Bugfix Equipped Guns Block LOS for Vision Link
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EndlessVendetta/Content/Levels/TrainingFacility.umap
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EndlessVendetta/Content/Levels/TrainingFacility.umap
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@ -6,6 +6,7 @@
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#include "CollisionDebugDrawingPublic.h"
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#include "CollisionDebugDrawingPublic.h"
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#include "Kismet/KismetMathLibrary.h"
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#include "Kismet/KismetMathLibrary.h"
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#include "Camera/CameraComponent.h"
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#include "Camera/CameraComponent.h"
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#include "EndlessVendetta/EndlessVendettaCharacter.h"
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#include "GameFramework/Character.h"
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#include "GameFramework/Character.h"
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void AVisionLink::BeginPlay()
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void AVisionLink::BeginPlay()
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@ -46,9 +47,16 @@ void AVisionLink::SendOutPingPulse()
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GetWorld()->GetTimerManager().SetTimer(PulseHandle, this, &AVisionLink::SendOutPingPulse, TimeInbetweenPingPulses, false);
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GetWorld()->GetTimerManager().SetTimer(PulseHandle, this, &AVisionLink::SendOutPingPulse, TimeInbetweenPingPulses, false);
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PlayPingPulseAnim(TimeInbetweenPingPulses);
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PlayPingPulseAnim(TimeInbetweenPingPulses);
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UCameraComponent* PlayerCamComp = Cast<UCameraComponent>(GetWorld()->GetFirstPlayerController()->GetCharacter()->GetComponentByClass(UCameraComponent::StaticClass()));
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ACharacter* PlayersCharacter = GetWorld()->GetFirstPlayerController()->GetCharacter();
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UCameraComponent* PlayerCamComp = Cast<UCameraComponent>(PlayersCharacter->GetComponentByClass(UCameraComponent::StaticClass()));
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// Ignored Actors
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TArray<AActor*> ActorsToIgnore;
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TArray<AActor*> ActorsToIgnore;
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ActorsToIgnore.Add(GetWorld()->GetFirstPlayerController()->GetCharacter());
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AEndlessVendettaCharacter* EV_Character = Cast<AEndlessVendettaCharacter>(PlayersCharacter);
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if ( IsValid(EV_Character) && IsValid(EV_Character->PrimaryWeaponActor)) ActorsToIgnore.Add(EV_Character->PrimaryWeaponActor);
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if ( IsValid(EV_Character) && IsValid(EV_Character->SecondaryWeaponActor)) ActorsToIgnore.Add(EV_Character->SecondaryWeaponActor);
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ActorsToIgnore.Add(PlayersCharacter);
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TestLOS(PlayerCamComp->GetComponentTransform(), ActorsToIgnore);
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TestLOS(PlayerCamComp->GetComponentTransform(), ActorsToIgnore);
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}
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}
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