MovingActor nun auch auf Z Achse, auch zurück nun möglich
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@ -15,28 +15,56 @@ void UMovingActor::BeginPlay()
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void UMovingActor::Move()
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{
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if(moving) return;
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UE_LOG(LogTemp, Warning, TEXT("start"))
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targetLocation = GetOwner()->GetActorLocation();
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if(!Negative && !Up)
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{
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this->targetLocation.X += MovementTarget;
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this->tempLocation = FVector(MovementSpeed, 0.0f, 0.0f);
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}
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if (Negative)
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{
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targetLocation.Y += MovementTarget;
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tempLocation = FVector(0.0f, MovementSpeed, 0.0f);
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}
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if(!Negative)
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{
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targetLocation.X += MovementTarget;
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tempLocation = FVector(MovementSpeed, 0.0f, 0.0f);
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this->targetLocation.Y += MovementTarget;
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this->tempLocation = FVector(0.0f, MovementSpeed, 0.0f);
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}
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if(Up)
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{
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targetLocation.Z += MovementTarget;
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tempLocation = FVector(0.0f, 0.0f, MovementSpeed);
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this->targetLocation.Z += MovementTarget;
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this->tempLocation = FVector(0.0f, 0.0f, MovementSpeed);
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}
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this->targetLocation = targetLocation;
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this->moving = true;
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UE_LOG(LogTemp, Warning, TEXT("%f %f %f"), targetLocation.X, targetLocation.Y, targetLocation.Z)
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UE_LOG(LogTemp, Warning, TEXT("%f"), MovementSpeed)
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PlaySound();
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}
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void UMovingActor::MoveBack()
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{
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if(moving) return;
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this->targetLocation = GetOwner()->GetActorLocation();
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if(!Negative && !Up)
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{
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this->targetLocation.X -= MovementTarget;
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this->tempLocation = FVector(-MovementSpeed, 0.0f, 0.0f);
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}
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if (Negative)
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{
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this->targetLocation.Y -= MovementTarget;
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this->tempLocation = FVector(0.0f, -MovementSpeed, 0.0f);
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}
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if(Up)
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{
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this->targetLocation.Z -= MovementTarget;
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this->tempLocation = FVector(0.0f, 0.0f, -MovementSpeed);
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}
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this->moving = true;
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PlaySound();
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}
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void UMovingActor::PlaySound()
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{
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TArray<UAudioComponent*> Audios;
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GetOwner()->GetComponents<UAudioComponent>(Audios);
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@ -48,8 +76,8 @@ void UMovingActor::Move()
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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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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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@ -59,7 +87,6 @@ void UMovingActor::Move()
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soundHasBeenPlayed = true;
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}
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void UMovingActor::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
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{
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Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
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@ -67,7 +94,7 @@ void UMovingActor::TickComponent(float DeltaTime, ELevelTick TickType, FActorCom
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if (moving)
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{
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FVector Location = GetOwner()->GetActorLocation();
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if (Location.Equals(targetLocation, 1.0f))
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if (Location.Equals(targetLocation, 5.0f))
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{
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moving = false;
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}
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@ -22,6 +22,9 @@ protected:
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UFUNCTION(BlueprintCallable)
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void Move();
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UFUNCTION(BlueprintCallable)
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void MoveBack();
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public:
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// Called every frame
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virtual void TickComponent(float DeltaTime, ELevelTick TickType,
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@ -40,8 +43,10 @@ public:
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bool Up = false;
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private:
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bool moving;
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bool moving = false;
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bool soundHasBeenPlayed;
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FVector targetLocation;
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FVector tempLocation;
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void PlaySound();
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};
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