test/Source/MyProject/Variant_Combat/Gameplay/CombatDummy.cpp

57 lines
1.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "CombatDummy.h"
#include "Components/SceneComponent.h"
#include "Components/StaticMeshComponent.h"
#include "PhysicsEngine/PhysicsConstraintComponent.h"
ACombatDummy::ACombatDummy()
{
PrimaryActorTick.bCanEverTick = true;
// create the root
Root = CreateDefaultSubobject<USceneComponent>(TEXT("Root"));
SetRootComponent(Root);
// create the base plate
BasePlate = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Base Plate"));
BasePlate->SetupAttachment(RootComponent);
// create the dummy
Dummy = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Dummy"));
Dummy->SetupAttachment(RootComponent);
Dummy->SetSimulatePhysics(true);
// create the physics constraint
PhysicsConstraint = CreateDefaultSubobject<UPhysicsConstraintComponent>(TEXT("Physics Constraint"));
PhysicsConstraint->SetupAttachment(RootComponent);
PhysicsConstraint->SetConstrainedComponents(BasePlate, NAME_None, Dummy, NAME_None);
}
void ACombatDummy::ApplyDamage(float Damage, AActor* DamageCauser, const FVector& DamageLocation, const FVector& DamageImpulse)
{
// apply impulse to the dummy
Dummy->AddImpulseAtLocation(DamageImpulse, DamageLocation);
// call the BP handler
BP_OnDummyDamaged(DamageLocation, DamageImpulse.GetSafeNormal());
}
void ACombatDummy::HandleDeath()
{
// unused
}
void ACombatDummy::ApplyHealing(float Healing, AActor* Healer)
{
// unused
}
void ACombatDummy::NotifyDanger(const FVector& DangerLocation, AActor* DangerSource)
{
// unused
}