177 lines
5.9 KiB
C++
Executable file
177 lines
5.9 KiB
C++
Executable file
#include "ConvertedRobot.h"
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#include "Components/AudioComponent.h"
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#include "Components/PointLightComponent.h"
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#include "Components/SceneComponent.h"
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#include "Components/SkeletalMeshComponent.h"
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#include "Components/SpotLightComponent.h"
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#include "Components/StaticMeshComponent.h"
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#include "DamageComponent.h"
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#include "EnemyComponent.h"
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#include "HitscanComponent.h"
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#include "Net/UnrealNetwork.h"
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#include "OutlineComponent.h"
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#include "PawnStatsComponent.h"
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#include "SingleUsableComponent.h"
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void AConvertedRobot::UpdateGunsInsideTerrain() {
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}
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void AConvertedRobot::StartBossFight() {
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}
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void AConvertedRobot::ParasiteDamaged(float aDamage) {
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}
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void AConvertedRobot::OnWeaponsFired(const FVector& aHitResult) {
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}
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void AConvertedRobot::OnUsed(APlayerCharacter* aUser, EInputKeys Key) {
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}
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void AConvertedRobot::OnSeePawn(APawn* APawn) {
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}
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void AConvertedRobot::OnRep_TeamState() {
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}
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void AConvertedRobot::OnRep_Target() {
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}
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void AConvertedRobot::OnRep_SpinTurret() {
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}
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void AConvertedRobot::OnRep_IsIntroducting() {
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}
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void AConvertedRobot::OnRep_IsFiring() {
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}
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void AConvertedRobot::OnRep_IsDoingSpecialAttack() {
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}
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void AConvertedRobot::OnParasiteDeath(AActor* AParasiteEnemy) {
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}
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ERobotState AConvertedRobot::GetTeamState() const {
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return ERobotState::Enemy;
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}
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FVector AConvertedRobot::GetPlayerMediumPoint() const {
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return FVector{};
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}
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TArray<AActor*> AConvertedRobot::GetParasites() const {
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return TArray<AActor*>();
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}
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bool AConvertedRobot::GetHasPoweredDown() const {
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return false;
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}
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void AConvertedRobot::DestroyAttatchPoint_Implementation(USceneComponent* aComponent) {
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}
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void AConvertedRobot::CannonEffects_Implementation() {
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}
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void AConvertedRobot::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(AConvertedRobot, ForceSit);
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DOREPLIFETIME(AConvertedRobot, IsIntroducing);
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DOREPLIFETIME(AConvertedRobot, IntroductionDone);
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DOREPLIFETIME(AConvertedRobot, IsGrowingShield);
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DOREPLIFETIME(AConvertedRobot, TargetShieldSize);
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DOREPLIFETIME(AConvertedRobot, IsFiring);
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DOREPLIFETIME(AConvertedRobot, Parasites);
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DOREPLIFETIME(AConvertedRobot, SpinTurret);
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DOREPLIFETIME(AConvertedRobot, HasLockedOn);
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DOREPLIFETIME(AConvertedRobot, StartedSpecialAttack);
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DOREPLIFETIME(AConvertedRobot, TeamState);
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DOREPLIFETIME(AConvertedRobot, IsWalking);
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DOREPLIFETIME(AConvertedRobot, IsDoingSpecialAttack);
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DOREPLIFETIME(AConvertedRobot, CurrentTarget);
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}
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AConvertedRobot::AConvertedRobot() {
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this->EnemyComponent = CreateDefaultSubobject<UEnemyComponent>(TEXT("enemy"));
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this->PawnStats = CreateDefaultSubobject<UPawnStatsComponent>(TEXT("PawnStats"));
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this->outline = CreateDefaultSubobject<UOutlineComponent>(TEXT("outline"));
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this->HitScan = CreateDefaultSubobject<UHitscanComponent>(TEXT("HitScan"));
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this->Usable = CreateDefaultSubobject<USingleUsableComponent>(TEXT("Usable"));
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this->TurretRoot = CreateDefaultSubobject<USceneComponent>(TEXT("TurretRoot"));
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this->TurretMesh = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("TurretMesh"));
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this->MuzzleFlash = CreateDefaultSubobject<UPointLightComponent>(TEXT("MuzzleFlash"));
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this->SpotLight = CreateDefaultSubobject<USpotLightComponent>(TEXT("FloodLight"));
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this->LightCone = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("LightCone"));
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this->LaserBeam = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("LaserBeam"));
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this->ShieldRoot = CreateDefaultSubobject<USceneComponent>(TEXT("ShieldRoot"));
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this->InnerShield = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("InnerShield"));
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this->OuterShield = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("OuterShieldLayer"));
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this->PulsatingSoundComp = CreateDefaultSubobject<UAudioComponent>(TEXT("PulsatingSoundComponent"));
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this->LaserWarningSound = NULL;
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this->Damage = CreateDefaultSubobject<UDamageComponent>(TEXT("DamageComponent"));
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this->ForceSit = false;
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this->LaserSound = NULL;
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this->LastPowerDownSound = NULL;
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this->PowerUpSound = NULL;
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this->IntroductionTime = 1.00f;
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this->IsIntroducing = false;
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this->IntroductionDone = false;
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this->IsGrowingShield = false;
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this->AimDownwardsOffset = 40.00f;
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this->BigShieldScale = 4.50f;
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this->SmallShieldScale = 1.20f;
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this->ShieldGrowthRate = 1.00f;
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this->LerpExp = 0.20f;
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this->MinimumShieldSize = 0.20f;
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this->TargetShieldSize = 0.00f;
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this->IdleRotationSpeed = 0.00f;
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this->LaserScaleRate = 0.00f;
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this->MaxSearchAngle = 45.00f;
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this->DoSpecialWhenEnemy = true;
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this->DoSpecialWhenFriendly = true;
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this->PerfectTrackingWhenEnemy = true;
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this->PerfectTrackingWhenFriendly = true;
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this->ReplaceBurstAttack = false;
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this->GrenadeFireSound = NULL;
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this->GrenadeFireParticle = NULL;
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this->IsFiring = false;
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this->TurretSpinSpeed = 0.00f;
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this->SpawnParasiteNumer = 2;
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this->MaxParasiteSlots = 3;
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this->ChanceToSpawnParasite = 0.00f;
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this->ParasiteClass = NULL;
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this->SpinTurret = false;
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this->SpecialAttackProjectile = NULL;
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this->FriendlyProjectile = NULL;
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this->HasLockedOn = false;
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this->TargetingSound = NULL;
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this->GrenadeShotAnimation = NULL;
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this->LockOnTime = 0.50f;
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this->ShootSound = NULL;
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this->ShootSoundFadeout = 0.20f;
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this->ShootSoundInstance = NULL;
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this->ShootSoundTail = NULL;
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this->MuzzleEffect = NULL;
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this->TracerEffect = NULL;
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this->GunRange = 0.00f;
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this->FireRate = 0.00f;
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this->GrenadeFireRate = 0.00f;
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this->BurstCooldown = 0.00f;
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this->MinBurst = 0;
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this->MaxBurst = 0;
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this->TurretLerpSpeed = 3.00f;
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this->DamageWhenFriendly = 1.00f;
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this->FriendlyFriendlyFireMultiplier = 1.00f;
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this->StartedSpecialAttack = false;
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this->TeamState = ERobotState::Enemy;
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this->IsWalking = false;
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this->IsDoingSpecialAttack = false;
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this->TurretRotation = NULL;
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this->CurrentTarget = NULL;
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}
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