コード例 #1
0
ファイル: CheatManager.cpp プロジェクト: kidaa/UnrealEngineVR
void UCheatManager::ChangeSize( float F )
{
	APawn* Pawn = GetOuterAPlayerController()->GetPawn();
	
	// Note: only works on characters
	ACharacter *Character =  Cast<ACharacter>(Pawn);
	if (Character)
	{
		ACharacter* DefaultCharacter = Character->GetClass()->GetDefaultObject<ACharacter>();
		Character->GetCapsuleComponent()->SetCapsuleSize(DefaultCharacter->GetCapsuleComponent()->GetUnscaledCapsuleRadius() * F, DefaultCharacter->GetCapsuleComponent()->GetUnscaledCapsuleHalfHeight() * F);

		if (Character->GetMesh())
		{
			Character->GetMesh()->SetRelativeScale3D(FVector(F));
		}
		Character->TeleportTo(Character->GetActorLocation(), Character->GetActorRotation());
	}
}
コード例 #2
0
bool ALabyrinthGameMode::IsSpawnpointPreferred(APlayerStart* SpawnPoint, AController* Player) const
{
	ACharacter* MyPawn = Cast<ACharacter>((*DefaultPawnClass)->GetDefaultObject<ACharacter>());

	// TO-DO: Add AI Controller
	//ALAIController* AIController = Cast<ALAIController>(Player);
	/*if (AIController != nullptr)
	{
		MyPawn = Cast<ACharacter>(BotPawnClass->GetDefaultObject<ACharacter>());
	}*/

	if (MyPawn)
	{
		const FVector SpawnLocation = SpawnPoint->GetActorLocation();
		for (FConstPawnIterator It = GetWorld()->GetPawnIterator(); It; It++)
		{
			ACharacter* OtherPawn = Cast<ACharacter>(*It);
			if (OtherPawn && OtherPawn != MyPawn)
			{
				const float CombinedHeight = (MyPawn->GetCapsuleComponent()->GetScaledCapsuleHalfHeight() + OtherPawn->GetCapsuleComponent()->GetScaledCapsuleHalfHeight()) * 2.0f;
				const float CombinedRadius = (MyPawn->GetCapsuleComponent()->GetScaledCapsuleRadius() + OtherPawn->GetCapsuleComponent()->GetScaledCapsuleRadius());
				const FVector OtherLocation = OtherPawn->GetActorLocation();

				// Check if the player start overlaps this pawn
				if (FMath::Abs(SpawnLocation.Z - OtherLocation.Z) < CombinedHeight && (SpawnLocation - OtherLocation).Size2D() < CombinedRadius)
				{
					return false;
				}
			}
		}
	}
	else
	{
		return false;
	}
	return true;
}
コード例 #3
0
AActor * AHunterProjectile::FindHitActor()
{
	const FVector &thisLocation = GetActorLocation();

	UFlockingDataCache *cache = UFlockingDataCache::GetCacheChecked(this);
	
	ACharacter *playerCharacter = nullptr;
	for (FConstControllerIterator It = GetWorld()->GetControllerIterator(); It; ++It)
	{
		AController *controller = *It;
		APawn *otherPawn = controller->GetPawn();
		if (otherPawn == nullptr)
		{
			continue;
		}

		if (controller->IsA(APlayerController::StaticClass()))
		{
			playerCharacter = Cast<ACharacter>(controller->GetPawn());
		}
	}
	
	const TArray<FVector> &calfLocations = cache->GetTeamData(TEAM_CALVES)->m_locations;
	const TArray<FVector> &playerLocations = cache->GetLocationsPlayer();

	int32 targetCalf = FindHitActor(calfLocations, cache->GetTeamData(TEAM_CALVES)->m_agentRadius * 0.5f);
	AActor *targetActor = nullptr;
	if (targetCalf == INDEX_NONE)
	{
		int32 targetPlayer = FindHitActor(playerLocations, 0.5f * playerCharacter->GetCapsuleComponent()->GetScaledCapsuleRadius());
		if (targetPlayer != INDEX_NONE)
		{
			targetActor = playerCharacter;
		}
	}
	else
	{
		targetActor = cache->GetOrCreateTeamData(TEAM_CALVES).m_agents[targetCalf];
	}
	
	return targetActor;
}
コード例 #4
0
bool ASGameMode::IsSpawnpointPreferred(APlayerStart* SpawnPoint, AController* Controller)
{
	if (SpawnPoint)
	{
		/* Iterate all pawns to check for collision overlaps with the spawn point */
		const FVector SpawnLocation = SpawnPoint->GetActorLocation();
		for (FConstPawnIterator It = GetWorld()->GetPawnIterator(); It; It++)
		{
			ACharacter* OtherPawn = Cast<ACharacter>(*It);
			if (OtherPawn)
			{
				const float CombinedHeight = (SpawnPoint->GetCapsuleComponent()->GetScaledCapsuleHalfHeight() + OtherPawn->GetCapsuleComponent()->GetScaledCapsuleHalfHeight()) * 2.0f;
				const float CombinedWidth = SpawnPoint->GetCapsuleComponent()->GetScaledCapsuleRadius() + OtherPawn->GetCapsuleComponent()->GetScaledCapsuleRadius();
				const FVector OtherLocation = OtherPawn->GetActorLocation();

				// Check if player overlaps the playerstart
				if (FMath::Abs(SpawnLocation.Z - OtherLocation.Z) < CombinedHeight && (SpawnLocation - OtherLocation).Size2D() < CombinedWidth)
				{
					return false;
				}
			}
		}

		/* Check if spawnpoint is exclusive to players */
		ASPlayerStart* MyPlayerStart = Cast<ASPlayerStart>(SpawnPoint);
		if (MyPlayerStart)
		{
			return MyPlayerStart->GetIsPlayerOnly() && !Controller->PlayerState->bIsABot;
		}
	}

	return false;
}