目录
角色类:SCharacter
设置摄像机
弹簧臂和摄像机设置
设置人物移动和动作绑定
移动与朝向:MoveForward/MoveRight、Turn/LoopUp
为人物绑定设置子弹类:SpawnProjectile适配器类
设置攻击动画以及攻击特效
普通攻击
黑洞攻击
闪现攻击
❗为角色添加属性组件:USAttributeComponent
为角色添加交互组件接口:USInteractionComponent* InteractionComp;
子弹类:SProejctileBase
胶囊碰撞体:USphereComponent* SphereComp;
子弹移动组件:UProjectileMovementComponent* MoveComp;
粒子系统组件(平A效果):UParticleSystemComponent* EffectComp;
粒子系统组件(爆炸效果):UParticleSystem* ImpactVFX;
子弹爆炸音效组件:USoundCue* ImpactSound;
?子弹播放声音组件:UAudioComponent* AudioComp;
子弹击中画面震动效果:TSubclassOf ImpactShake;
⭐碰撞事件&爆炸(虚函数):void Explode();(BlueprintNativeEvent)
普通攻击:SMagicProjectile
设置并重写OnActorOverlap逻辑:
设置子弹伤害:DamageAmount
❗闪现:SDashProjectile
重写BeginPlay:设置子弹存活时间
重写爆炸逻辑Explode_Implementation
实现闪现传送效果:TeleportInstigator
设置定时器:FTimerHandle
黑洞攻击(蓝图):Proj_BlackHole
径向力Force Strength
可影响物体Object Types to Affect
吸进黑洞后要杀掉物体:
❗接口类:USGameplayInterface
USInteractionComponent
世界中的物体
爆炸油桶:ASExplosiveBarrel
设置StaticMesh,径向力
初始化Actor组件(添加碰撞事件)
宝箱(实现交互接口):ASItemChest
血包(实现交互接口):ASPowerupActor
血包有很多种,因此接口实现逻辑由子类实现:
吃掉后隐藏血包(计时器):
血包子类:ASPowerup_HealthPotion
UI:Widget
十字准星
创建Widget并设置:
游戏开始时添加到屏幕上
人物血条、Credits、游戏进行时间:Main_HUD
血条
Credits:
游戏进行时间:
AI
UE中的AI系统
行为树:
游戏AI角色:SAICharacter
游戏AI控制器:SAIController
设置行为树
为SAICharacter设置控制器
游戏AI逻辑-范围内攻击:USBTService_CheckAttackRange(UBTService)
范围查询逻辑
在行为树添加此Service
游戏AI范围内攻击任务结点:USBTTask_RangedAttack
AI朝向玩家:Set default focus
环境查询系统:
创建EQS
在玩家周围半径内设置EQS生成移动目的地
AI死亡
UPROPERTY(VisibleAnywhere)
USpringArmComponent* SpringArmComp;
UPROPERTY(VisibleAnywhere)
UCameraComponent* CameraComp;
在构造函数中创建这两个类,并设置依赖关系:
弹簧臂附着在RootComponent,摄像机附着在弹簧臂上
SpringArmComp = CreateDefaultSubobject("SpringArmComp");
SpringArmComp->bUsePawnControlRotation = true;
SpringArmComp->SetupAttachment(RootComponent);
CameraComp = CreateDefaultSubobject("CameraComp");
CameraComp->SetupAttachment(SpringArmComp);
GetCharacterMovement()->bOrientRotationToMovement = true;
bUseControllerRotationYaw = false;
注意 bUseControllerRotationYaw =false;其效果为:
bUseControllerRotationYaw=true;
bUseControllerRotationYaw=false;
应该设置为false,
同时注意GetCharacterMovement()->bOrientRotationToMovement = true;
GetCharacterMovement()->bOrientRotationToMovement = false;如下
GetCharacterMovement()->bOrientRotationToMovement = true;如下
类似黑暗之魂这种第三人称的移动朝向方式。
void ASCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
PlayerInputComponent->BindAxis("MoveForward", this, &ASCharacter::MoveForward);
PlayerInputComponent->BindAxis("MoveRight", this, &ASCharacter::MoveRight);
PlayerInputComponent->BindAxis("Turn", this, &APawn::AddControllerYawInput);
