Variants / Chaining / Icons / ...
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@@ -8,28 +8,47 @@ ABuildingBlock::ABuildingBlock()
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{
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// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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PrimaryActorTick.bCanEverTick = true;
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InitialHealth = Health;
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StaticMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("StaticMesh"));
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}
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void ABuildingBlock::DepleteHealth(float Amount) {
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Health = Health - Amount;
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if (Health <= 0.0f) {
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UE_LOG(LogTemp, Warning, TEXT("Health below 0 - DestroyingBlock"));
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void ABuildingBlock::TakeHit() {
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HitsRemaining -= 1;
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if (HitsRemaining <= 0) {
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DestroyBlock();
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}
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else {
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uint8 DestructionLevel = 0;
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if (Health <= InitialHealth * 0.66f) {
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if (Health <= InitialHealth * 0.33f) {
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DestructionLevel = 2;
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}
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else {
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DestructionLevel = 1;
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}
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}
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TArray<ABuildingBlock*> ABuildingBlock::GetSameVariantNeighbours() {
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TArray<ABuildingBlock*> Results;
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FVector Location = this->GetActorLocation();
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for (int32 i = 0; i < 4; i++) {
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FHitResult HitResult;
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FVector EndLocation;
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switch (i) {
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case 0:
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EndLocation = Location + FVector(60.f, 0.f, 0.f);
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break;
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case 1:
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EndLocation = Location + FVector(-60.f, 0.f, 0.f);
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break;
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case 2:
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EndLocation = Location + FVector(0.f, 60.f, 0.f);
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break;
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case 3:
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EndLocation = Location + FVector(0.f, -60.f, 0.f);
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break;
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}
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UpdateDestructionLevel(DestructionLevel);
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if (GetWorld()->LineTraceSingleByChannel(HitResult, Location, EndLocation, ECC_Visibility)) {
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ABuildingBlock* HitActor = Cast<ABuildingBlock>(HitResult.GetActor());
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if (IsValid(HitActor) && HitActor->Variant == this->Variant) {
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Results.Add(HitActor);
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}
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}
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}
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return Results;
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}
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