void ATopDown_HitmanCleanPlayerController::PlayerTick(float DeltaTime){
	Super::PlayerTick(DeltaTime);

	// keep updating the destination every tick while desired
	if (bMoveToMouseCursor){
		MoveToMouseCursor();
	}
}
Пример #2
0
void ATDownPlayerController::PlayerTick(float DeltaTime)
{
	Super::PlayerTick(DeltaTime);

	if (CurrentGameMode)
	{
		// get state from game mode and stops player movement
		switch (CurrentGameMode->GetCurrentState())
		{
		case EGamePlayerState::GS_Player:
		{
			bIsCanMoove = true;
			break;
		}
		case EGamePlayerState::GS_Bot:
		{
			bIsCanMoove = false;
			break;
		}
		case EGamePlayerState::GS_Unknown:
		{
			break;
		}
		default:
			bIsCanMoove = true;
			break;
		}
	}
	else
	{
		//GEngine->AddOnScreenDebugMessage(-1, 2, FColor::Red, TEXT("____________ CurrentGameMode FAIL!!!!____________"),true,);
	}

	/*if (CurrentGameMode->GetCurrentState() == EGamePlayerState::GS_Player)
	{
		bIsCanMoove = true;
	}
	else
	{
		if (CurrentGameMode->GetCurrentState() == EGamePlayerState::GS_Bot)
		{
			bIsCanMoove = false;
		}
		else
		{
			bIsCanMoove = true;
		}
	}*/


	// keep updating the destination every tick while desired
	if (bMoveToMouseCursor && bIsCanMoove)
	{
		MoveToMouseCursor();
	}
}
void AEventExampleProjectPlayerController::PlayerTick(float DeltaTime)
{
	Super::PlayerTick(DeltaTime);

	// keep updating the destination every tick while desired
	if (bMoveToMouseCursor)
	{
		MoveToMouseCursor();
	}
}
void AMetalHeadsPlayerController::PlayerTick(float DeltaTime)
{
	Super::PlayerTick(DeltaTime);

	// keep updating the destination every tick while desired
	if (bMoveToMouseCursor)
	{
		MoveToMouseCursor();
	}
}
void AFrisbeeNulPlayerController::PlayerTick(float DeltaTime)
{
	Super::PlayerTick(DeltaTime);

	// keep updating the destination every tick while desired
	if (bMoveToMouseCursor && this->frisbee->playerOwner != GetPawn())
	{
		MoveToMouseCursor();
	}

}
void ATwinStickShooterPlayerController::PlayerTick(float DeltaTime)
{
	Super::PlayerTick(DeltaTime);

	// keep updating the destination every tick while desired
	if (false)
	{
		MoveToMouseCursor();
	}

	if (bLookAtMouseCursor)
	{
		LookAtMouseCursor();
	}
}
Пример #7
0
void AMyPlayerController::PlayerTick(float DeltaTime)
{
	Super::PlayerTick(DeltaTime);

	// keep updating the destination every tick while desired
	if (bMoveToMouseCursor)
	{
		
		MoveToMouseCursor();
	}

	/*if (MovingToLocation)
	{
		ToLocationCounter += (DeltaTime * .1);
		SetNewMoveDestination();
	}*/
	
}
Пример #8
0
void ABaleroPlayerController::OnRightClickPressed()
{
	UE_LOG(LogTemp, Warning, TEXT("rightclick"));
	FHitResult Hit;
	GetHitResultUnderCursor(ECC_Visibility, false, Hit);
	FVector2D MouseLocation;
	GetMousePosition(MouseLocation.X, MouseLocation.Y);

	int32 ViewportX;
	int32 ViewportY;
	GetViewportSize(ViewportX, ViewportY);

	if (MouseLocation.X > ViewportX * .9f)
	{
		return;
	}


	if (Hit.bBlockingHit)
	{
		UE_LOG(LogTemp, Warning, TEXT("rightclickedsomething"));


		APawn* pawn = Cast<APawn>(Hit.GetActor());
		if (pawn != NULL)
		{
			UE_LOG(LogTemp, Warning, TEXT("clicked pawn"));

			ABaleroCharacter* Unit = Cast<ABaleroCharacter>(pawn);
			if (Unit != NULL)
			{
				MoveToActor(Unit);
			}
		}
		else
		{
			MoveToMouseCursor();
		}
	}


}
Пример #9
0
void ABaleroPlayerController::OnClickPressed()
{
	UE_LOG(LogTemp, Warning, TEXT("clickpressed"));
	FHitResult Hit;
	GetHitResultUnderCursor(ECC_Visibility, false, Hit);
	FVector2D MouseLocation;
	GetMousePosition(MouseLocation.X, MouseLocation.Y);

	int32 ViewportX;
	int32 ViewportY;
	GetViewportSize(ViewportX, ViewportY);

	if (MouseLocation.X > ViewportX * .9f)
	{
		return;
	}


	if (Hit.bBlockingHit)
	{
		UE_LOG(LogTemp, Warning, TEXT("clickedsomething"));


		APawn* pawn = Cast<APawn>(Hit.GetActor());
		if (pawn != NULL)
		{
			UE_LOG(LogTemp, Warning, TEXT("clicked pawn"));

			ABaleroCharacter* Unit = Cast<ABaleroCharacter>(pawn);
			if (Unit != NULL)
			{
				//deselect the clicked unit
				if (SelectedUnits.Contains(Unit))
				{
					RemoveUnitFromSelection(Unit);
				}
				//add unit to selection
				else
				{
					AddUnitToSelection(Unit);
				}

			}
		}
		else
		{
			//give move command to move
			UE_LOG(LogTemp, Warning, TEXT("MOVE COMMAND_A"));
			for (ABaleroCharacter* Unit : SelectedUnits)
			{
				AAIControllerBase* AIControl = Cast<AAIControllerBase>(Unit->GetController());
				FVector loc = Unit->GetActorLocation();
				UE_LOG(LogTemp, Warning, TEXT("Unit ai: %s , pos: %.1f %.1f %.1f"), *(AActor::GetDebugName(AIControl)), loc.X, loc.Y, loc.Z);

			}
			MoveToMouseCursor();
		}
	}
	else
	{
		UE_LOG(LogTemp, Warning, TEXT("MOVE COMMAND_B"));
		MoveToMouseCursor();
	}
}