Produktion_Digitaler_Medien/Source/BuildingEscape/OpenDoor.cpp

90 lines
2.3 KiB
C++

#include "OpenDoor.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();
}
// 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
//UE_LOG(LogTemp, Display, TEXT("%f Total Weight"), TotalMass());
if (TotalMass() >= MassToOpenDoor)
{
//UE_LOG(LogTemp, Display, TEXT("%f Total Weight"), TotalMass());
OpenDoor();
//DoorLastOpened When the door was opened
doorLastOpened = GetWorld()->GetTimeSeconds();
}
else if (open)
{
//if door has been open longer than DoorCloseDelay
//if(GetWorld()->GetTimeSeconds() > DoorLastOpened + DoorDelay)
if (GetWorld()->GetTimeSeconds() - doorLastOpened > RotationDelay)
CloseDoor();
}
}
void UOpenDoor::OpenDoor()
{
FRotator rotation = GetOwner()->GetActorRotation();
rotation.Yaw = TargetAngle;
Rotate(rotation);
open = true;
}
void UOpenDoor::CloseDoor()
{
FRotator rotation = GetOwner()->GetActorRotation();
rotation.Yaw = 0.0f;
Rotate(rotation);
open = false;
}
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)
{
if(Actor->GetRootComponent()->Mobility == EComponentMobility::Movable)
{
//UE_LOG(LogTemp, Display, TEXT("Actor: %s"), *Actor->GetName());
TotalMass += Actor->FindComponentByClass<UPrimitiveComponent>()->GetMass();
}
}
return TotalMass;
}