示例#1
0
void ANukeBullet::Tick(float DeltaTime)
{
	Super::Tick(DeltaTime);
	
	SetActorRelativeScale3D(FVector(timeAlive * ScaleOverTime, timeAlive * ScaleOverTime, timeAlive * ScaleOverTime));

}
示例#2
0
// Sets default values
APreprekaCPP::APreprekaCPP()
{
	// 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;
	/*Kreiramo jedan podobjekat, postavimo ga za koren, ostalo podobjektte kreiramo u editoru, jer tako treba,
	naravno logiku cemo zadati ovde u Tick fun. koja se poziva svaki frame*/
	Koren = CreateDefaultSubobject<UStaticMeshComponent, UStaticMeshComponent>(TEXT("Koren"));
	RootComponent = Koren;
	/*Parametar animacija*/
	Parametar = 0;
	/*Prirastaj animcacije*/
	Delta = 0.05;
	SetActorRelativeScale3D(FVector(0.4, 0.4, 0.4));
}
// Called every frame
void AItemPickupActorParent::Tick( float DeltaTime )
{
	Super::Tick( DeltaTime );
	if (m_PulseScale)
	{
		float multi = FMath::Sin(GetWorld()->GetRealTimeSeconds() * 3) * (double)m_PulseScaleAmount;
		if (multi < 0)
			multi = multi * -1;
		multi += m_PulseScaleAmount * 0.5;
		SetActorRelativeScale3D(FVector(multi, multi, multi));
	}
	if (m_Rotate)
	{
		float angleMultiX = FMath::Sin(GetWorld()->GetRealTimeSeconds()*m_RotateAxis.X) * 360;
		float angleMultiY = FMath::Sin(GetWorld()->GetRealTimeSeconds()*m_RotateAxis.Y) * 360;
		float angleMultiZ = FMath::Sin(GetWorld()->GetRealTimeSeconds()*m_RotateAxis.Z) * 360;
		SetActorRelativeRotation(FQuat::MakeFromEuler(FVector(angleMultiX, angleMultiY, angleMultiZ)));
	}
}