Implemented Vision Link Pings

Spawn on spotted enemies, can be seen through walls
This commit is contained in:
Rafal Swierczek 2023-10-03 21:32:46 +01:00
parent 6dee50a62b
commit 3523823a5b
19 changed files with 37 additions and 19 deletions

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@ -3,6 +3,7 @@
#include "VisionLink.h"
#include "CollisionDebugDrawingPublic.h"
#include "Kismet/KismetMathLibrary.h"
#include "Camera/CameraComponent.h"
#include "VisionLinkEnemyLOSTest.h"
@ -76,9 +77,9 @@ void AVisionLink::TestLOS(FTransform StartingPos, TArray<AActor*> &ActorsToIgnor
AActor* HitActor = outHit.GetActor();
if (!HitActor->ActorHasTag(FName("Enemy"))) continue;
DrawDebugLine(GetWorld(), outHit.TraceStart, outHit.ImpactPoint, FColor::Blue, false, 3, 0, 3);
//DrawDebugLine(GetWorld(), outHit.TraceStart, outHit.ImpactPoint, FColor::Blue, false, 3, 0, 3);
ActorsToIgnore.Add(HitActor);
//Spawn in a Ping
SpawnPing(HitActor->GetTransform());
TestLOS(HitActor->GetTransform(), ActorsToIgnore);
}
}

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@ -69,5 +69,7 @@ protected:
UFUNCTION(BlueprintImplementableEvent, Category = "Vision Link")
void VisionLinkRecharging();
UFUNCTION(BlueprintImplementableEvent, Category = "Vision Link")
void SpawnPing(FTransform PingSpawnTransform);
};