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awesome_game/Source/TurnBasedTutorial/ManageSquadPlayerController...

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// Fill out your copyright notice in the Description page of Project Settings.
#include "ManageSquadPlayerController.h"
#include "ManageSquadGameState.h"
AManageSquadPlayerController::AManageSquadPlayerController() {
SetShowMouseCursor(true);
}
void AManageSquadPlayerController::SetupInputComponent() {
Super::SetupInputComponent();
InputComponent->BindAction("MyAction", IE_Pressed, this,
&AManageSquadPlayerController::OnLeftMouseClick);
}
void AManageSquadPlayerController::OnLeftMouseClick() {
UE_LOG(LogTemp, Warning, TEXT("Mouse clicked"));
FHitResult HitResult;
bool const IsHitResult = GetHitResultUnderCursorForObjects(
TArray<TEnumAsByte<EObjectTypeQuery>>{ObjectTypeQuery1}, false,
HitResult);
if (!IsHitResult)
return;
UE_LOG(LogTemp, Warning, TEXT("Got hit result"));
// auto const NewlySelectedLocation = HitResult.Location;
AManageSquadTrooper *NewlySelectedTrooper = dynamic_cast
<AManageSquadTrooper *>(
HitResult.GetActor());
if (NewlySelectedTrooper == nullptr || !NewlySelectedTrooper->
IsValidLowLevel()) {
// we selected something that is not a trooper (or trooper in shitty state...)
UE_LOG(LogTemp, Warning, TEXT("Not a trooper"));
return;
}
// skip re-selection
if (SelectedTrooper == NewlySelectedTrooper) {
UE_LOG(LogTemp, Warning, TEXT("Skip reselection"));
return;
}
UE_LOG(LogTemp, Warning, TEXT("Trooper"));
switch (NewlySelectedTrooper->GetType()) {
case ETrooperType::TROOPER_SAMPLE:
if (SelectedTrooper) {
UE_LOG(LogTemp, Warning, TEXT("Trooper replacement"));
SelectedTrooper->ChangeSkeletalMesh(NewlySelectedTrooper);
dynamic_cast<AManageSquadGameState *>(
GetWorld()->GetGameState())->ChangeSquad(
SelectedTrooper->GetIndex(),
NewlySelectedTrooper->GetIndex()
);
}
break;
case ETrooperType::TROOPER_IN_SQUAD:
SelectedTrooper = NewlySelectedTrooper;
UE_LOG(LogTemp, Warning, TEXT("Changed selection"));
break;
default:
break;
}
}