ASpawnVolume::ASpawnVolume(const class FPostConstructInitializeProperties& PCIP)
	: Super(PCIP)
	, m_isSpawningEnable(true)
{
	m_WhereToSpawn = PCIP.CreateDefaultSubobject<UBoxComponent>(this, "WhereToSpawn");

	RootComponent = m_WhereToSpawn;

	m_spawnDelayRangeLow = 1.f;
	m_spawnDelayRangeHigh = 4.5f;
	m_SpawnDelay = GetRandomSpawnDelay();

	m_SpawnTime = 0;
	PrimaryActorTick.bCanEverTick = true;
}
예제 #2
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ASpawnVolume::ASpawnVolume(const class FPostConstructInitializeProperties& PCIP)
	: Super(PCIP)
{
	/* Create a simple static mesh component to represent the pichup in the level */
	WhereToSpawn = PCIP.CreateDefaultSubobject<UBoxComponent>(this, TEXT("WhereToSpawn"));

	/* Set the StaticMeshComponent as the root component */
	RootComponent = WhereToSpawn;

	// Set the spawn delay range and get the first spawnDelay value
	SpawnDelayRangeLow = 1.0f;
	SpawnDelayRangeHigh = 4.5f;
	SpawnDelay = GetRandomSpawnDelay();

	// Make this SpawnVolume tickable
	PrimaryActorTick.bCanEverTick = true;
}
예제 #3
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ASpawnVolume::ASpawnVolume(const FObjectInitializer& ObjectInitializer)
	: Super(ObjectInitializer)
{
	// Create the simple StaticMeshComponent to represent the pickup in the level
	WhereToSpawn = ObjectInitializer.CreateDefaultSubobject<UBoxComponent>(this, TEXT("WhereToSpawn"));

	// Set the StaticMeshComponent as the root component
	RootComponent = WhereToSpawn;

	// Set the spawn delay range and get the first SpawnDelay
	SpawnDelayRangeLow = 1.0f;
	SpawnDelayRangeHigh = 4.5f;
	SpawnDelay = GetRandomSpawnDelay();

	// Make the spawn volume tickable.
	PrimaryActorTick.bCanEverTick = true;
}
void ASpawnVolume::Tick(float DeltaSeconds)
{
	if (m_isSpawningEnable)
	{
		m_SpawnTime += DeltaSeconds;

		bool bShouldSpawn = (m_SpawnTime > m_SpawnDelay);

		if (bShouldSpawn)
		{
			SpawnPickup();

			m_SpawnTime -= m_SpawnDelay;

			m_SpawnDelay = GetRandomSpawnDelay();
		}
	}
}
예제 #5
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void ASpawnVolume::Tick(float DeltaSeconds)
{
	// If spawning is not enabled, do nothing
	if (!bSpawningEnabled)
		return;

	// Always add delta time to our Spawn Time
	SpawnTime += DeltaSeconds;

	bool bShouldSpawn = (SpawnTime > SpawnDelay);

	if (bShouldSpawn)
	{
		SpawnPickup();

		// Deduct spawn delay from accumulated time value
		SpawnTime -= SpawnDelay;

		SpawnDelay = GetRandomSpawnDelay();
	}
}