Started Implementing Vision Link Functionality

This commit is contained in:
Rafal Swierczek 2023-10-01 17:43:38 +01:00
parent 91052ed5ac
commit 81a8c2ae44
4 changed files with 112 additions and 1 deletions

View File

@ -38,7 +38,14 @@ void AVisionLink::SendOutPingPulse()
UpdatePulsesRemaining(NumOfPingPulsesLeftInThisCycle);
if (NumOfPingPulsesLeftInThisCycle < 0) return;
// THIS IS WHERE I"LL PUT PING PULSE LOGIC
FActorSpawnParameters SpawnParams;
SpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
FVector SpawnLoc = (GetActorLocation() - EquippedOffset) + EnemyLOSTestActor.GetDefaultObject()->SpawnOffset;
AActor* LOSTestActor = GetWorld()->SpawnActor<AActor>(EnemyLOSTestActor, SpawnLoc, GetActorRotation(), SpawnParams);
TArray<AActor> EmptyActorArray;
Cast<AVisionLinkEnemyLOSTest>(LOSTestActor)->TestLOS(EmptyActorArray, GetOwner());
UE_LOG(LogTemp, Warning, TEXT("Ping Pulse!"));
GetWorld()->GetTimerManager().SetTimer(PulseHandle, this, &AVisionLink::SendOutPingPulse, TimeInbetweenPingPulses, false);
PlayPingPulseAnim(TimeInbetweenPingPulses);

View File

@ -3,6 +3,7 @@
#pragma once
#include "CoreMinimal.h"
#include "VisionLinkEnemyLOSTest.h"
#include "EndlessVendetta/GadgetSystem/ReconGadget.h"
#include "VisionLink.generated.h"
@ -32,6 +33,9 @@ protected:
UPROPERTY(EditDefaultsOnly, Category = "Vision Link")
int NumberOfPingPulses = 1;
UPROPERTY(EditDefaultsOnly, Category = "Vision Link")
TSubclassOf<AVisionLinkEnemyLOSTest> EnemyLOSTestActor;
UPROPERTY(BlueprintReadOnly, Category = "Vision Link")
float CooldownLength;

View File

@ -0,0 +1,70 @@
// 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<AActor> 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])) 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();
}

View File

@ -0,0 +1,30 @@
// 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")
FVector SpawnOffset = FVector(0, 0, 0 );
// Sets default values for this actor's properties
AVisionLinkEnemyLOSTest();
// Called every frame
virtual void Tick(float DeltaTime) override;
void TestLOS(TArray<AActor> EnemiesInLink, AActor* LOS_Actor);
};