72 lines
1.6 KiB
C
72 lines
1.6 KiB
C
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "Components/AudioComponent.h"
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#include "Components/ActorComponent.h"
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#include "Engine/TriggerVolume.h"
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//#include "Engine/ActorChannel.h"
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#include "OpenDoor.generated.h"
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UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
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class BUILDINGESCAPE_API UOpenDoor : public UActorComponent
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{
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GENERATED_BODY()
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public:
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// Sets default values for this component's properties
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UOpenDoor();
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protected:
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// Called when the game starts
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virtual void BeginPlay() override;
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public:
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// Called every frame
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virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
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void OpenDoor(float DeltaTime);
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void CloseDoor(float DeltaTime);
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float TotalMass() const;
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void FindAudioComponent();
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void FindPressurePlateComponent();
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//Tracks if Sound has been Played
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bool OpenDoorSoundHasBeenPlayed = false;
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bool CloseDoorSoundHasBeenPlayed = true;
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private:
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float InitialYaw;
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float CurrentYaw;
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float DoorLastOpened = 0.f;
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bool HasSoundBeenPlayed = false;
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UPROPERTY(EditAnywhere)
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float MassToOpenDoor = 50.f;
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UPROPERTY(EditAnywhere)
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float TargetAngleOfOpenDoor =90.f;
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UPROPERTY(EditAnywhere)
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float OpenDoorRotationSpeed = 2.f;
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UPROPERTY(EditAnywhere)
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float CloseDoorRotationSpeed = 0.5f;
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UPROPERTY(EditAnywhere)
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float DoorDelay = 2.f; //2 second delay
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UPROPERTY(EditAnywhere)
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ATriggerVolume* PressurePlate = nullptr;
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UPROPERTY(EditAnywhere)
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AActor* ActorThatOpens = nullptr;
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UPROPERTY()
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UAudioComponent* AudioComponent = nullptr;
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};
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