Produktion_Digitaler_Medien/Source/BuildingEscape/OpenDoor.cpp

158 lines
4.9 KiB
C++

// 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"
#include "GameFramework/PlayerController.h"
#define OUT
// Sets default values for this component's properties
UOpenDoor::UOpenDoor()
{
// Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features
// off to improve performance if you don't need them.
PrimaryComponentTick.bCanEverTick = true;
// ...
}
// Called when the game starts
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
void UOpenDoor::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
// ...
//if(PressurePlate->IsOverlappingActor(ActorThatOpens)) // kann nullpointer + UE4 crash geben
//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);
//DoorLastOpened When the door was opened
DoorLastOpened = GetWorld()->GetTimeSeconds();
}
else
{
//if door has been open longer than DoorCloseDelay
//if(GetWorld()->GetTimeSeconds() > DoorLastOpened + DoorDelay)
if(GetWorld()->GetTimeSeconds() - DoorLastOpened > DoorDelay)
CloseDoor(DeltaTime);
}
}
void UOpenDoor::OpenDoor(float DeltaTime)
{
FRotator DoorRotation = GetOwner()->GetActorRotation();
//CurrentYaw = FMath::FInterpTo(CurrentYaw, TargetYaw, DeltaTime, 2.f);
CurrentYaw = FMath::Lerp(CurrentYaw, TargetAngleOfOpenDoor, DeltaTime * OpenDoorRotationSpeed); //complex Interpolation
DoorRotation.Yaw = CurrentYaw;
GetOwner()->SetActorRotation(DoorRotation);
CloseDoorSoundHasBeenPlayed = false;
if(!AudioComponent){return;}
if(!OpenDoorSoundHasBeenPlayed)
{
AudioComponent->Play();
OpenDoorSoundHasBeenPlayed = true;
}
}
void UOpenDoor::CloseDoor(float DeltaTime)
{
FRotator DoorRotation = GetOwner()->GetActorRotation();
CurrentYaw = FMath::Lerp(CurrentYaw, InitialYaw, DeltaTime * CloseDoorRotationSpeed);
DoorRotation.Yaw = CurrentYaw;
GetOwner()->SetActorRotation(DoorRotation);
OpenDoorSoundHasBeenPlayed = false;
if(!AudioComponent){return;}
if(!CloseDoorSoundHasBeenPlayed)
{
AudioComponent->Play();
CloseDoorSoundHasBeenPlayed = true;
}
}
float UOpenDoor::TotalMass() const
{
float TotalMass = 0.f;
//find All Overlapping Actors
TArray<AActor*> OverlapingActors;
if (!PressurePlate){return TotalMass;}
PressurePlate->GetOverlappingActors(OUT OverlapingActors);
//Add Up Their Masses
for(AActor* Actor : OverlapingActors)
{
TotalMass += Actor -> FindComponentByClass<UPrimitiveComponent>()->GetMass();
UE_LOG(LogTemp, Warning, TEXT("%s is on the pressureplate"), *Actor->GetName());
}
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);