PlayerInputComponent->BindAxis("LookUp", this, &APawn::AddControllerPitchInput);
PlayerInputComponent->BindAction("PrimaryAttack", IE_Pressed, this, &ASCharacter::PrimaryAttack);
// Used generic name 'SecondaryAttack' for binding
PlayerInputComponent->BindAction("SecondaryAttack", IE_Pressed, this, &ASCharacter::BlackHoleAttack);
PlayerInputComponent->BindAction("Dash", IE_Pressed, this, &ASCharacter::Dash);
PlayerInputComponent->BindAction("PrimaryInteract", IE_Pressed, this, &ASCharacter::PrimaryInteract);
PlayerInputComponent->BindAction("Jump", IE_Pressed, this, &ACharacter::Jump);
}
void ASCharacter::MoveForward(float Value)
{
FRotator ControlRot = GetControlRotation();
ControlRot.Pitch = 0.0f;
ControlRot.Roll = 0.0f;
AddMovementInput(ControlRot.Vector(), Value);
}
void ASCharacter::MoveRight(float Value)
{
FRotator ControlRot = GetControlRotation();
ControlRot.Pitch = 0.0f;
ControlRot.Roll = 0.0f;
// X = Forward (Red)
// Y = Right (Green)
// Z = Up (Blue)
FVector RightVector = FRotationMatrix(ControlRot).GetScaledAxis(EAxis::Y);
AddMovementInput(RightVector, Value);
}
其中Turn和LookUp绑定的函数是由APawn中已经写好的内容。
&APawn::AddControllerYawInput
&APawn::AddControllerPitchInput
这里附上Yaw、Roll、Pitch的内容,结合代码理解:
UE是左手坐标系:拇指X,食指Y,中指Z(中指向上摆放)
X:Roll翻滚角
Y:Pitch俯仰角
Z:Yaw偏航角
动图:
1.俯仰:(Pitch)
2.翻滚:(Roll)
3.偏航:(Yaw)
所以,MoveForward和MoveRight只与Yaw有关,控制偏航角度;Turn也和Yaw有关,控制偏航角度;而LoopUp与Pitch有关,控制上下移动视角。
void ASCharacter::SpawnProjectile(TSubclassOf ClassToSpawn)
{
if (ensureAlways(ClassToSpawn))
{
FVector HandLocation = GetMesh()->GetSocketLocation(HandSocketName);
FActorSpawnParameters SpawnParams;
SpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
SpawnParams.Instigator = this;
FCollisionShape Shape;
Shape.SetSphere(20.0f);
// Ignore Player
FCollisionQueryParams Params;
Params.AddIgnoredActor(this);
FCollisionObjectQueryParams ObjParams;
ObjParams.AddObjectTypesToQuery(ECC_WorldDynamic);
ObjParams.AddObjectTypesToQuery(ECC_WorldStatic);
ObjParams.AddObjectTypesToQuery(ECC_Pawn);
FVector TraceStart = CameraComp->GetComponentLocation();
// endpoint far into the look-at distance (not too far, still adjust somewhat towards crosshair on a miss)
FVector TraceEnd = CameraComp->GetComponentLocation() + (GetControlRotation().Vector() * 5000);
FHitResult Hit;
// returns true if we got to a blocking hit
if (GetWorld()->SweepSingleByObjectType(Hit, TraceStart, TraceEnd, FQuat::Identity, ObjParams, Shape, Params))
{
// Overwrite trace end with impact point in world
TraceEnd = Hit.ImpactPoint;
}
// find new direction/rotation from Hand pointing to impact point in world.
