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79 lines
2.3 KiB
79 lines
2.3 KiB
// Fill out your copyright notice in the Description page of Project Settings.
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#include "WaveSubsystem.h"
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#include "Kismet/GameplayStatics.h"
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void UWaveSubsystem::Init(const TArray<UWave*> InWaves, const int32 CurrWave = 0)
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{
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CurrentWave = CurrWave;
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Waves = InWaves;
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}
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int32 UWaveSubsystem::SpawnWave(const float InVerticalSpacing, const float InHorizontalOffset, const int InNumRows)
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{
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NumRows = InNumRows;
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HorizontalOffset = InHorizontalOffset;
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VerticalSpacing = InVerticalSpacing;
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SpawnQueue = Waves[CurrentWave]->GetUnits();
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const auto NumUnits = SpawnQueue.Num();
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CurrentColumn = 0;
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TArray<AActor*> SpawnPoints;
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UGameplayStatics::GetAllActorsWithTag(GetWorld(), "EnemySpawn", SpawnPoints);
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SpawnPoint = SpawnPoints[0];
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SpawnUnits();
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GetWorld()->GetTimerManager().SetTimer(
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SpawnTimerHandle,
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this,
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&UWaveSubsystem::SpawnUnits,
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0.5f,
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true);
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CurrentWave++;
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return NumUnits;
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}
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void UWaveSubsystem::SpawnUnits()
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{
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for(auto i = 0; i < NumRows; i++)
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{
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if(i + LastSpawnIndex >= SpawnQueue.Num())
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{
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GetWorld()->GetTimerManager().ClearTimer(SpawnTimerHandle);
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LastSpawnIndex += i;
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return;
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}
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FActorSpawnParameters SpawnActorParameters = {};
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SpawnActorParameters.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButAlwaysSpawn;
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FVector Location = SpawnPoint->GetActorLocation() + FVector(i * -VerticalSpacing, -HorizontalOffset * CurrentColumn, 300);
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FRotator Rotation = FRotator(0,-90.0f, 0);
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AActor* NewEnemy = GetWorld()->SpawnActor(SpawnQueue[i + LastSpawnIndex]->GetCharacterClass(), &Location, &Rotation, SpawnActorParameters);
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if(NewEnemy != nullptr)
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{
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NewEnemy->Tags.Add(TEXT("enemy"));
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USkeletalMeshComponent* Mesh = NewEnemy->FindComponentByClass<USkeletalMeshComponent>();
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Mesh->SetCollisionObjectType(ECC_GameTraceChannel2);
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}
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FHitResult Hit;
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FVector TraceStart = NewEnemy->GetActorLocation();
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FVector TraceEnd = -NewEnemy->GetActorUpVector() * 10000.0f;
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FCollisionQueryParams QueryParams;
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QueryParams.AddIgnoredActor(NewEnemy);
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NewEnemy->GetWorld()->LineTraceSingleByChannel(Hit, TraceStart, TraceEnd, ECC_WorldStatic, QueryParams);
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if(Hit.bBlockingHit)
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{
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NewEnemy->SetActorLocation(Hit.Location, true, nullptr, ETeleportType::ResetPhysics);
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}
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}
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LastSpawnIndex += NumRows;
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}
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