55 lines
		
	
	
		
			1.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			55 lines
		
	
	
		
			1.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// Fill out your copyright notice in the Description page of Project Settings.
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#include "InteractNPC.h"
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#include "DialogueNPC.h"
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// Sets default values for this component's properties
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UInteractNPC::UInteractNPC()
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{
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	// Set this component to be initialized when the game starts, and to be ticked every frame.  You can turn these features
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	// off to improve performance if you don't need them.
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	PrimaryComponentTick.bCanEverTick = true;
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	// ...
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}
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// Called when the game starts
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void UInteractNPC::BeginPlay()
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{
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	Super::BeginPlay();
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	// ...
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}
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// Called every frame
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void UInteractNPC::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
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{
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	Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
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	// ...
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}
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void UInteractNPC::Interact()
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{
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	FVector Start = GetOwner()->GetActorLocation();
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	FVector End = GetOwner()->GetActorForwardVector() * 100.0f + Start;
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	FCollisionQueryParams CollisionParams;
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	CollisionParams.AddIgnoredActor(GetOwner());
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	if (FHitResult HitResult; GetWorld()->LineTraceSingleByChannel(HitResult, Start, End, ECC_Pawn, CollisionParams))
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	{
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		//UE_LOG(LogTemp, Warning, TEXT("Hit: %s"), *HitResult.GetActor()->GetName());
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		if (HitResult.GetActor()->Tags.Contains("NPC"))
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		{
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			//DrawDebugLine(GetWorld(), Start, End, FColor::Green, false, 5.0f, 0, 10.0f);
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			HitResult.GetActor()->FindComponentByClass<UDialogueNPC>()->StartDialogue();
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		}
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		//DrawDebugLine(GetWorld(), Start, End, FColor::Red, false, 5.0f, 0, 10.0f);
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	}
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}
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