Produktion_Digitaler_Medien/Source/BuildingEscape/RotatingActor.cpp

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2020-12-03 14:12:54 +01:00
#include "RotatingActor.h"
URotatingActor::URotatingActor()
{
PrimaryComponentTick.bCanEverTick = true;
}
void URotatingActor::BeginPlay()
{
Super::BeginPlay();
AudioComponent = GetOwner()->FindComponentByClass<UAudioComponent>();
if (!AudioComponent)
{
UE_LOG(LogTemp, Error, TEXT("No audio component found on: %s !"), *GetOwner()->GetName());
}
}
void URotatingActor::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
if (rotating)
{
if (GetOwner()->GetActorRotation().Equals(targetRotation, 1.0f))
{
rotating = false;
}else
{
GetOwner()->AddActorLocalRotation(DeltaTime * RotationSpeed * FRotator(0.0f, 1.0f, 0.0f));
}
}
}
void URotatingActor::rotate(FRotator targetRotation)
{
this->targetRotation = targetRotation;
rotating = true;
if(AudioComponent != nullptr && !soundHasBeenPlayed)
{
AudioComponent->Play();
soundHasBeenPlayed = true;
}
}
void URotatingActor::rotate()
{
FRotator rotation = GetOwner()->GetActorRotation();
rotation.Yaw = TargetAngle;
rotate(rotation);
}