AzureAbyss/Source/the_twilight_abyss/Dialogue/InteractNPC.cpp

55 lines
1.5 KiB
C++

// Fill out your copyright notice in the Description page of Project Settings.
#include "InteractNPC.h"
#include "DialogueNPC.h"
// Sets default values for this component's properties
UInteractNPC::UInteractNPC()
{
// 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 UInteractNPC::BeginPlay()
{
Super::BeginPlay();
// ...
}
// Called every frame
void UInteractNPC::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
// ...
}
void UInteractNPC::Interact()
{
FVector Start = GetOwner()->GetActorLocation();
FVector End = GetOwner()->GetActorForwardVector() * 100.0f + Start;
FCollisionQueryParams CollisionParams;
CollisionParams.AddIgnoredActor(GetOwner());
if (FHitResult HitResult; GetWorld()->LineTraceSingleByChannel(HitResult, Start, End, ECC_Pawn, CollisionParams))
{
//UE_LOG(LogTemp, Warning, TEXT("Hit: %s"), *HitResult.GetActor()->GetName());
if (HitResult.GetActor()->Tags.Contains("NPC"))
{
//DrawDebugLine(GetWorld(), Start, End, FColor::Green, false, 5.0f, 0, 10.0f);
HitResult.GetActor()->FindComponentByClass<UDialogueNPC>()->StartDialogue();
}
//DrawDebugLine(GetWorld(), Start, End, FColor::Red, false, 5.0f, 0, 10.0f);
}
}