Fixed LOS Test Missing Actor Reference
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@ -0,0 +1,3 @@
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version https://git-lfs.github.com/spec/v1
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oid sha256:3dcf2376c901c20297196f292d3af9789583d7023bb529d5e347e29cf43967e1
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size 14705
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EndlessVendetta/Content/Gadgets/ReconGadgets/VisionLink/RG_VisionLink.uasset
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EndlessVendetta/Content/Gadgets/ReconGadgets/VisionLink/RG_VisionLink.uasset
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EndlessVendetta/Content/Levels/GadgetSystemTestLevel.umap
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EndlessVendetta/Content/Levels/GadgetSystemTestLevel.umap
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EndlessVendetta/Content/StarterContent/Architecture/Floor_400x400.uasset
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EndlessVendetta/Content/StarterContent/Architecture/Floor_400x400.uasset
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EndlessVendetta/Content/StarterContent/Audio/Collapse01.uasset
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EndlessVendetta/Content/StarterContent/Audio/Collapse01.uasset
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@ -3,6 +3,10 @@
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#include "VisionLink.h"
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#include "Camera/CameraComponent.h"
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#include "VisionLinkEnemyLOSTest.h"
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#include "GameFramework/Character.h"
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void AVisionLink::BeginPlay()
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{
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Super::BeginPlay();
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@ -38,13 +42,15 @@ void AVisionLink::SendOutPingPulse()
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UpdatePulsesRemaining(NumOfPingPulsesLeftInThisCycle);
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if (NumOfPingPulsesLeftInThisCycle < 0) return;
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//FActorSpawnParameters SpawnParams;
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//SpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
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//FVector SpawnLoc = (GetActorLocation() - EquippedOffset) + EnemyLOSTestActor.GetDefaultObject()->SpawnOffset;
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FActorSpawnParameters SpawnParams;
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SpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
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UCameraComponent* PlayerCamComp = Cast<UCameraComponent>(GetWorld()->GetFirstPlayerController()->GetCharacter()->GetComponentByClass(UCameraComponent::StaticClass()));
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//FVector SpawnLoc = PlayerCamComp->GetSocketLocation(NAME_None) + PlayerCamComp->GetForwardVector() * EnemyLOSTestActor->GetDefaultObject()
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AActor* LOSTestActor = GetWorld()->SpawnActor<AActor>(EnemyLOSTestActor, SpawnLoc, GetActorRotation(), SpawnParams);
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TArray<FString> EmptyFStringArray;
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Cast<AVisionLinkEnemyLOSTest>(LOSTestActor)->TestLOS(EmptyFStringArray, GetOwner());
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//AActor* LOSTestActor = GetWorld()->SpawnActor<AActor>(EnemyLOSTestActor, SpawnLoc, GetActorRotation(), SpawnParams);
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//TArray<uint32> EmptyIDArray;
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//Cast<AVisionLinkEnemyLOSTest>(LOSTestActor)->TestLOS(EmptyIDArray, this);
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UE_LOG(LogTemp, Warning, TEXT("Ping Pulse!"));
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GetWorld()->GetTimerManager().SetTimer(PulseHandle, this, &AVisionLink::SendOutPingPulse, TimeInbetweenPingPulses, false);
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@ -28,7 +28,7 @@ void AVisionLinkEnemyLOSTest::Tick(float DeltaTime)
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}
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void AVisionLinkEnemyLOSTest::TestLOS(TArray<FString> EnemiesInLink, AActor* LOSActor)
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void AVisionLinkEnemyLOSTest::TestLOS(TArray<uint32> EnemiesInLink, AActor* LOSActor)
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{
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// Get all overlapping Actors
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UBoxComponent* CollisionBox = Cast<UBoxComponent>(GetComponentByClass(UBoxComponent::StaticClass()));
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@ -47,9 +47,8 @@ void AVisionLinkEnemyLOSTest::TestLOS(TArray<FString> EnemiesInLink, AActor* LOS
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for (int i = 0; i < OverlappingEnemies.Num(); i++)
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{
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UE_LOG(LogTemp, Warning, TEXT("Overlapping Enemy Name: %s"), *OverlappingEnemies[i]->GetName());
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// Overlapping Enemies Array should only contain enemies which aren't already in the link
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if (!OverlappingEnemies[i]->ActorHasTag(FName("Enemy")) || EnemiesInLink.Contains(OverlappingEnemies[i]->GetName())) OverlappingEnemies.RemoveAt(i);
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if (!OverlappingEnemies[i]->ActorHasTag(FName("Enemy")) || EnemiesInLink.Contains(OverlappingEnemies[i]->GetUniqueID())) OverlappingEnemies.RemoveAt(i);
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}
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if (OverlappingEnemies.IsEmpty())
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{
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@ -59,11 +58,12 @@ void AVisionLinkEnemyLOSTest::TestLOS(TArray<FString> EnemiesInLink, AActor* LOS
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for (AActor* Enemy : OverlappingEnemies)
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{
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if (!IsValid(LOSActor)) UE_LOG(LogTemp, Fatal, TEXT("im an idiot"));
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FRotator LookAtRotation = UKismetMathLibrary::FindLookAtRotation(LOSActor->GetActorLocation(), Enemy->GetActorLocation());
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UE_LOG(LogTemp, Warning, TEXT("Look at Rotation: %f"), LookAtRotation.Yaw);
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}
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Destroy();
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//Destroy();
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}
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@ -26,5 +26,5 @@ public:
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// Called every frame
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virtual void Tick(float DeltaTime) override;
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void TestLOS(TArray<FString> EnemiesInLink, AActor* LOS_Actor);
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void TestLOS(TArray<uint32> EnemiesInLink, AActor* LOS_Actor);
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};
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