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awesome_game/Source/TurnBasedTutorial/Trooper.cpp

74 lines
1.6 KiB

#include "Trooper.h"
#include <Kismet/GameplayStatics.h>
#include "MyPlayerController.h"
// Sets default values
ATrooper::ATrooper() {
PrimaryActorTick.bCanEverTick = true;
Tags.Add(FName("Trooper"));
Id = NumberOfTroopersForId++;
Position.Set(0, 0, 0);
Mesh = CreateDefaultSubobject<UStaticMeshComponent>("Mesh");
RootComponent = Mesh;
static ConstructorHelpers::FObjectFinder<UStaticMesh> MeshToUse(TEXT(
"StaticMesh'/Game/StarterContent/Props/SM_Chair.SM_Chair'"
));
if (MeshToUse.Object)
{
Mesh->SetStaticMesh(MeshToUse.Object);
}
}
// Called when the game starts or when spawned
void ATrooper::BeginPlay()
{
Super::BeginPlay();
}
void ATrooper::Tick(float deltaTime) {
if (IsMoving) {
FVector vector = (MoveToVector - Position);
vector.Normalize();
vector *= (Speed * deltaTime);
if (vector.Size() >= (MoveToVector - Position).Size()) {
Position = MoveToVector;
IsMoving = false;
dynamic_cast<AMyPlayerController*>(
UGameplayStatics::GetPlayerController(GetWorld(), 0)
)->SetTrooperIsMoving(false);
}
else {
Position += vector;
}
SetActorLocation(Position);
}
}
void ATrooper::MoveTrooper(FVector newPos) {
MoveToVector = newPos;
IsMoving = true;
}
int ATrooper::NumberOfTroopersForId = 0;
void ATrooper::InitNumberOfTroopersForId() {
NumberOfTroopersForId = 0;
}
FVector ATrooper::GetPosition() {
return Position;
}
bool ATrooper::IsOnPlayersSide() {
return OnPlayersSide;
}
int ATrooper::GetId() {
return Id;
}
void ATrooper::InitTrooper(FVector position, bool onPlayersSide) {
Position = position;
OnPlayersSide = onPlayersSide;
}