File size: 1,593 Bytes
8d44bc8 | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 | // 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
}
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