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