Пример #1
0
void APickUpItem::Prox_Implementation(AActor* OtherActor, UPrimitiveComponent* OtherComp, int32
	OtherBodyIndex, bool bFromSweep, const FHitResult & SweepResult)
{
	// if the overlapped actor is NOT the player,
	// you simply should return
	if (Cast<AActor>(OtherActor) == nullptr)
	{
		return;
	}
	// Get a reference to the player avatar, to give him
	// the item
	AAvatar *avatar = Cast<AAvatar>(UGameplayStatics::GetPlayerPawn(
		GetWorld(), 0));
	// Let the player pick up item
	// Notice use of keyword this!
	// That is how _this_ Pickup can refer to itself.
	avatar->Pickup(this);
	
	if (CoinSound != NULL)
	{
		UGameplayStatics::PlaySoundAtLocation(this, CoinSound, GetActorLocation());
	}
	// Get a reference to the controller
	APlayerController* PController = GetWorld() ->GetFirstPlayerController();
	// Get a reference to the HUD from the controller
	AMyHUD* hud = Cast<AMyHUD>(PController->GetHUD());
	hud->addMessage(Message(Icon, FString("Picked up ") + FString(" ") + Name + FString(" ")+FString::FromInt(Quantity), 2.0f, FColor::Black, FColor::Black));
	Destroy();

	
}
Пример #2
0
void AAvatar::ToggleInventory()
{
	APlayerController* PController = GetWorld()->GetFirstPlayerController();
	AMyHUD* hud = Cast<AMyHUD>( PController->GetHUD() );
	
	// If inventory is displayed, undisplay it.
	if( inventoryShowing )
	{
		hud->clearWidgets();
		inventoryShowing = false;
		PController->bShowMouseCursor = false;
		return;
	}

	// Otherwise, display the player's inventory
	inventoryShowing = true;
	PController->bShowMouseCursor = true;
	for( TMap<FString,int>::TIterator it = Backpack.CreateIterator(); it; ++it )
	{
		// Combine string name of the item, with qty eg Cow x 5
		FString fs = it->Key + FString::Printf( TEXT(" x %d"), it->Value );
		UTexture2D* tex = NULL;
		if( Icons.Find( it->Key ) )
		{
			tex = Icons[it->Key];
			Widget w( Icon( fs, tex ), Classes[it->Key] );
			w.bpSpell = Spells[it->Key];
			hud->addWidget( w );
		}
	}
}
Пример #3
0
void AAvatar::MouseRightClicked()
{
	if( inventoryShowing )
	{
		APlayerController* PController = GetWorld()->GetFirstPlayerController();
		AMyHUD* hud = Cast<AMyHUD>( PController->GetHUD() );
		hud->MouseRightClicked();
	}
}
Пример #4
0
void APawnWithCamera::LMB_Out()
{
	APlayerController* MyController = GetWorld()->GetFirstPlayerController();
	AMyHUD *Hudref = Cast<AMyHUD>(MyController->GetHUD());
	FVector WorldMousePos = Hudref->GetMOuseWorldPosition();

	FVector Start = GetActorLocation();

	DistanceWithToPoints = FVector::Dist(Start, WorldMousePos);

	//DrawDebugSphere(GetWorld(), WorldMousePos, 16.f, 8, FColor(83, 155, 83, 255), false, 0.15f);
	DrawDebugLine(GetWorld(), Start, WorldMousePos, FColor(255, 0, 0), true, 0.5f, 0, 5.0f);
}
Пример #5
0
void ANPCDialogue::Prox_Implementation(AActor* otherActor, UPrimitiveComponent* 
	otherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult & SweepResult)
{
	if (Cast<AFPSHorrorCharacter>(otherActor) == nullptr)
	{
		return;
	}
	APlayerController* PController = GetWorld()->GetFirstPlayerController();
	if (PController)
	{
		AMyHUD* hud = Cast<AMyHUD>(PController->GetHUD());
		hud->addMessage(FMessage(NPCmessage, 5.0f, FColor::White));
	}
}
Пример #6
0
void AAvatar::Pitch( float amount )
{
	//y
	if( inventoryShowing )
	{
		// if the button is down click drag
		APlayerController* PController = GetWorld()->GetFirstPlayerController();
		AMyHUD* hud = Cast<AMyHUD>( PController->GetHUD() );
		hud->MouseMoved();
	}
	//else
	{
		AddControllerPitchInput(200.f*amount * GetWorld()->GetDeltaSeconds());
	}
}
Пример #7
0
void AShell::OnHit(AActor* SelfActor, AActor *otherActor, FVector NormalImpulse, const FHitResult& Hit)
{
	if (GEngine){
		//If the object hit is a wall, check if it is a breakable wall, update its hit counter and "destroy" the
		//Wall if it has been hit 2 or more times. Allows the shell to bounce
		if (otherActor->GetActorLabel().Contains(TEXT("Wall"), ESearchCase::IgnoreCase, ESearchDir::FromEnd)){
			AWall* ThisWall = Cast<AWall>(otherActor);
			if (ThisWall->canBreak){
				ThisWall->hits++;
				if (ThisWall->hits >= 2){
					ThisWall->SetActorHiddenInGame(true);
					ThisWall->SetActorEnableCollision(false);
				}
			}
		}

		//If the object hit is an AI bot, update its hit counter and destroy the actor if it has been hit more than 3 times
		//Destroys the shell projectile on impact
		else if (otherActor->GetActorLabel().Contains(TEXT("Bot"), ESearchCase::IgnoreCase, ESearchDir::FromEnd)){
			ABot* ThisBot = Cast<ABot>(otherActor);
			ThisBot->hits += 1;
			if (ThisBot->hits >= 3){
				//Call the BotsDead function in HUD to decrement the number of bots alive
				AMyHUD* HUD = Cast<AMyHUD>(GetWorld()->GetFirstPlayerController()->GetHUD());
				HUD->BotsDead();
				otherActor->Destroy();
			}
			this->Destroy();
		}

		//If the object hit is a player tank, decrement the tank's health. Destroys the shell projectile on impact
		else if(otherActor->GetActorLabel().Contains(TEXT("Tank"), ESearchCase::IgnoreCase, ESearchDir::FromEnd)){
			AMyHUD* HUD = Cast<AMyHUD>(GetWorld()->GetFirstPlayerController()->GetHUD());
			HUD->LoseHealth();
			this->Destroy();
		}

		//If the object hit is a health pack, increment the tank's health. Destroys the shell projectile on impact
		else if (otherActor->GetActorLabel().Contains(TEXT("HealthPack"), ESearchCase::IgnoreCase, ESearchDir::FromEnd)){
			AMyHUD* HUD = Cast<AMyHUD>(GetWorld()->GetFirstPlayerController()->GetHUD());
			HUD->AddHealth();
			AHealthPack* ThisPack = Cast<AHealthPack>(otherActor);
			ThisPack->SetActorHiddenInGame(true);
			ThisPack->SetActorEnableCollision(false);
			this->Destroy();
		}
	}
}