Spell class actor
The Spell
class will ultimately do damage to all the monsters. Towards that end, we need to contain both a particle system and a bounding box inside the Spell
class actor. When a Spell
class is cast by the avatar, the Spell
object will be instantiated into the level and start Tick()
functioning. On every Tick()
of the Spell
object, any monster contained inside the spell's bounding volume will be affected by that Spell
.
The Spell
class should look something like the following code:
UCLASS() class GOLDENEGG_API ASpell : public AActor { GENERATED_UCLASS_BODY() // box defining volume of damage UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = Spell) TSubobjectPtr<UBoxComponent> ProxBox; // the particle visualization of the spell UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = Spell) TSubobjectPtr<UParticleSystemComponent> Particles; // How much damage the spell does per second UPROPERTY(EditAnywhere, BlueprintReadWrite...