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Code refactoring, Overall improvement
All codes reviewed and some codes modified to match Unreal Engine style Eject empty shell while shooting fixed New collision profiles for Weapon, Projectile, Magazine, and Empty shell New animation for Guide widget
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32 changes: 19 additions & 13 deletions
32
Source/ThirdPersonShooter/Private/Actors/ProjectileFieldSystemActor.cpp
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Original file line number | Diff line number | Diff line change |
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@@ -1,33 +1,39 @@ | ||
// All Rights Reserved. | ||
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||
#include "Actors/ProjectileFieldSystemActor.h" | ||
#include "Components/SphereComponent.h" | ||
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AProjectileFieldSystemActor::AProjectileFieldSystemActor() | ||
{ | ||
PrimaryActorTick.bCanEverTick = false; | ||
SetCanBeDamaged(false); | ||
InitialLifeSpan = 0.2f; | ||
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// Create components | ||
Sphere = CreateDefaultSubobject<USphereComponent>(TEXT("Sphere Component")); | ||
RadialFalloff = CreateDefaultSubobject<URadialFalloff>(TEXT("Radial Falloff")); | ||
OperatorField = CreateDefaultSubobject<UOperatorField>(TEXT("Operator Field")); | ||
RadialVector = CreateDefaultSubobject<URadialVector>(TEXT("Radial Vector")); | ||
RandomVector = CreateDefaultSubobject<URandomVector>(TEXT("Random Vector")); | ||
UniformVector = CreateDefaultSubobject<UUniformVector>(TEXT("Uniform Vector")); | ||
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// Attach components | ||
Sphere->SetupAttachment(GetRootComponent()); | ||
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// Initialize components | ||
FieldSystemComponent->SetEnableGravity(false); | ||
FieldSystemComponent->bApplyImpulseOnDamage = false; | ||
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Sphere = CreateDefaultSubobject<USphereComponent>(TEXT("Sphere Component")); | ||
Sphere->SetupAttachment(GetRootComponent()); | ||
Sphere->SetComponentTickEnabled(false); | ||
Sphere->SetSphereRadius(50.0f); | ||
Sphere->SetComponentTickEnabled(false); | ||
Sphere->SetEnableGravity(false); | ||
Sphere->SetGenerateOverlapEvents(false); | ||
Sphere->CanCharacterStepUpOn = ECB_No; | ||
Sphere->SetCollisionEnabled(ECollisionEnabled::NoCollision); | ||
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RadialFalloff = CreateDefaultSubobject<URadialFalloff>(TEXT("Radial Falloff")); | ||
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OperatorField = CreateDefaultSubobject<UOperatorField>(TEXT("Operator Field")); | ||
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RadialVector = CreateDefaultSubobject<URadialVector>(TEXT("Radial Vector")); | ||
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RandomVector = CreateDefaultSubobject<URandomVector>(TEXT("Random Vector")); | ||
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UniformVector = CreateDefaultSubobject<UUniformVector>(TEXT("Uniform Vector")); | ||
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// Initialize variables | ||
StrainMagnitude = 50000.0f; | ||
ForceMagnitude = 5000.0f; | ||
TorqueMagnitude = 1000000.0f; | ||
} |
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