void AVehiclePawn::OnHandbrakeReleased()
{
	bHandbrakeActive = false;
	UWheeledVehicleMovementComponent *VehicleMovement = GetVehicleMovementComponent();
	if (VehicleMovement != NULL)
	{
		GetVehicleMovementComponent()->SetHandbrakeInput(false);
	}
}
void ABaseVehicleAI::UpdateMovement() {
	float steering = CalculateSteering();
	float throttle = CalculateThrottle();
	GetVehicleMovementComponent()->SetSteeringInput(steering);
	GetVehicleMovementComponent()->SetThrottleInput(throttle);
	if(GetDistanceFromDestination() < 250) {
		GetVehicleMovementComponent()->SetHandbrakeInput(true);
		State = EVehicleMovementState::VMS_Stopping;
		OnMoveCompleted.Broadcast();
		State = EVehicleMovementState::VMS_Idle;
		UKismetSystemLibrary::K2_SetTimer(this, "UpdateMovement", 0.0, false);
	}
	else {
		State = EVehicleMovementState::VMS_Moving;
	}
}
void AVehiclePawn::OnHandbrakePressed()
{
	AVehiclePlayerController *VehicleController = Cast<AVehiclePlayerController>(GetController());
	UWheeledVehicleMovementComponent *VehicleMovement = GetVehicleMovementComponent();
	if (VehicleMovement != NULL)
	{
		VehicleMovement->SetHandbrakeInput(true);
	}
}
void ABaseVehicleAI::MoveToLocation(FVector location, bool isRollingStop)
{
	RollingStop = isRollingStop;
	Destination = location;
	Distance = GetDistanceFromDestination();
	Started = this->GetWorld()->GetTimeSeconds();
	GetVehicleMovementComponent()->SetHandbrakeInput(false);
	UKismetSystemLibrary::K2_SetTimer(this, "UpdateMovement", .03, true);
}
void AVehiclePawn::MoveRight(float Val)
{
	AVehiclePlayerController* MyPC = Cast<AVehiclePlayerController>(GetController());
	UWheeledVehicleMovementComponent *VehicleMovement = GetVehicleMovementComponent();
	if (VehicleMovement == NULL || (MyPC && MyPC->IsHandbrakeForced()))
	{
		return;
	}
	VehicleMovement->SetSteeringInput(Val);
}
void AWheeledVehicle::DisplayDebug(UCanvas* Canvas, const FDebugDisplayInfo& DebugDisplay, float& YL, float& YPos)
{
	static FName NAME_Vehicle = FName(TEXT("Vehicle"));

	Super::DisplayDebug(Canvas, DebugDisplay, YL, YPos);

#if WITH_VEHICLE
	if (DebugDisplay.IsDisplayOn(NAME_Vehicle))
	{
		GetVehicleMovementComponent()->DrawDebug(Canvas, YL, YPos);
	}
#endif
}
void AUnsealed4x4Pawn::OnHandbrakeReleased()
{
	GetVehicleMovementComponent()->SetHandbrakeInput(false);
}
void AUnsealed4x4Pawn::OnHandbrakePressed()
{
	GetVehicleMovementComponent()->SetHandbrakeInput(true);
}
void AUnsealed4x4Pawn::MoveRight(float Val)
{
	GetVehicleMovementComponent()->SetSteeringInput(Val);
}
void AUnsealed4x4Pawn::MoveForward(float Val)
{
	GetVehicleMovementComponent()->SetThrottleInput(Val);

}
Exemple #11
0
void ARacerPawn::OnHandbrakeReleased()
{
	GetVehicleMovementComponent()->SetHandbrakeInput(false);
}
Exemple #12
0
void ARacerPawn::OnHandbrakePressed()
{
	GetVehicleMovementComponent()->SetHandbrakeInput(true);
}
Exemple #13
0
void ARacerPawn::MoveRight(float Val)
{
	GetVehicleMovementComponent()->SetSteeringInput(Val);
}
Exemple #14
0
void ARacerPawn::MoveForward(float Val)
{
	GetVehicleMovementComponent()->SetThrottleInput(Val);
}