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@ -2,62 +2,62 @@
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#include "MyPlayerController.h"
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AMyPlayerController::AMyPlayerController() : Super(), IsMyTurn(false), SelectedTrooper(nullptr) {
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UE_LOG(LogTemp, Warning, TEXT("Player controller created"));
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}
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void AMyPlayerController::SetupInputComponent() {
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Super::SetupInputComponent();
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InputComponent->BindAction("MyAction", IE_Pressed, this,
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&AMyPlayerController::OnLeftMouseClick);
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}
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void AMyPlayerController::StartTurn() {
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IsMyTurn = true;
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UE_LOG(LogTemp, Warning, TEXT("Your turn"));
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}
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void AMyPlayerController::EndTurn() {
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IsMyTurn = false;
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UE_LOG(LogTemp, Warning, TEXT("Not your turn"));
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}
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void AMyPlayerController::SetTrooperIsMoving(bool isMoving) {
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IsThereTrooperMoving = isMoving;
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}
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void AMyPlayerController::OnLeftMouseClick() {
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if (IsThereTrooperMoving) {
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return;
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}
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UE_LOG(LogTemp, Warning, TEXT("Mouse clicked"));
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FHitResult HitResult;
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bool IsHitResult = GetHitResultUnderCursorByChannel(TraceTypeQuery1, false, HitResult);
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if (IsHitResult) {
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AActor *actor = HitResult.Actor.Get();
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if (actor->ActorHasTag(FName("Trooper"))) {
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ATrooper* trooper = dynamic_cast<ATrooper*>(actor);
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if (trooper != nullptr && trooper != SelectedTrooper) {
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if (trooper->IsOnPlayersSide()) {
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UE_LOG(LogTemp, Warning, TEXT("Hitted trooper id: %d, on our side"),
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trooper->GetId());
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SelectedTrooper = trooper;
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}
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else {
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UE_LOG(LogTemp, Warning, TEXT("Hitted trooper id: %d, enemy"),
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trooper->GetId());
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UE_LOG(LogTemp, Warning, TEXT("Trooper #%d hit enemy trooper #%d"),
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SelectedTrooper->GetId(), trooper->GetId());
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}
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}
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}
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else if (actor->ActorHasTag(FName("Floor"))) {
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UE_LOG(LogTemp, Warning, TEXT("Hitted floor: %f, %f, %f"), HitResult.Location.X,
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HitResult.Location.Y, HitResult.Location.Z);
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if (SelectedTrooper != nullptr) {
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SelectedTrooper->MoveTrooper(HitResult.Location);
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IsThereTrooperMoving = true;
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}
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}
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}
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}
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// AMyPlayerController::AMyPlayerController() : Super(), IsMyTurn(false), SelectedTrooper(nullptr) {
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// UE_LOG(LogTemp, Warning, TEXT("Player controller created"));
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// }
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//
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// void AMyPlayerController::SetupInputComponent() {
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// Super::SetupInputComponent();
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// InputComponent->BindAction("MyAction", IE_Pressed, this,
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// &AMyPlayerController::OnLeftMouseClick);
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// }
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//
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// void AMyPlayerController::StartTurn() {
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// IsMyTurn = true;
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// UE_LOG(LogTemp, Warning, TEXT("Your turn"));
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// }
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//
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// void AMyPlayerController::EndTurn() {
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// IsMyTurn = false;
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// UE_LOG(LogTemp, Warning, TEXT("Not your turn"));
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// }
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//
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// void AMyPlayerController::SetTrooperIsMoving(bool isMoving) {
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// IsThereTrooperMoving = isMoving;
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// }
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//
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// void AMyPlayerController::OnLeftMouseClick() {
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// if (IsThereTrooperMoving) {
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// return;
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// }
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// UE_LOG(LogTemp, Warning, TEXT("Mouse clicked"));
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// FHitResult HitResult;
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// bool IsHitResult = GetHitResultUnderCursorByChannel(TraceTypeQuery1, false, HitResult);
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// if (IsHitResult) {
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// AActor *actor = HitResult.Actor.Get();
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// if (actor->ActorHasTag(FName("Trooper"))) {
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// ATrooper* trooper = dynamic_cast<ATrooper*>(actor);
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// if (trooper != nullptr && trooper != SelectedTrooper) {
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// if (trooper->IsOnPlayersSide()) {
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// UE_LOG(LogTemp, Warning, TEXT("Hitted trooper id: %d, on our side"),
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// trooper->GetId());
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// SelectedTrooper = trooper;
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// }
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// else {
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// UE_LOG(LogTemp, Warning, TEXT("Hitted trooper id: %d, enemy"),
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// trooper->GetId());
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// UE_LOG(LogTemp, Warning, TEXT("Trooper #%d hit enemy trooper #%d"),
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// SelectedTrooper->GetId(), trooper->GetId());
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// }
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// }
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// }
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// else if (actor->ActorHasTag(FName("Floor"))) {
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// UE_LOG(LogTemp, Warning, TEXT("Hitted floor: %f, %f, %f"), HitResult.Location.X,
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// HitResult.Location.Y, HitResult.Location.Z);
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// if (SelectedTrooper != nullptr) {
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// SelectedTrooper->MoveTrooper(HitResult.Location);
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// IsThereTrooperMoving = true;
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// }
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// }
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// }
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// }
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