MovementArrow functionality; StarFog implemented; Refactoring

This commit is contained in:
2022-06-01 20:25:33 +02:00
parent 21f7dd4e67
commit aa02fb8093
10 changed files with 269 additions and 33 deletions
+44 -7
View File
@@ -7,6 +7,8 @@
#include "AdventureCameraPawn.h"
#include "AdventureCharacter.h"
#include "MapObject.h"
#include "MovementArrow.h"
AAdventurePlayerController::AAdventurePlayerController()
@@ -19,7 +21,9 @@ void AAdventurePlayerController::BeginPlay()
{
Super::BeginPlay();
World = GetWorld();
HoveredHex = CurrentHex;
}
// Called every frame
void AAdventurePlayerController::Tick(float DeltaTime)
@@ -36,13 +40,19 @@ void AAdventurePlayerController::SetupInputComponent()
// This is initialized on startup, you can go straight to binding
InputComponent->BindAction("LeftClick", IE_Pressed, this, &AAdventurePlayerController::LeftClick);
InputComponent->BindAction("DebugAlt", IE_Pressed, this, &AAdventurePlayerController::TogglePlacing); // Change binding eventually
InputComponent->BindAction("DebugAlt", IE_Pressed, this, &AAdventurePlayerController::EnablePlacing); // Change binding eventually
InputComponent->BindAction("DebugAlt", IE_Released, this, &AAdventurePlayerController::DisablePlacing); // Change binding eventually
}
void AAdventurePlayerController::LeftClick()
{
if (!IsValid(HoveredHex)) { return; }
if (bInPlacementMode) { PlaceObject(PlaceObjClass, HoveredHex); }
if (IsValid(HoveredHex)) {
if (!bInPlacementMode) {
}
else { PlaceObject(PlaceObjClass, HoveredHex); }
}
else { return; }
}
TArray<AHexTile*> AAdventurePlayerController::Vision(int32 Radius)
@@ -59,11 +69,38 @@ TArray<AHexTile*> AAdventurePlayerController::Vision(int32 Radius)
return Results;
}
void AAdventurePlayerController::TogglePlacing()
void AAdventurePlayerController::MarkPath(TArray<AHexTile*> Path)
{
bInPlacementMode = !bInPlacementMode;
if (bInPlacementMode) { PlaceObj = World->SpawnActor<AMapObject>(PlaceObjClass, FTransform()); }
else { if (IsValid(PlaceObj)) { PlaceObj->Destroy(); } }
FHexVector DirA = FHexVector(Path[0]->Q - CurrentHex->Q, Path[0]->R - CurrentHex->R);
FHexVector DirB;
for (int32 i = 0; i < Path.Num() - 1; i++)
{
DirB = FHexVector(Path[i + 1]->Q - Path[i]->Q, Path[i + 1]->R - Path[i]->R);
AMovementArrow* Arrow = World->SpawnActor<AMovementArrow>(MoveArrowClass, Path[i]->GetActorTransform());
Arrow->MapRef = MapRef;
Arrow->SetVariant(DirA, DirB);
PathArrows.Add(Arrow);
DirA = DirB;
}
}
void AAdventurePlayerController::ClearPath()
{
for (AMovementArrow* Arrow : PathArrows) {
Arrow->Destroy();
}
PathArrows.Empty();
}
void AAdventurePlayerController::EnablePlacing()
{
bInPlacementMode = true;
PlaceObj = World->SpawnActor<AMapObject>(PlaceObjClass, FTransform());
}
void AAdventurePlayerController::DisablePlacing()
{
bInPlacementMode = false;
// if (IsValid(PlaceObj)) { PlaceObj->Destroy(); }
}
void AAdventurePlayerController::FitOnGrid(AMapObject* MapObject)