FRotator ProjRotation = FRotationMatrix::MakeFromX(TraceEnd - HandLocation).Rotator();
FTransform SpawnTM = FTransform(ProjRotation, HandLocation);
GetWorld()->SpawnActor(ClassToSpawn, SpawnTM, SpawnParams);
}
}
void ASCharacter::StartAttackEffects()
{
PlayAnimMontage(AttackAnim);
UGameplayStatics::SpawnEmitterAttached(CastingEffect, GetMesh(), HandSocketName, FVector::ZeroVector, FRotator::ZeroRotator, EAttachLocation::SnapToTarget);
}
void ASCharacter::PrimaryAttack()
{
StartAttackEffects();
GetWorldTimerManager().SetTimer(TimerHandle_PrimaryAttack, this, &ASCharacter::PrimaryAttack_TimeElapsed, AttackAnimDelay);
}
void ASCharacter::PrimaryAttack_TimeElapsed()
{
SpawnProjectile(ProjectileClass);
}
void ASCharacter::BlackHoleAttack()
{
StartAttackEffects();
GetWorldTimerManager().SetTimer(TimerHandle_BlackholeAttack, this, &ASCharacter::BlackholeAttack_TimeElapsed, AttackAnimDelay);
}
void ASCharacter::BlackholeAttack_TimeElapsed()
{
SpawnProjectile(BlackHoleProjectileClass);
}
void ASCharacter::Dash()
{
StartAttackEffects();
GetWorldTimerManager().SetTimer(TimerHandle_Dash, this, &ASCharacter::Dash_TimeElapsed, AttackAnimDelay);
}
void ASCharacter::Dash_TimeElapsed()
{
SpawnProjectile(DashProjectileClass);
}
ASProjectileBase::ASProjectileBase()
{
SphereComp = CreateDefaultSubobject("SphereComp");
SphereComp->SetCollisionProfileName("Projectile");
SphereComp->OnComponentHit.AddDynamic(this, &ASProjectileBase::OnActorHit);
RootComponent = SphereComp;
EffectComp = CreateDefaultSubobject("EffectComp");
EffectComp->SetupAttachment(RootComponent);
AudioComp = CreateDefaultSubobject("AudioComp");
AudioComp->SetupAttachment(RootComponent);
MoveComp = CreateDefaultSubobject("ProjectileMoveComp");
MoveComp->bRotationFollowsVelocity = true;
MoveComp->bInitialVelocityInLocalSpace = true;
MoveComp->ProjectileGravityScale = 0.0f;
MoveComp->InitialSpeed = 8000;
ImpactShakeInnerRadius = 0.0f;
ImpactShakeOuterRadius = 1500.0f;
}
在cpp中构造函数进行初始化,只需要设置名称与挂载RootComponent。
因为子弹效果必然要跟随着子弹,故需要附着在RootComponent上。
在编辑中设置。
因为爆炸效果只需要在碰撞点触发,故不需要附着在RootComponent上。
声音较小,在黑洞攻击时有体现
UPROPERTY(EditDefaultsOnly, Category = "Effects|Shake")
TSubclassOf ImpactShake;
UPROPERTY(EditDefaultsOnly, Category = "Effects|Shake")
float ImpactShakeInnerRadius;
UPROPERTY(EditDefaultsOnly, Category = "Effects|Shake")
float ImpactShakeOuterRadius;
// BlueprintNativeEvent = C++ base implementation, can be expanded in Blueprints
// BlueprintCallable to allow child classes to trigger explosions
// Not required for assignment, useful for expanding in Blueprint later on
UFUNCTION(BlueprintCallable, BlueprintNativeEvent)
void Explode();
在cpp中实现逻辑:
void ASProjectileBase::OnActorHit(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit)
{
Explode();
}
// _Implementation from it being marked as BlueprintNativeEvent
void ASProjectileBase::Explode_Implementation()
{
// Check to make sure we aren't already being 'destroyed'
// Adding ensure to see if we encounter this situation at all
if (ensure(!IsPendingKill()))
{
UGameplayStatics::SpawnEmitterAtLocation(this, ImpactVFX, GetActorLocation(), GetActorRotation());
UGameplayStatics::PlaySoundAtLocation(this, ImpactSound, GetActorLocation());
