51 lines
1.3 KiB
C++
51 lines
1.3 KiB
C++
// 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 "PhysicsEngine/PhysicsHandleComponent.h"
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#include "Grabber.generated.h"
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UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
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class BUILDINGESCAPE_API UGrabber : 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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UGrabber();
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// Called every frame
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virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
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protected:
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// Called when the game starts
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virtual void BeginPlay() override;
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private:
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UPROPERTY(EditAnywhere)
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float Reach = 100.f;
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UPROPERTY() //Everything with a U has a UPROPERTY
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UPhysicsHandleComponent* PhysicsHandle = nullptr; //protection against crashes
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UPROPERTY()
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UInputComponent* InputComponent = nullptr;
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void Grab();
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void GrabRelease();
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void FindPhysicsHandle();
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void SetupInputComponent();
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//return the first Actor in Reach with physicsbody
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FHitResult GetFirstPhysicsBodyInReach() const;
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//Return Players Line Trace End
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FVector GetLineTraceEnd() const; // playersReach
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//Get Players Position in the World
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FVector GetPlayerWorldPosition() const;
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};
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