Пример #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));

}
Пример #2
0
// Sets default values
AFoodItem::AFoodItem()
{
 	// 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;

	RootComponent = CreateDefaultSubobject<USceneComponent>(TEXT("root"));
	visibleComp = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("ingredient mesh"));
	USphereComponent* SphereComponent = CreateDefaultSubobject<USphereComponent>(TEXT("Collision"));
	SphereComponent->AttachTo(visibleComp);
	SphereComponent->SetSphereRadius(50.0f);

	RootComponent->SetNetAddressable();
	RootComponent->SetIsReplicated(true);

}
Пример #3
0
// Sets default values
AKrofna_CPP::AKrofna_CPP()
{
 	// 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;
	UStaticMeshComponent *Krofna = CreateDefaultSubobject<UStaticMeshComponent,UStaticMeshComponent>(TEXT("krofnica"));
	URotatingMovementComponent *Rotacija = CreateDefaultSubobject<URotatingMovementComponent, URotatingMovementComponent>(TEXT("rotaciona komponenta"));
	UPointLightComponent *Svetlo1 = CreateDefaultSubobject <UPointLightComponent, UPointLightComponent>(TEXT("Svetlo1"));
	UPointLightComponent *Svetlo2 = CreateDefaultSubobject <UPointLightComponent, UPointLightComponent>(TEXT("Svetlo2"));
	USphereComponent *Kolizija = CreateDefaultSubobject <USphereComponent, USphereComponent>(TEXT("Kolizija"));
	Kolizija->SetSphereRadius(65.f);
	Kolizija->Activate(true);
	Kolizija->bGenerateOverlapEvents = true;
	Kolizija->SetRelativeLocation(FVector(0,0,18.f));
	this->RootComponent = Krofna;
	Kolizija->AttachTo(RootComponent);
	Svetlo1->AttachTo(RootComponent);
	Svetlo2->AttachTo(RootComponent);
	Svetlo1->SetRelativeLocation(FVector(0, 0, 65));
	Svetlo2->SetRelativeLocation(FVector(0, 0, -45));
	Svetlo1->SetLightColor(FLinearColor(0.65f, 1.f, 0.875f));
	Svetlo2->SetLightColor(FLinearColor(0.45f, 1.f, 0.82f));
	this->DisableComponentsSimulatePhysics();
	Krofna->SetCollisionResponseToAllChannels(ECollisionResponse::ECR_Overlap);
	static ConstructorHelpers::FObjectFinder<UStaticMesh> Krofna_SM(TEXT("StaticMesh'/Game/StarterContent/Shapes/Shape_Torus.Shape_Torus'"));
	Krofna->SetStaticMesh(Krofna_SM.Object);


	static ConstructorHelpers::FObjectFinder<UMaterial> Krofna_M(TEXT("Material'/Game/StarterContent/Materials/M_Metal_Gold.M_Metal_Gold'"));
	Krofna->SetMaterial(0, Krofna_M.Object);

	Rotacija->SetActive(true);
	Rotacija->RotationRate = FRotator(120,120,120);

	this->SetActorEnableCollision(true);
	OnActorBeginOverlap.AddDynamic(this, &AKrofna_CPP::OnBeginOverlap);

	
}