bewegende türen and stuff
This commit is contained in:
parent
73ea236527
commit
ace9bb7eaa
@ -1,6 +1,4 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
#include "OpenDoor.h"
|
||||
#include "Components/AudioComponent.h"
|
||||
#include "Components/PrimitiveComponent.h"
|
||||
#include "Engine/World.h"
|
||||
#include "GameFramework/Actor.h"
|
||||
@ -22,32 +20,6 @@ UOpenDoor::UOpenDoor()
|
||||
void UOpenDoor::BeginPlay()
|
||||
{
|
||||
Super::BeginPlay();
|
||||
|
||||
InitialYaw = GetOwner()->GetActorRotation().Yaw;
|
||||
CurrentYaw = InitialYaw;
|
||||
TargetAngleOfOpenDoor += InitialYaw;
|
||||
|
||||
FindPressurePlateComponent();
|
||||
|
||||
FindAudioComponent();
|
||||
//ActorThatOpens = GetWorld()->GetFirstPlayerController()->GetPawn();
|
||||
}
|
||||
|
||||
void UOpenDoor::FindAudioComponent()
|
||||
{
|
||||
AudioComponent = GetOwner()->FindComponentByClass<UAudioComponent>(); //<> for function templates
|
||||
if (!AudioComponent) // same as if(PhysicsHandle == nullptr)
|
||||
{
|
||||
UE_LOG(LogTemp, Error, TEXT("No Audio component found on: %s !"), *GetOwner()->GetName());
|
||||
}
|
||||
}
|
||||
|
||||
void UOpenDoor::FindPressurePlateComponent()
|
||||
{
|
||||
if (!PressurePlate)
|
||||
{
|
||||
UE_LOG(LogTemp, Error, TEXT("%s has OpenDoor on it, but no PressurePlate set!"), *GetOwner()->GetName());
|
||||
}
|
||||
}
|
||||
|
||||
// Called every frame
|
||||
@ -60,76 +32,36 @@ void UOpenDoor::TickComponent(float DeltaTime, ELevelTick TickType, FActorCompon
|
||||
//if(PressurePlate && PressurePlate->IsOverlappingActor(ActorThatOpens)) //prüft erst, ob es ein actor gibt
|
||||
if (TotalMass() >= MassToOpenDoor)
|
||||
{
|
||||
UE_LOG(LogTemp, Warning, TEXT("TEST OPEN DOOR"));
|
||||
OpenDoor(DeltaTime);
|
||||
OpenDoor();
|
||||
//DoorLastOpened When the door was opened
|
||||
DoorLastOpened = GetWorld()->GetTimeSeconds();
|
||||
doorLastOpened = GetWorld()->GetTimeSeconds();
|
||||
}
|
||||
|
||||
else
|
||||
else if(open)
|
||||
{
|
||||
//if door has been open longer than DoorCloseDelay
|
||||
//if(GetWorld()->GetTimeSeconds() > DoorLastOpened + DoorDelay)
|
||||
if (GetWorld()->GetTimeSeconds() - DoorLastOpened > DoorDelay)
|
||||
CloseDoor(DeltaTime);
|
||||
if (GetWorld()->GetTimeSeconds() - doorLastOpened > RotationDelay)
|
||||
CloseDoor();
|
||||
}
|
||||
|
||||
if(rotating)
|
||||
{
|
||||
if (GetOwner()->GetActorRotation().Equals(targetRotation, 1.0))
|
||||
{
|
||||
rotating = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
GetOwner()->AddActorLocalRotation(DeltaTime * OpenDoorRotationSpeed * FRotator(0.0f, 1.0f, 0.0f));
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
void UOpenDoor::OpenDoor(float DeltaTime)
|
||||
void UOpenDoor::OpenDoor()
|
||||
{
|
||||
FRotator DoorRotation = GetOwner()->GetActorRotation();
|
||||
//CurrentYaw = FMath::FInterpTo(CurrentYaw, TargetYaw, DeltaTime, 2.f);
|
||||
CurrentYaw = FMath::Lerp(CurrentYaw, TargetAngleOfOpenDoor, DeltaTime * OpenDoorRotationSpeed);
|
||||
//complex Interpolation
|
||||
DoorRotation.Yaw = CurrentYaw;
|
||||
rotateDoor(DoorRotation);
|
