Download LyraStarterGame/Source/LyraGame/Weapons/LyraWeaponSpawner.cpp from Alexhas2/unitysamples: direct link, hf CLI and curl.
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curl -L -o LyraWeaponSpawner.cpp https://huggingface.co/datasets/Alexhas2/unitysamples/resolve/main/LyraStarterGame/Source/LyraGame/Weapons/LyraWeaponSpawner.cpp
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| // Copyright Epic Games, Inc. All Rights Reserved. | |
| class FLifetimeProperty; | |
| class UNiagaraSystem; | |
| class USoundBase; | |
| struct FHitResult; | |
| // Sets default values | |
| ALyraWeaponSpawner::ALyraWeaponSpawner() | |
| { | |
| // Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it. | |
| PrimaryActorTick.bCanEverTick = true; | |
| RootComponent = CollisionVolume = CreateDefaultSubobject<UCapsuleComponent>(TEXT("CollisionVolume")); | |
| CollisionVolume->InitCapsuleSize(80.f, 80.f); | |
| CollisionVolume->OnComponentBeginOverlap.AddDynamic(this, &ALyraWeaponSpawner::OnOverlapBegin); | |
| PadMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("PadMesh")); | |
| PadMesh->SetupAttachment(RootComponent); | |
| WeaponMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("WeaponMesh")); | |
| WeaponMesh->SetupAttachment(RootComponent); | |
| WeaponMeshRotationSpeed = 40.0f; | |
| CoolDownTime = 30.0f; | |
| CheckExistingOverlapDelay = 0.25f; | |
| bIsWeaponAvailable = true; | |
| bReplicates = true; | |
| } | |
| // Called when the game starts or when spawned | |
| void ALyraWeaponSpawner::BeginPlay() | |
| { | |
| Super::BeginPlay(); | |
| if (WeaponDefinition && WeaponDefinition->InventoryItemDefinition) | |
| { | |
| CoolDownTime = WeaponDefinition->SpawnCoolDownSeconds; | |
| } | |
| else if (const UWorld* World = GetWorld()) | |
| { | |
| if (!World->IsPlayingReplay()) | |
| { | |
| UE_LOG(LogLyra, Error, TEXT("'%s' does not have a valid weapon definition! Make sure to set this data on the instance!"), *GetNameSafe(this)); | |
| } | |
| } | |
| } | |
| void ALyraWeaponSpawner::EndPlay(const EEndPlayReason::Type EndPlayReason) | |
| { | |
| if (UWorld* World = GetWorld()) | |
| { | |
| World->GetTimerManager().ClearTimer(CoolDownTimerHandle); | |
| World->GetTimerManager().ClearTimer(CheckOverlapsDelayTimerHandle); | |
| } | |
| Super::EndPlay(EndPlayReason); | |
| } | |
| // Called every frame | |
| void ALyraWeaponSpawner::Tick(float DeltaTime) | |
| { | |
| Super::Tick(DeltaTime); | |
| //Update the CoolDownPercentage property to drive respawn time indicators | |
| UWorld* World = GetWorld(); | |
| if (World->GetTimerManager().IsTimerActive(CoolDownTimerHandle)) | |
| { | |
| CoolDownPercentage = 1.0f - World->GetTimerManager().GetTimerRemaining(CoolDownTimerHandle)/CoolDownTime; | |
| } | |
| WeaponMesh->AddRelativeRotation(FRotator(0.0f, World->GetDeltaSeconds() * WeaponMeshRotationSpeed, 0.0f)); | |
| } | |
| void ALyraWeaponSpawner::OnConstruction(const FTransform& Transform) | |
| { | |
| if (WeaponDefinition != nullptr && WeaponDefinition->DisplayMesh != nullptr) | |
| { | |
| WeaponMesh->SetStaticMesh(WeaponDefinition->DisplayMesh); | |
| WeaponMesh->SetRelativeLocation(WeaponDefinition->WeaponMeshOffset); | |
| WeaponMesh->SetRelativeScale3D(WeaponDefinition->WeaponMeshScale); | |
| } | |
| } | |
| void ALyraWeaponSpawner::OnOverlapBegin(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepHitResult) | |
| { | |
| APawn* OverlappingPawn = Cast<APawn>(OtherActor); | |
| if (GetLocalRole() == ROLE_Authority && bIsWeaponAvailable && OverlappingPawn != nullptr) | |
| { | |
| AttemptPickUpWeapon(OverlappingPawn); | |
| } | |
| } | |
| void ALyraWeaponSpawner::CheckForExistingOverlaps() | |
| { | |
| TArray<AActor*> OverlappingActors; | |
| GetOverlappingActors(OverlappingActors, APawn::StaticClass()); | |
| for (AActor* OverlappingActor : OverlappingActors) | |
| { | |
| AttemptPickUpWeapon(Cast<APawn>(OverlappingActor)); | |
| } | |
| } | |
| void ALyraWeaponSpawner::AttemptPickUpWeapon_Implementation(APawn* Pawn) | |