UGameplayStatics::PlayWorldCameraShake(this, ImpactShake, GetActorLocation(), ImpactShakeInnerRadius, ImpactShakeOuterRadius);
Destroy();
}
}
依赖于USAtrributeComponent,人物属性组件,因为要影响人物的血量
构造函数初始化并设置碰撞体触发事件:
ASMagicProjectile::ASMagicProjectile()
{
SphereComp->SetSphereRadius(20.0f);
SphereComp->OnComponentBeginOverlap.AddDynamic(this, &ASMagicProjectile::OnActorOverlap);
DamageAmount = 20.0f;
}
重写事件逻辑:
void ASMagicProjectile::OnActorOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
{
if (OtherActor && OtherActor != GetInstigator())
{
USAttributeComponent* AttributeComp = Cast(OtherActor->GetComponentByClass(USAttributeComponent::StaticClass()));
if (AttributeComp)
{
// minus in front of DamageAmount to apply the change as damage, not healing
AttributeComp->ApplyHealthChange(GetInstigator(), -DamageAmount);
// Only explode when we hit something valid
Explode();
}
}
}
void ASDashProjectile::BeginPlay()
{
Super::BeginPlay();
GetWorldTimerManager().SetTimer(TimerHandle_DelayedDetonate, this, &ASDashProjectile::Explode, DetonateDelay);
}
从Begin之后,DetonateDelay秒之后,调用一次ASDashProjectile。
虚幻引擎中的Gameplay定时器 | 虚幻引擎5.0文档 (unrealengine.com)
void ASDashProjectile::Explode_Implementation()
{
// Clear timer if the Explode was already called through another source like OnActorHit
GetWorldTimerManager().ClearTimer(TimerHandle_DelayedDetonate);
UGameplayStatics::SpawnEmitterAtLocation(this, ImpactVFX, GetActorLocation(), GetActorRotation());
EffectComp->DeactivateSystem();
MoveComp->StopMovementImmediately();
SetActorEnableCollision(false);
FTimerHandle TimerHandle_DelayedTeleport;
GetWorldTimerManager().SetTimer(TimerHandle_DelayedTeleport, this, &ASDashProjectile::TeleportInstigator, TeleportDelay);
// Skip base implementation as it will destroy actor (we need to stay alive a bit longer to finish the 2nd timer)
//Super::Explode_Implementation();
}
APawn* Instigator为人物本身,调用actor的TeleportTo函数实现传送AActor::TeleportTo | Unreal Engine Documentation
void ASDashProjectile::TeleportInstigator()
{
AActor* ActorToTeleport = GetInstigator();
if (ensure(ActorToTeleport))
{
// Keep instigator rotation or it may end up jarring
ActorToTeleport->TeleportTo(GetActorLocation(), ActorToTeleport->GetActorRotation(), false, false);
}
}
FTimerHandle TimerHandle_DelayedDetonate;
由SProjectileBase继承而来,为蓝图。
添加了RadialForce径向力,并设置为负数,因为要实现一种黑洞的吸附能力
要排除自身
利用射线检测实现交互
void ASCharacter::PrimaryInteract()
{
if (InteractionComp)
{
InteractionComp->PrimaryInteract();
}
}
void USInteractionComponent::PrimaryInteract()
{
//碰撞预设
FCollisionObjectQueryParams ObjectQueryParams;
ObjectQueryParams.AddObjectTypesToQuery(ECC_WorldDynamic);
//获取自身
AActor* MyOwner = GetOwner();
//设置碰撞检测位置参数,从眼部开始
FVector EyeLocation;
FRotator EyeRotation;
MyOwner->GetActorEyesViewPoint(EyeLocation, EyeRotation);
FVector End = EyeLocation + (EyeRotation.Vector() * 1000);
//FHitResult Hit;
//bool bBlockingHit = GetWorld()->LineTraceSingleByObjectType(Hit, EyeLocation, End, ObjectQueryParams);
TArray Hits;
float Radius = 30.f;
//射线检测形状
FCollisionShape Shape;
Shape.SetSphere(Radius);
bool bBlockingHit = GetWorld()->SweepMultiByObjectType(Hits, EyeLocation, End, FQuat::Identity, ObjectQueryParams, Shape);
//射线颜色
