75 lines
2.7 KiB
C++
75 lines
2.7 KiB
C++
#include "SpaceshipProjectile.h"
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#include "GameFramework/ProjectileMovementComponent.h"
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#include "Components/StaticMeshComponent.h"
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#include "EnemySpaceship.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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// Set up collision
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ProjectileMesh->SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics);
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ProjectileMesh->SetCollisionObjectType(ECC_WorldDynamic);
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ProjectileMesh->SetCollisionResponseToAllChannels(ECR_Ignore);
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ProjectileMesh->SetCollisionResponseToChannel(ECC_Pawn, ECR_Block); // Block pawns (enemies)
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ProjectileMesh->SetCollisionResponseToChannel(ECC_WorldStatic, ECR_Block); // Block world static
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ProjectileMesh->SetGenerateOverlapEvents(true);
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// Bind hit event
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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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// Debug message to verify hit detection
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if (GEngine)
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{
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GEngine->AddOnScreenDebugMessage(-1, 2.0f, FColor::Yellow,
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FString::Printf(TEXT("Projectile hit: %s"), *OtherActor->GetName()));
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}
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if (OtherActor && OtherActor != this)
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{
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// Check if we hit an enemy
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AEnemySpaceship* Enemy = Cast<AEnemySpaceship>(OtherActor);
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if (Enemy)
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{
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// Apply damage
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FDamageEvent DamageEvent;
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Enemy->TakeDamage(DamageAmount, DamageEvent, nullptr, this);
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// Debug message for damage
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if (GEngine)
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{
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GEngine->AddOnScreenDebugMessage(-1, 2.0f, FColor::Red,
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FString::Printf(TEXT("Dealt %f damage to enemy"), DamageAmount));
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}
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}
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}
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// Destroy the projectile
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Destroy();
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} |