AzureAbyss/Source/the_twilight_abyss/MerchantInteraction/Interaction.cpp

137 lines
3.7 KiB
C++

// Fill out your copyright notice in the Description page of Project Settings.
#include "Interaction.h"
#include "NetworkMessage.h"
#include "Chaos/BoundingVolumeUtilities.h"
#include "Components/Button.h"
#include "GameFramework/Character.h"
#include "Components/WidgetComponent.h"
#include "Kismet/KismetMathLibrary.h"
// Sets default values
AInteraction::AInteraction()
{
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
}
// Called when the game starts or when spawned
void AInteraction::BeginPlay()
{
Super::BeginPlay();
}
// Called every frame
void AInteraction::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
void AInteraction::OnInteract()
{
bDisableShopDialMove = true;
ShopDialogWidget = CreateWidget<UUserWidget>(GetWorld(), ShopDialog);
if (ShopDialogWidget == nullptr)
{
return;
}
else
{
ShopDialogWidget->AddToViewport(0);
}
//handles the widget disappearing from the viewport
FTimerHandle WidgetTimer;
GetWorldTimerManager().SetTimer(WidgetTimer, this, &AInteraction::RemoveWidget, WaitTimer, false);
}
void AInteraction::RemoveWidget()
{
bisDisabled = true;
ShopDialogWidget->RemoveFromViewport();
UE_LOG(LogTemp, Display, TEXT("setting isDisabled to true"));
ItemSelectorWidget = CreateWidget<UUserWidget>(GetWorld(), ItemSelector);
FProperty* Property = ItemSelectorWidget->GetClass()->FindPropertyByName("publicActor");
if (Property == nullptr)
{
UE_LOG(LogTemp, Error, TEXT("Property not found"));
}
else
{
FObjectPropertyBase* ObjectProperty = static_cast<FObjectPropertyBase*>(Property);
ObjectProperty->SetObjectPropertyValue(ObjectProperty->ContainerPtrToValuePtr<void>(ItemSelectorWidget), this);
}
if (ItemSelectorWidget == nullptr)
{
return;
}
else
{
ItemSelectorWidget->AddToViewport(0);
bisDisabled = false;
}
}
void AInteraction::CameraLeftMover()
{
UE_LOG(LogTemp, Display, TEXT("Button Left is being pressed"));
TempCharacter = GetWorld()->GetFirstPlayerController()->GetCharacter();
MainCamera = Cast<UCameraComponent>(TempCharacter->FindComponentByClass<UCameraComponent>());
if (TempCharacter == nullptr)
{
UE_LOG(LogTemp, Display, TEXT("Character not found in Interaction.cpp"));
return;
}
else
{
UE_LOG(LogTemp, Display, TEXT("Character Found in interaction.cpp"));
if (MainCamera == nullptr)
{
UE_LOG(LogTemp, Display, TEXT("Camera not found in Interaction.cpp"));
return;
}
else
{
FVector TargetLocation = FVector(5700,-1270,4040);
FVector CameraLocation = MainCamera->GetComponentLocation();
FRotator CameraRotation = UKismetMathLibrary::FindLookAtRotation(CameraLocation, TargetLocation);
MainCamera->SetWorldRotation(CameraRotation);
MainCamera->SetFieldOfView(40);
}
}
}
void AInteraction::CameraRightMover()
{
UE_LOG(LogTemp, Display, TEXT("Button Right is being pressed"));
TempCharacter = GetWorld()->GetFirstPlayerController()->GetCharacter();
MainCamera = Cast<UCameraComponent>(TempCharacter->FindComponentByClass<UCameraComponent>());
if (TempCharacter == nullptr)
{
UE_LOG(LogTemp, Display, TEXT("Character not found in Interaction.cpp"));
return;
}
else
{
UE_LOG(LogTemp, Display, TEXT("Character Found in interaction.cpp"));
if (MainCamera == nullptr)
{
UE_LOG(LogTemp, Display, TEXT("Camera not found in Interaction.cpp"));
return;
}
else
{
FVector TargetLocation = FVector(5260, -840, 4070);
FVector CameraLocation = MainCamera->GetComponentLocation();
FRotator CameraRotation = UKismetMathLibrary::FindLookAtRotation(CameraLocation, TargetLocation);
MainCamera->SetWorldRotation(CameraRotation);
MainCamera->SetFieldOfView(40);
}
}
}