawn::MoveForward);
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PlayerInputComponent->BindAxis("MoveRight", this, &ASpaceshipPawn::MoveRight);
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PlayerInputComponent->BindAxis("Turn", this, &ASpaceshipPawn::Turn);
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PlayerInputComponent->BindAxis("LookUp", this, &ASpaceshipPawn::LookUp);
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PlayerInputComponent->BindAction("Fire", IE_Pressed, this, &ASpaceshipPawn::Fire);
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}
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void ASpaceshipPawn::MoveForward(float Value)
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{
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CurrentVelocity.X = FMath::Clamp(Value, -1.0f, 1.0f) * MovementSpeed;
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}
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void ASpaceshipPawn::MoveRight(float Value)
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{
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CurrentVelocity.Y = FMath::Clamp(Value, -1.0f, 1.0f) * MovementSpeed;
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}
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void ASpaceshipPawn::Turn(float Value)
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{
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AddActorLocalRotation(FRotator(0.0f, Value * RotationSpeed * GetWorld()->GetDeltaSeconds(), 0.0f));
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}
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void ASpaceshipPawn::LookUp(float Value)
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{
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float NewPitch = CameraSpringArm->GetRelativeRotation().Pitch + Value * RotationSpeed * GetWorld()->GetDeltaSeconds();
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NewPitch = FMath::Clamp(NewPitch, -80.0f, 80.0f);
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CameraSpringArm->SetRelativeRotation(FRotator(NewPitch, 0.0f, 0.0f));
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}
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void ASpaceshipPawn::Fire()
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{
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UWorld* World = GetWorld();
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if (World)
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{
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FVector SpawnLocation = ShipMesh->GetSocketLocation(TEXT("ProjectileSpawn"));
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if (SpawnLocation == FVector::ZeroVector)
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{
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SpawnLocation = GetActorLocation() + (GetActorForwardVector() * 100.0f);
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}
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FRotator SpawnRotation = GetActorRotation();
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FActorSpawnParameters SpawnParams;
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SpawnParams.Owner = this;
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SpawnParams.Instigator = GetInstigator();
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ASpaceshipProjectile* Projectile = World->SpawnActor<ASpaceshipProjectile>(
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ASpaceshipProjectile::StaticClass(),
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SpawnLocation,
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SpawnRotation,
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SpawnParams
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);
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}
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}
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44
Source/MyProject3/SpaceshipPawn.h
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44
Source/MyProject3/SpaceshipPawn.h
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#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/Pawn.h"
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#include "SpaceshipPawn.generated.h"
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UCLASS()
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class MYPROJECT3_API ASpaceshipPawn : public APawn
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{
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GENERATED_BODY()
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public:
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ASpaceshipPawn();
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virtual void Tick(float DeltaTime) override;
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virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
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protected:
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virtual void BeginPlay() override;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Components")
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class UStaticMeshComponent* ShipMesh;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Components")
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class USpringArmComponent* CameraSpringArm;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Components")
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class UCameraComponent* Camera;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Movement")
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float MovementSpeed = 1000.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Movement")
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float RotationSpeed = 100.0f;
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// Movement functions
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void MoveForward(float Value);
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void MoveRight(float Value);
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void Turn(float Value);
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void LookUp(float Value);
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void Fire();
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private:
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FVector CurrentVelocity;
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};
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43
Source/MyProject3/SpaceshipProjectile.cpp
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43
Source/MyProject3/SpaceshipProjectile.cpp
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#include "SpaceshipProjectile.h"
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#include "GameFramework/ProjectileMovementComponent.h"
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#include "Components/StaticMeshComponent.h"
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ASpaceshipProjectile::ASpaceshipProjectile()
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{
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PrimaryActorTick.bCanEverTick = true;
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// Create and setup the projectile mesh
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ProjectileMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("ProjectileMesh"));
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RootComponent = ProjectileMesh;
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ProjectileMesh->SetCollisionProfileName(TEXT("Projectile"));
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ProjectileMesh->OnComponentHit.AddDynamic(this, &ASpaceshipProjectile::OnHit);
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// Create and setup projectile movement
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ProjectileMovement = CreateDefaultSubobject<UProjectileMovementComponent>(TEXT("ProjectileMovement"));
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ProjectileMovement->UpdatedComponent = ProjectileMesh;
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ProjectileMovement->InitialSpeed = ProjectileSpeed;
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ProjectileMovement->MaxSpeed = ProjectileSpeed;
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ProjectileMovement->bRotationFollowsVelocity = true;
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ProjectileMovement->ProjectileGravityScale = 0.0f;
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// Set lifetime
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InitialLifeSpan = 3.0f;
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}
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void ASpaceshipProjectile::BeginPlay()
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{
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Super::BeginPlay();
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}
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void ASpaceshipProjectile::OnHit(UPrimitiveComponent* HitComp, AActor* OtherActor, UPrimitiveComponent* OtherComp,
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FVector NormalImpulse, const FHitResult& Hit)
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{
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if (OtherActor && OtherActor != this)
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{
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// Apply damage to the hit actor (if it implements damage interface)
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FDamageEvent DamageEvent;
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OtherActor->TakeDamage(DamageAmount, DamageEvent, nullptr, this);
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}
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Destroy();
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}
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33
Source/MyProject3/SpaceshipProjectile.h
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33
Source/MyProject3/SpaceshipProjectile.h
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#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/Actor.h"
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#include "SpaceshipProjectile.generated.h"
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UCLASS()
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class MYPROJECT3_API ASpaceshipProjectile : public AActor
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{
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GENERATED_BODY()
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public:
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ASpaceshipProjectile();
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protected:
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virtual void BeginPlay() override;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Components")
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class UStaticMeshComponent* ProjectileMesh;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Components")
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class UProjectileMovementComponent* ProjectileMovement;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Projectile")
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float ProjectileSpeed = 3000.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Projectile")
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float DamageAmount = 20.0f;
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UFUNCTION()
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void OnHit(UPrimitiveComponent* HitComp, AActor* OtherActor, UPrimitiveComponent* OtherComp,
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FVector NormalImpulse, const FHitResult& Hit);
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};
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