void ACamera::MoveVertical( float Scale ) { FVector move = FVector( 0.0f, 0.0f, Scale ); FVector location = GetActorLocation( ); location += move; SetActorRelativeLocation( location ); }
void ACamera::MoveHorizontal( float Scale ) { FVector move = FVector( Scale, 0.0f, 0.0f ); FVector location = GetActorLocation(); location += move; SetActorRelativeLocation( location ); }
// Called every frame void AEquipmentPickup::Tick( float DeltaTime ) { Super::Tick( DeltaTime ); t += DeltaTime; SetActorRelativeLocation(start + FMath::Sin(t*PI)*25.0f*FVector::UpVector); AddActorWorldRotation(FRotator(0.0f, DeltaTime*135.0f, 0.0f)); }
void AGenericProjectile::Tick(float Deltatime) { Super::Tick(Deltatime); FVector currentLocation = GetActorLocation(); currentLocation.Y += ProjectileVelocity; SetActorRelativeLocation(currentLocation); }
// Called every frame void APreprekaCPP::Tick(float DeltaTime) { Super::Tick(DeltaTime); /*Neka funkcija*/ Parametar += Delta; float Y = 3 * FMath::Cos(Parametar); float X = 3 * Parametar; float Z = 3 * FMath::Sin(Parametar) + Parametar; SetActorRelativeLocation(GetActorLocation() + FVector(X, Y, Z) * FMath::Sign(Delta)); /*+0.05 se lepo zaokrugli na ovom kompu, mozda treba dodati dodati neku gresku*/ /*Kada smo sigli do 2*PI i 0 idemo nazad istim putem*/ if (Parametar >= 2 * PI || Parametar <= 0) Delta = -Delta; }