FColor LineColor = bBlockingHit ? FColor::Green : FColor::Red;
for (FHitResult &Hit : Hits)
{
AActor* HitActor = Hit.GetActor();
if (HitActor)
{
//执行击中物体所实现的接口
if (HitActor->Implements())
{
APawn* MyPawn = Cast(MyOwner);
ISGameplayInterface::Execute_Interact(HitActor, MyPawn);
break;
}
}
DrawDebugSphere(GetWorld(), Hit.ImpactPoint, Radius, 32, LineColor, false, 2.0f);
}
DrawDebugLine(GetWorld(), EyeLocation, End, LineColor, false, 2.0f, 0, 2.0f);
}
ASExplosiveBarrel::ASExplosiveBarrel()
{
MeshComp = CreateDefaultSubobject("MeshComp");
MeshComp->SetSimulatePhysics(true);
RootComponent = MeshComp;
ForceComp = CreateDefaultSubobject("ForceComp");
ForceComp->SetupAttachment(MeshComp);
// Leaving this on applies small constant force via component 'tick' (Optional)
ForceComp->SetAutoActivate(false);
ForceComp->Radius = 750.0f;
ForceComp->ImpulseStrength = 2500.0f; // Alternative: 200000.0 if bImpulseVelChange = false
// Optional, ignores 'Mass' of other objects (if false, the impulse strength will be much higher to push most objects depending on Mass)
ForceComp->bImpulseVelChange = true;
// Optional, default constructor of component already adds 4 object types to affect, excluding WorldDynamic
ForceComp->AddCollisionChannelToAffect(ECC_WorldDynamic);
// Binding either in constructor or in PostInitializeComponents() below
//MeshComp->OnComponentHit.AddDynamic(this, &ASExplosiveBarrel::OnActorHit);
}
AActor::PostInitializeComponents | Unreal Engine Documentation
允许Actor在初始化所有组件后在C++端初始化自己,仅在游戏过程中调用
void ASExplosiveBarrel::PostInitializeComponents()
{
// Don't forget to call parent function
Super::PostInitializeComponents();
MeshComp->OnComponentHit.AddDynamic(this, &ASExplosiveBarrel::OnActorHit);
}
其实有效果的就是第一句:
void ASExplosiveBarrel::OnActorHit(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit)
{
ForceComp->FireImpulse();
UE_LOG(LogTemp, Log, TEXT("OnActorHit in Explosive Barrel"));
// %s = string
// %f = float
// logs: "OtherActor: MyActor_1, at gametime: 124.4"
UE_LOG(LogTemp, Warning, TEXT("OtherActor: %s, at game time: %f"), *GetNameSafe(OtherActor), GetWorld()->TimeSeconds);
FString CombinedString = FString::Printf(TEXT("Hit at location: %s"), *Hit.ImpactPoint.ToString());
DrawDebugString(GetWorld(), Hit.ImpactPoint, CombinedString, nullptr, FColor::Green, 2.0f, true);
// Detailed info on logging in ue4
// https://nerivec.github.io/old-ue4-wiki/pages/logs-printing-messages-to-yourself-during-runtime.html
}
实现交互后,打开/关闭宝箱盖子 ,同时可以在蓝图中设置粒子效果
ASItemChest::ASItemChest()
{
BaseMesh = CreateDefaultSubobject(TEXT("BaseMesh"));
RootComponent = BaseMesh;
LidMesh = CreateDefaultSubobject(TEXT("LidMesh"));
LidMesh->SetupAttachment(BaseMesh);
TargetPitch = 110;
}
void ASItemChest::Interact_Implementation(APawn* InstigatorPawn)
{
LidMesh->SetRelativeRotation(FRotator(TargetPitch, 0, 0));
}
在蓝图中的Class Settings里可以看到继承了接口:
实现交互开关宝箱、设置粒子效果
老规矩,首先是简单的构造函数中的初始化
ASPowerupActor::ASPowerupActor()
{
SphereComp = CreateDefaultSubobject("SphereComp");
SphereComp->SetCollisionProfileName("Powerup");
RootComponent = SphereComp;
RespawnTime = 10.0f;
}
void ASPowerupActor::Interact_Implementation(APawn* InstigatorPawn)
{
// logic in derived classes...
