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awesome_game/Source/TurnBasedTutorial/MyPlayerController.cpp

64 lines
1.9 KiB

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