| { | |
| if (GetLocalRole() == ROLE_Authority && bIsWeaponAvailable && UAbilitySystemBlueprintLibrary::GetAbilitySystemComponent(Pawn)) | |
| { | |
| TSubclassOf<ULyraInventoryItemDefinition> WeaponItemDefinition = WeaponDefinition ? WeaponDefinition->InventoryItemDefinition : nullptr; | |
| if (WeaponItemDefinition != nullptr) | |
| { | |
| //Attempt to grant the weapon | |
| if (GiveWeapon(WeaponItemDefinition, Pawn)) | |
| { | |
| //Weapon picked up by pawn | |
| bIsWeaponAvailable = false; | |
| SetWeaponPickupVisibility(false); | |
| PlayPickupEffects(); | |
| StartCoolDown(); | |
| } | |
| } | |
| } | |
| } | |
| void ALyraWeaponSpawner::StartCoolDown() | |
| { | |
| if (UWorld* World = GetWorld()) | |
| { | |
| World->GetTimerManager().SetTimer(CoolDownTimerHandle, this, &ALyraWeaponSpawner::OnCoolDownTimerComplete, CoolDownTime); | |
| } | |
| } | |
| void ALyraWeaponSpawner::ResetCoolDown() | |
| { | |
| UWorld* World = GetWorld(); | |
| if (World) | |
| { | |
| World->GetTimerManager().ClearTimer(CoolDownTimerHandle); | |
| } | |
| if (GetLocalRole() == ROLE_Authority) | |
| { | |
| bIsWeaponAvailable = true; | |
| PlayRespawnEffects(); | |
| SetWeaponPickupVisibility(true); | |
| if (World) | |
| { | |
| World->GetTimerManager().SetTimer(CheckOverlapsDelayTimerHandle, this, &ALyraWeaponSpawner::CheckForExistingOverlaps, CheckExistingOverlapDelay); | |
| } | |
| } | |
| CoolDownPercentage = 0.0f; | |
| } | |
| void ALyraWeaponSpawner::OnCoolDownTimerComplete() | |
| { | |
| ResetCoolDown(); | |
| } | |
| void ALyraWeaponSpawner::SetWeaponPickupVisibility(bool bShouldBeVisible) | |
| { | |
| WeaponMesh->SetVisibility(bShouldBeVisible, true); | |
| } | |
| void ALyraWeaponSpawner::PlayPickupEffects_Implementation() | |
| { | |
| if (WeaponDefinition != nullptr) | |
| { | |
| USoundBase* PickupSound = WeaponDefinition->PickedUpSound; | |
| if (PickupSound != nullptr) | |
| { | |
| UGameplayStatics::PlaySoundAtLocation(this, PickupSound, GetActorLocation()); | |
| } | |
| UNiagaraSystem* PickupEffect = WeaponDefinition->PickedUpEffect; | |
| if (PickupEffect != nullptr) | |
| { | |
| UNiagaraFunctionLibrary::SpawnSystemAtLocation(this, PickupEffect, WeaponMesh->GetComponentLocation()); | |
| } | |
| } | |
| } | |
| void ALyraWeaponSpawner::PlayRespawnEffects_Implementation() | |
| { | |
| if (WeaponDefinition != nullptr) | |
| { | |
| USoundBase* RespawnSound = WeaponDefinition->RespawnedSound; | |
| if (RespawnSound != nullptr) | |
| { | |
| UGameplayStatics::PlaySoundAtLocation(this, RespawnSound, GetActorLocation()); | |
| } | |
| UNiagaraSystem* RespawnEffect = WeaponDefinition->RespawnedEffect; | |
| if (RespawnEffect != nullptr) | |
| { | |
| UNiagaraFunctionLibrary::SpawnSystemAtLocation(this, RespawnEffect, WeaponMesh->GetComponentLocation()); | |
| } | |
| } | |
| } | |
| void ALyraWeaponSpawner::OnRep_WeaponAvailability() | |
| { | |
| if (bIsWeaponAvailable) | |
| { | |
| PlayRespawnEffects(); | |
| SetWeaponPickupVisibility(true); | |
| } | |
| else | |
| { | |
| SetWeaponPickupVisibility(false); | |
| StartCoolDown(); | |
| PlayPickupEffects(); | |
| } | |
| } | |
| void ALyraWeaponSpawner::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const | |
| { | |
| Super::GetLifetimeReplicatedProps(OutLifetimeProps); | |
| DOREPLIFETIME(ALyraWeaponSpawner, bIsWeaponAvailable); | |
| } | |
| int32 ALyraWeaponSpawner::GetDefaultStatFromItemDef(const TSubclassOf<ULyraInventoryItemDefinition> WeaponItemClass, FGameplayTag StatTag) | |
| { | |
| if (WeaponItemClass != nullptr) | |
| { | |
| if (ULyraInventoryItemDefinition* WeaponItemCDO = WeaponItemClass->GetDefaultObject<ULyraInventoryItemDefinition>()) | |
| { | |
| if (const UInventoryFragment_SetStats* ItemStatsFragment = Cast<UInventoryFragment_SetStats>( WeaponItemCDO->FindFragmentByClass(UInventoryFragment_SetStats::StaticClass()) )) | |
| { | |
| return ItemStatsFragment->GetItemStatByTag(StatTag); | |
| } | |
| } | |
| } | |
| return 0; | |
| } | |