예제 #1
0
// Sets default values
AMotherActor::AMotherActor()
{
	// Set this actor to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
	PrimaryActorTick.bCanEverTick = true;
	UBoxComponent* Box = CreateDefaultSubobject<UBoxComponent>(TEXT("RootComponent"));
	RootComponent = Box;
	Box->InitBoxExtent(FVector(20.0f, 20.0f, 20.0f));

	UBoxComponent* Box1 = CreateDefaultSubobject<UBoxComponent>(TEXT("Box"));
	Box1->InitBoxExtent(FVector(60.0f, 60.0f, 60.0f));
	Box1->RelativeLocation = FVector(100.0f, 0.0f, 0.0f);
	USphereComponent* SphereComponent = CreateDefaultSubobject<USphereComponent>(TEXT("Sphere"));
	SphereComponent->InitSphereRadius(60.0f);
	SphereComponent->RelativeLocation = FVector(100.0f, 0.0f, 0.0f);
	UStaticMeshComponent* SphereVisual = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("VisualRepresentation"));

	static ConstructorHelpers::FObjectFinder<UStaticMesh> SphereVisualAsset(TEXT("/Game/StarterContent/Shapes/Shape_Sphere.Shape_Sphere"));
	if (SphereVisualAsset.Succeeded()) {
		SphereVisual->SetStaticMesh(SphereVisualAsset.Object);
		SphereVisual->SetRelativeLocation(FVector(0.0f, 0.0f, -100.0f));
		SphereVisual->SetWorldScale3D(FVector(0.8f));
	}

	Box1->AttachTo(RootComponent);
	SphereVisual->AttachTo(RootComponent);
	SphereComponent->AttachTo(RootComponent);

	UChildActorComponent * ChildActor = CreateDefaultSubobject<UChildActorComponent>(TEXT("InventoryCamera"));
	ChildActor->SetChildActorClass(AOrbitalActor::StaticClass());
	ChildActor->CreateChildActor();
	FVector position = GetActorLocation();
	ChildActor->SetRelativeTransform(FTransform(position));

}
// Called every frame
void AHunterProjectile::Tick( float DeltaTime )
{
	Super::Tick( DeltaTime );

	if (GetAttachParentActor())
	{
		return;
	}

	FVector deltaMove = DeltaTime * m_velocity;

	FVector newLocation = GetActorLocation() + deltaMove;
	SetActorLocation(newLocation, false);

	AActor *hitActor = FindHitActor();
	if (hitActor)
	{
		ABasicAIAgent *hitAgent = Cast<ABasicAIAgent>(hitActor);
		bool doAttach = false;
		UBoxComponent *attachBox = nullptr;
		if (hitAgent && hitAgent->m_teamID == TEAM_CALVES)
		{
			attachBox = hitAgent->GetSpearBox();

			hitAgent->ModifyHealth(-m_projectileDamage);
			doAttach = true;
		}
		else if (ATP_TopDownCharacter *playerChar = Cast<ATP_TopDownCharacter>(hitActor))
		{
			attachBox = playerChar->GetSpearBox();

			playerChar->SpearHit();
			doAttach = true;
		}

		if (attachBox)
		{
			FVector boxExtents = attachBox->GetScaledBoxExtent();
			FVector boxOrigin = attachBox->GetComponentLocation();

			FBox box(boxOrigin - boxExtents, boxOrigin + boxExtents);

			FVector attachPos = FMath::RandPointInBox(box);
			SetActorLocation(attachPos);
		}

		if (doAttach)
		{
		//	Destroy();
			SetLifeSpan(20.0f);

			GetRootComponent()->AttachTo(hitActor->GetRootComponent(), NAME_None, EAttachLocation::KeepWorldPosition);

			OnProjectileHit();
		}
	}

}
AMeasurementGate::AMeasurementGate(const FObjectInitializer& ObjectInitializer)
	: Super(ObjectInitializer.SetDefaultSubobjectClass<UBoxComponent>(TEXT("CollisionComp"))) {
	UBoxComponent* BoxCollisionComponent = CastChecked<UBoxComponent>(GetCollisionComponent());

	BoxCollisionComponent->ShapeColor = TriggerBaseColor;
	BoxCollisionComponent->InitBoxExtent(FVector(40.0f, 40.0f, 40.0f));

	static FName CollisionProfileName(TEXT("Trigger"));
	BoxCollisionComponent->SetCollisionProfileName(CollisionProfileName);

	if (GetSpriteComponent())
	{
		GetSpriteComponent()->AttachParent = BoxCollisionComponent;
	}

	OnActorBeginOverlap.AddDynamic(this, &AMeasurementGate::OnBeginOverlap);
}
void AMeasurementGate::EditorApplyScale(const FVector& DeltaScale, const FVector* PivotLocation, bool bAltDown, bool bShiftDown, bool bCtrlDown)
{
	const FVector ModifiedScale = DeltaScale * (AActor::bUsePercentageBasedScaling ? 500.0f : 5.0f);

	UBoxComponent * BoxComponent = Cast<UBoxComponent>(GetRootComponent());
	if (bCtrlDown)
	{
		// CTRL+Scaling modifies trigger collision height.  This is for convenience, so that height
		// can be changed without having to use the non-uniform scaling widget (which is
		// inaccessable with spacebar widget cycling).
		FVector Extent = BoxComponent->GetUnscaledBoxExtent() + FVector(0, 0, ModifiedScale.X);
		Extent.Z = FMath::Max(0.0f, Extent.Z);
		BoxComponent->SetBoxExtent(Extent);
	}
	else
	{
		FVector Extent = BoxComponent->GetUnscaledBoxExtent() + FVector(ModifiedScale.X, ModifiedScale.Y, ModifiedScale.Z);
		Extent.X = FMath::Max(0.0f, Extent.X);
		Extent.Y = FMath::Max(0.0f, Extent.Y);
		Extent.Z = FMath::Max(0.0f, Extent.Z);
		BoxComponent->SetBoxExtent(Extent);
	}
}