||||
|
||||
CloseDoorSoundHasBeenPlayed = false;
|
||||
if (!AudioComponent) { return; }
|
||||
if (!OpenDoorSoundHasBeenPlayed)
|
||||
{
|
||||
AudioComponent->Play();
|
||||
OpenDoorSoundHasBeenPlayed = true;
|
||||
}
|
||||
FRotator rotation = GetOwner()->GetActorRotation();
|
||||
rotation.Yaw = TargetAngle;
|
||||
rotate(rotation);
|
||||
open = true;
|
||||
}
|
||||
|
||||
void UOpenDoor::CloseDoor(float DeltaTime)
|
||||
void UOpenDoor::CloseDoor()
|
||||
{
|
||||
FRotator DoorRotation = GetOwner()->GetActorRotation();
|
||||
CurrentYaw = FMath::Lerp(CurrentYaw, InitialYaw, DeltaTime * CloseDoorRotationSpeed);
|
||||
DoorRotation.Yaw = CurrentYaw;
|
||||
rotateDoor(DoorRotation);
|
||||
|
||||
OpenDoorSoundHasBeenPlayed = false;
|
||||
if (!AudioComponent) { return; }
|
||||
if (!CloseDoorSoundHasBeenPlayed)
|
||||
{
|
||||
AudioComponent->Play();
|
||||
CloseDoorSoundHasBeenPlayed = true;
|
||||
}
|
||||
FRotator rotation = GetOwner()->GetActorRotation();
|
||||
rotation.Yaw = 0.0f;
|
||||
rotate(rotation);
|
||||
open = false;
|
||||
}
|
||||
|
||||
void UOpenDoor::rotateDoor(FRotator targetRotation)
|
||||
{
|
||||
this->targetRotation = targetRotation;
|
||||
rotating = true;
|
||||
}
|
||||
|
||||
|
||||
float UOpenDoor::TotalMass() const
|
||||
{
|
||||
float TotalMass = 0.f;
|
||||
@ -147,32 +79,4 @@ float UOpenDoor::TotalMass() const
|
||||
}
|
||||
|
||||
return TotalMass;
|
||||
}
|
||||
|
||||
//Notes
|
||||
//UE_LOG(LogTemp, Warning, TEXT("%f"), TargetYaw);
|
||||
// UE_LOG(LogTemp, Warning, TEXT("%s"), *GetOwner()->GetActorRotation().ToString());
|
||||
// UE_LOG(LogTemp, Warning, TEXT("The Yaw is: %f"), GetOwner()->GetActorRotation().Yaw);
|
||||
|
||||
// FRotator CurrentRotation = GetOwner()->GetActorRotation();
|
||||
// FMath::Lerp(CurrentRotation, FRotator(0.f,90.f,0.f), 0.2f);
|
||||
|
||||
// GetOwner()->SetActorRotation(CurrentRotation);
|
||||
// UE_LOG(LogTemp, Warning, TEXT("The Yaw is: %f"), CurrentRotation.Yaw);
|
||||
//TargetYaw = 90.f;
|
||||
// FRotator OpenDoor(0.f, 0.f, 0.f);
|
||||
// //OpenDoor.Yaw = FMath::Lerp(CurrentYaw, TargetYaw, 0.02f); //complex Interpolation
|
||||
// OpenDoor.Yaw = FMath::FInterpTo(CurrentYaw, TargetYaw, DeltaTime, 2.f);//complex Interpolation Framerate unabhängig wegen Deltatime
|
||||
// //OpenDoor.Yaw = FMath::FInterpConstantTo(CurrentYaw, TargetYaw, DeltaTime, 0.02f); //lineare interpolation
|
||||
// GetOwner()->SetActorRotation(OpenDoor);
|
||||
|
||||
|
||||
//float f = 10.f;
|
||||
//FRotator CurrentRotation = GetOwner()->GetActorRotation();
|
||||
//FRotator Rotation = FRotator(0.f, -90.f, 0.f);
|
||||
//FRotator OpenDoor={float,float,float}
|
||||
//FRotator OpenDoor{float,float,float}
|
||||
//FRotator OpenDoor(float,float,float)
|
||||
//CurrentRotation.Yaw = 90.f;
|
||||
|
||||
//GetOwner()->SetActorRotation(CurrentRotation);
|
||||
}
|
@ -1,6 +1,8 @@
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
|
||||
#include "RotatingActor.h"
|
||||
#include "Components/AudioComponent.h"
|
||||
#include "Components/ActorComponent.h"
|
||||
#include "Engine/TriggerVolume.h"
