Deleted Old LOS Test Class

This commit is contained in:
RAFAL SWIERCZEK 2023-11-30 09:33:28 +00:00
parent d34b52f972
commit 2899b9f4a8
8 changed files with 8 additions and 114 deletions

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@ -6,7 +6,6 @@
#include "CollisionDebugDrawingPublic.h"
#include "Kismet/KismetMathLibrary.h"
#include "Camera/CameraComponent.h"
#include "VisionLinkEnemyLOSTest.h"
#include "GameFramework/Character.h"
void AVisionLink::BeginPlay()

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@ -3,7 +3,6 @@
#pragma once
#include "CoreMinimal.h"
#include "VisionLinkEnemyLOSTest.h"
#include "EndlessVendetta/GadgetSystem/ReconGadget.h"
#include "VisionLink.generated.h"

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@ -1,74 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "VisionLinkEnemyLOSTest.h"
#include "Components/BoxComponent.h"
#include "Kismet/KismetMathLibrary.h"
// Sets default values
AVisionLinkEnemyLOSTest::AVisionLinkEnemyLOSTest()
{
// 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 AVisionLinkEnemyLOSTest::BeginPlay()
{
Super::BeginPlay();
}
// Called every frame
void AVisionLinkEnemyLOSTest::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
void AVisionLinkEnemyLOSTest::TestLOS(TArray<uint32> EnemiesInLink, AActor* LOSActor)
{
// Get all overlapping Actors
UBoxComponent* CollisionBox = Cast<UBoxComponent>(GetComponentByClass(UBoxComponent::StaticClass()));
if (!IsValid(CollisionBox))
{
Destroy();
return;
}
TArray<AActor*> OverlappingEnemies;
CollisionBox->GetOverlappingActors(OverlappingEnemies);
if (OverlappingEnemies.IsEmpty())
{
Destroy();
return;
}
for (int i = 0; i < OverlappingEnemies.Num(); i++)
{
// Overlapping Enemies Array should only contain enemies which aren't already in the link
if (!OverlappingEnemies[i]->ActorHasTag(FName("Enemy")) || EnemiesInLink.Contains(OverlappingEnemies[i]->GetUniqueID()))
{
UE_LOG(LogTemp, Warning, TEXT("enemy name: %s"), *OverlappingEnemies[i]->GetName());
OverlappingEnemies.RemoveAt(i);
}
}
if (OverlappingEnemies.IsEmpty())
{
Destroy();
return;
}
/*for (AActor* Enemy : OverlappingEnemies)
{
FRotator LookAtRotation = UKismetMathLibrary::FindLookAtRotation(LOSActor->GetActorLocation(), Enemy->GetActorLocation());
UE_LOG(LogTemp, Warning, TEXT("Look at Rotation: %f"), LookAtRotation.Yaw);
}*/
Destroy();
}

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@ -1,30 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "VisionLinkEnemyLOSTest.generated.h"
UCLASS()
class ENDLESSVENDETTA_API AVisionLinkEnemyLOSTest : public AActor
{
GENERATED_BODY()
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
UPROPERTY(EditDefaultsOnly, Category = "Vision Link")
float SpawnOffset = 0;
// Sets default values for this actor's properties
AVisionLinkEnemyLOSTest();
// Called every frame
virtual void Tick(float DeltaTime) override;
void TestLOS(TArray<uint32> EnemiesInLink, AActor* LOS_Actor);
};