}
void ASPowerupActor::HideAndCooldownPowerup()
{
SetPowerupState(false);
GetWorldTimerManager().SetTimer(TimerHandle_RespawnTimer, this, &ASPowerupActor::ShowPowerup, RespawnTime);
}
void ASPowerupActor::SetPowerupState(bool bNewIsActive)
{
SetActorEnableCollision(bNewIsActive);
// Set visibility on root and all children
RootComponent->SetVisibility(bNewIsActive, true);
}
void ASPowerup_HealthPotion::Interact_Implementation(APawn* InstigatorPawn)
{
if (!ensure(InstigatorPawn))
{
return;
}
USAttributeComponent* AttributeComp = USAttributeComponent::GetAttributes(InstigatorPawn);
// Check if not already at max health
if (ensure(AttributeComp) && !AttributeComp->IsFullHealth())
{
// Only activate if healed successfully
if (AttributeComp->ApplyHealthChange(this, AttributeComp->GetHealthMax()))
{
HideAndCooldownPowerup();
}
}
}
create widget:
创建对应组件UI
为text绑定health事件
设置黑板
class UBehaviorTree;
/**
*
*/
UCLASS()
class ACTIONROGUELIKE_API ASAIController : public AAIController
{
GENERATED_BODY()
protected:
UPROPERTY(EditDefaultsOnly, Category = "AI")
UBehaviorTree* BehaviorTree;
virtual void BeginPlay() override;
};
void ASAIController::BeginPlay()
{
Super::BeginPlay();
if (ensureMsgf(BehaviorTree, TEXT("Behavior Tree is nullptr! Please assign BehaviorTree in your AI Controller.")))
{
RunBehaviorTree(BehaviorTree);
}
// APawn* MyPawn = UGameplayStatics::GetPlayerPawn(this, 0);
// if (MyPawn)
// {
// GetBlackboardComponent()->SetValueAsVector("MoveToLocation", MyPawn->GetActorLocation());
//
// GetBlackboardComponent()->SetValueAsObject("TargetActor", MyPawn);
// }
}
逻辑为:当且仅当:
为真。
void USBTService_CheckAttackRange::TickNode(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory, float DeltaSeconds)
{
Super::TickNode(OwnerComp, NodeMemory, DeltaSeconds);
// Check distance between ai pawn and target actor
UBlackboardComponent* BlackBoardComp = OwnerComp.GetBlackboardComponent();
if (ensure(BlackBoardComp))
{
AActor* TargetActor = Cast(BlackBoardComp->GetValueAsObject("TargetActor"));
if (TargetActor)
{
AAIController* MyController = OwnerComp.GetAIOwner();
APawn* AIPawn = MyController->GetPawn();
if (ensure(AIPawn))
{
float DistanceTo = FVector::Distance(TargetActor->GetActorLocation(), AIPawn->GetActorLocation());
bool bWithinRange = DistanceTo < MaxAttackRange;
bool bHasLOS = false;
if (bWithinRange)
{
bHasLOS = MyController->LineOfSightTo(TargetActor);
}
BlackBoardComp->SetValueAsBool(AttackRangeKey.SelectedKeyName, (bWithinRange && bHasLOS));
}
}
}
}
CheckAttackRange后,会首先进入WithinAttackRange?,若条件为真,则AI执行攻击;若条件为假,则AI向玩家移动,直到到达攻击范围内;
图中蓝色球体为未选中移动目标,绿色球体为已被选择的目标,AI会对EQS所查询的目标进行移动
随机选取一个位置让AI移动
void ASAICharacter::OnHealthChanged(AActor* InstigatorActor, USAttributeComponent* OwningComp, float NewHealth, float Delta)
{
if (Delta < 0.0f)
{
if (InstigatorActor != this)
{
SetTargetActor(InstigatorActor);
}
if (ActiveHealthBar == nullptr)
{
ActiveHealthBar = CreateWidget(GetWorld(), HealthBarWidgetClass);
if (ActiveHealthBar)
{
ActiveHealthBar->AttachedActor = this;
ActiveHealthBar->AddToViewport();
}
}
GetMesh()->SetScalarParameterValueOnMaterials(TimeToHitParamName, GetWorld()->TimeSeconds);
if (NewHealth <= 0.0f)
{
// stop BT
AAIController* AIC = Cast(GetController());
if (AIC)
{
AIC->GetBrainComponent()->StopLogic("Killed");
}
// ragdoll
GetMesh()->SetAllBodiesSimulatePhysics(true);
GetMesh()->SetCollisionProfileName("Ragdoll");
// set lifespan
SetLifeSpan(10.0f);
}
}
}