|
||||
@ -10,7 +12,7 @@
|
||||
|
||||
|
||||
UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
|
||||
class BUILDINGESCAPE_API UOpenDoor : public UActorComponent
|
||||
class BUILDINGESCAPE_API UOpenDoor : public URotatingActor
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
@ -24,46 +26,19 @@ protected:
|
||||
public:
|
||||
// Called every frame
|
||||
virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
|
||||
void OpenDoor(float DeltaTime);
|
||||
void CloseDoor(float DeltaTime);
|
||||
void OpenDoor();
|
||||
void CloseDoor();
|
||||
float TotalMass() const;
|
||||
void FindAudioComponent();
|
||||
void FindPressurePlateComponent();
|
||||
|
||||
//Tracks if Sound has been Played
|
||||
bool OpenDoorSoundHasBeenPlayed = false;
|
||||
bool CloseDoorSoundHasBeenPlayed = true;
|
||||
|
||||
private:
|
||||
|
||||
float InitialYaw;
|
||||
float CurrentYaw;
|
||||
float DoorLastOpened = 0.f;
|
||||
bool HasSoundBeenPlayed = false;
|
||||
bool rotating = false;
|
||||
FRotator targetRotation;
|
||||
|
||||
void rotateDoor(FRotator targetRotation);
|
||||
bool open = false;
|
||||
float doorLastOpened;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
float MassToOpenDoor = 50.f;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
float TargetAngleOfOpenDoor =90.f;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
float OpenDoorRotationSpeed = 2.f;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
float CloseDoorRotationSpeed = 0.5f;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
float DoorDelay = 2.f; //2 second delay
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
ATriggerVolume* PressurePlate = nullptr;
|
||||
|
||||
UPROPERTY()
|
||||
UAudioComponent* AudioComponent = nullptr;
|
||||
|
||||
};
|
||||
|
52
Source/BuildingEscape/RotatingActor.cpp
Normal file
52
Source/BuildingEscape/RotatingActor.cpp
Normal file
@ -0,0 +1,52 @@
|
||||
#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);
|
||||
|
||||
}
|
44
Source/BuildingEscape/RotatingActor.h
Normal file
44
Source/BuildingEscape/RotatingActor.h
Normal file
@ -0,0 +1,44 @@
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "GameFramework/Actor.h"
|
||||
#include "Components/ActorComponent.h"
|
||||
#include "Components/AudioComponent.h"
|
||||
|
||||
#include "RotatingActor.generated.h"
|
||||
|
||||
|
||||
UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
|
||||
class BUILDINGESCAPE_API URotatingActor : public UActorComponent
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
URotatingActor();
|
||||
|
||||
protected:
|
||||
virtual void BeginPlay() override;
|
||||
void rotate(FRotator targetRotation);
|
||||
void rotate();
|
||||
|
||||
public:
|
||||
virtual void TickComponent(float DeltaTime, ELevelTick TickType,
|
||||
FActorComponentTickFunction* ThisTickFunction) override;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
float TargetAngle = 90.0f;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
UAudioComponent * AudioComponent;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
