Tür Fix
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Content/Audio/BetonTur.uasset
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Content/Audio/BetonTur.uasset
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95
Source/BuildingEscape/ExtraSpecialRotatingDoor.cpp
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95
Source/BuildingEscape/ExtraSpecialRotatingDoor.cpp
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#include "ExtraSpecialRotatingDoor.h"
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#include "Components/AudioComponent.h"
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#include "Kismet/GameplayStatics.h"
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#include "Engine/World.h"
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#include "Engine/Public/TimerManager.h"
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UExtraSpecialRotatingDoor::UExtraSpecialRotatingDoor()
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{
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PrimaryComponentTick.bCanEverTick = true;
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}
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void UExtraSpecialRotatingDoor::BeginPlay()
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{
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Super::BeginPlay();
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}
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void UExtraSpecialRotatingDoor::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
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{
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Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
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if (rotating)
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{
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FRotator Rotation = GetOwner()->GetActorRotation();
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if (Rotation.Equals(targetRotation, 1.0f))
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{
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rotating = false;
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}
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else
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{
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Rotation.Add(DeltaTime * RotationSpeed * tempPitchRotation, 0.0f, DeltaTime * RotationSpeed * tempRollRotation);
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GetOwner()->SetActorRotation(Rotation);
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}
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}
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}
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void UExtraSpecialRotatingDoor::Rotate(const FRotator TargetRotation)
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{
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FTimerHandle handle;
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if(RotationDelay == 0)
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{
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Move(TargetRotation);
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}else
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{
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GetWorld()->GetTimerManager().SetTimer(handle, [this, TargetRotation]() {
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Move(TargetRotation);
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}, RotationDelay, 1);
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}
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}
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void UExtraSpecialRotatingDoor::Rotate()
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{
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FRotator rotation = GetOwner()->GetActorRotation();
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rotation.Pitch = TargetAnglePitch;
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rotation.Roll = TargetAngleRoll;
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Rotate(rotation);
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}
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void UExtraSpecialRotatingDoor::Move(const FRotator TargetRotation)
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{
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this->targetRotation = TargetRotation;
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rotating = true;
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tempPitchRotation = (TargetRotation.Pitch < 0) ? -1.f : 1.f;
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if (Negative)
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{
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tempPitchRotation = (TargetRotation.Pitch < 0) ? 1.f : -1.f;
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}
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tempRollRotation = (TargetRotation.Roll < 0) ? -1.f : 1.f;
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if (Negative)
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{
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tempRollRotation = (TargetRotation.Roll < 0) ? 1.f : -1.f;
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}
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TArray<UAudioComponent*> Audios;
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GetOwner()->GetComponents<UAudioComponent>(Audios);
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if (Audios.Num() == 0) return;
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if (soundHasBeenPlayed) return;
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for (auto Audio : Audios)
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{
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if (Audio->ComponentHasTag("location"))
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{
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UGameplayStatics::PlaySoundAtLocation(GetOwner(), Audio->Sound, GetOwner()->GetActorLocation(),
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GetOwner()->GetActorRotation(), 1, 1, 0,
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Audio->AttenuationSettings, nullptr, GetOwner());
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}
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else
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{
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Audio->Play();
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}
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}
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soundHasBeenPlayed = true;
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}
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54
Source/BuildingEscape/ExtraSpecialRotatingDoor.h
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54
Source/BuildingEscape/ExtraSpecialRotatingDoor.h
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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/ActorComponent.h"
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#include "ExtraSpecialRotatingDoor.generated.h"
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UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
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class BUILDINGESCAPE_API UExtraSpecialRotatingDoor : 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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UExtraSpecialRotatingDoor();
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protected:
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virtual void BeginPlay() override;
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void Rotate(FRotator TargetRotation);
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UFUNCTION(BlueprintCallable)
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void Rotate();
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public:
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virtual void TickComponent(float DeltaTime, ELevelTick TickType,
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FActorComponentTickFunction* ThisTickFunction) override;
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UPROPERTY(EditAnywhere)
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float TargetAnglePitch = 90.0f;
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UPROPERTY(EditAnywhere)
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float TargetAngleRoll = 90.0f;
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UPROPERTY(EditAnywhere)
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float RotationSpeed = 15.f;
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UPROPERTY(EditAnywhere)
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float RotationDelay = 0.f;
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UPROPERTY(EditAnywhere)
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bool Negative = false;
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private:
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FRotator targetRotation;
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bool rotating;
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bool soundHasBeenPlayed;
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float tempPitchRotation;
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float tempRollRotation;
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void Move(FRotator TargetRotation);
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};
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@ -21,7 +21,7 @@ void URotatingActor::TickComponent(float DeltaTime, ELevelTick TickType, FActorC
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if (rotating)
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{
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FRotator Rotation = GetOwner()->GetActorRotation();
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if (Rotation.Equals(targetRotation, Tolerance))
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if (Rotation.Equals(targetRotation, 1.0f))
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{
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rotating = false;
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}
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@ -39,9 +39,6 @@ public:
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UPROPERTY(EditAnywhere)
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bool Negative = false;
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UPROPERTY(EditAnywhere)
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float Tolerance = 1.0f;
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private:
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FRotator targetRotation;
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bool rotating;
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