62 lines
1.8 KiB
C++
Executable file
62 lines
1.8 KiB
C++
Executable file
#include "BouncyBoomerang.h"
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#include "Components/SceneComponent.h"
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#include "Net/UnrealNetwork.h"
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void ABouncyBoomerang::OnRep_TargetEnemy(AFSDPawn* lastEnemy) {
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}
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void ABouncyBoomerang::OnRep_State() {
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}
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void ABouncyBoomerang::OnRep_RandomSeed() {
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}
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void ABouncyBoomerang::OnRep_PosVel() {
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}
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void ABouncyBoomerang::CheckIfCollidingWithTerrain() {
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}
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void ABouncyBoomerang::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(ABouncyBoomerang, TargetEnemy);
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DOREPLIFETIME(ABouncyBoomerang, PredictedNextEnemy);
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DOREPLIFETIME(ABouncyBoomerang, RandomSeed);
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DOREPLIFETIME(ABouncyBoomerang, State);
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DOREPLIFETIME(ABouncyBoomerang, PosVel);
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}
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ABouncyBoomerang::ABouncyBoomerang() {
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this->Root = CreateDefaultSubobject<USceneComponent>(TEXT("Root"));
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this->DamageComponent = NULL;
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this->BouncesLeft = 9;
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this->ConeRange = 2000.00f;
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this->ConeWidth = 50.00f;
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this->BounceRange = 1250.00f;
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this->ToTargetSpeed = 2000.00f;
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this->TurnToTargetSpeed = 3.00f;
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this->PathToDistPercent = 0.50f;
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this->InitialBounceVectorCof = 0.20f;
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this->ArcTimeScale = 1.00f;
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this->GoBackAcceleration = 0.70f;
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this->GoBackHardness = 3.00f;
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this->TerrainCheckUpdateRate = 0.04f;
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this->HitEnemyRange = 50.00f;
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this->HitPlayerRange = 50.00f;
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this->CatchSoundRange = 50.00f;
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this->HitTerrainRange = 175.00f;
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this->EnemyHitNiagaraSystem = NULL;
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this->EnemyHitParticleSystem = NULL;
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this->ImpactSound = NULL;
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this->ReturnCatchSound = NULL;
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this->ThrowBoomerangSound = NULL;
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this->MeshPivot = NULL;
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this->YawPivot = NULL;
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this->MeshRotationRate = 1750.00f;
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this->TargetEnemy = NULL;
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this->PredictedNextEnemy = NULL;
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this->RandomSeed = 0;
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this->State = EBoomerangState::None;
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}
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