float RotationSpeed = 15.f;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
float RotationDelay = 2.f;
|
||||
|
||||
private:
|
||||
FRotator targetRotation;
|
||||
bool rotating;
|
||||
bool soundHasBeenPlayed;
|
||||
};
|
@ -8,11 +8,6 @@ UTriggerOpenDoor::UTriggerOpenDoor()
|
||||
void UTriggerOpenDoor::BeginPlay()
|
||||
{
|
||||
Super::BeginPlay();
|
||||
AudioComponent = GetOwner()->FindComponentByClass<UAudioComponent>();
|
||||
if (!AudioComponent)
|
||||
{
|
||||
UE_LOG(LogTemp, Error, TEXT("No audio component found on: %s !"), *GetOwner()->GetName());
|
||||
}
|
||||
if(!TriggerVolume)
|
||||
{
|
||||
UE_LOG(LogTemp, Error, TEXT("No trigger volume found on: %s !"), *GetOwner()->GetName());
|
||||
@ -24,8 +19,7 @@ void UTriggerOpenDoor::TickComponent(float DeltaTime, ELevelTick TickType,
|
||||
FActorComponentTickFunction* ThisTickFunction)
|
||||
{
|
||||
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
|
||||
if (!doorOpen)
|
||||
{
|
||||
|
||||
if(!TriggerVolume)
|
||||
{
|
||||
return;
|
||||
@ -35,25 +29,6 @@ void UTriggerOpenDoor::TickComponent(float DeltaTime, ELevelTick TickType,
|
||||
TriggerVolume->GetOverlappingActors(overlappingActors);
|
||||
if (overlappingActors.Num() >= 1)
|
||||
{
|
||||
|
||||
if (AudioComponent)
|
||||
{
|
||||
AudioComponent->Play();
|
||||
}
|
||||
doorOpen = true;
|
||||
opening = true;
|
||||
currentRotation = GetOwner()->GetActorRotation();
|
||||
rotate();
|
||||
}
|
||||
}
|
||||
if (opening)
|
||||
{
|
||||
if (GetOwner()->GetActorRotation().Equals(TargetRotation, 1.0))
|
||||
{
|
||||
opening = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
GetOwner()->AddActorLocalRotation(DeltaTime * TargetSpeed);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -3,6 +3,8 @@
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
|
||||
#include "RotatingActor.h"
|
||||
#include "Components/ActorComponent.h"
|
||||
#include "Components/AudioComponent.h"
|
||||
#include "Engine/TriggerVolume.h"
|
||||
@ -11,7 +13,7 @@
|
||||
|
||||
|
||||
UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
|
||||
class BUILDINGESCAPE_API UTriggerOpenDoor : public UActorComponent
|
||||
class BUILDINGESCAPE_API UTriggerOpenDoor : public URotatingActor
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
@ -19,24 +21,11 @@ public:
|
||||
UTriggerOpenDoor();
|
||||
virtual void TickComponent(float DeltaTime, ELevelTick TickType,
|
||||
FActorComponentTickFunction* ThisTickFunction) override;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
FRotator TargetRotation = FRotator(00.0f, 90.0f, 0.0f);
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
FRotator TargetSpeed = FRotator(0.0f, 1.0f, 0.0f);
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
ATriggerVolume * TriggerVolume = nullptr;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
UAudioComponent * AudioComponent = nullptr;
|
||||
|
||||
protected:
|
||||
virtual void BeginPlay() override;
|
||||
|
||||
private:
|
||||
bool doorOpen = false;
|
||||
bool opening = false;
|
||||
FRotator currentRotation;
|
||||
|
||||
};
|
||||
|
Loading…
Reference in New Issue
Block a user