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
+8 -6
View File
@@ -1,5 +1,3 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
@@ -10,6 +8,7 @@
class USceneComponent;
class UStaticMeshComponent;
class AAdventureMap;
class AStarFog;
class AAdventurePlayerController;
UCLASS()
@@ -23,10 +22,13 @@ public:
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Config")
float TileSize;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Config")
USceneComponent* SceneComponent;
//UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Config")
// USceneComponent* SceneComponent;
UPROPERTY(BlueprintReadWrite, Category = "Config")
AAdventureMap* MapRef;
UPROPERTY(BlueprintReadWrite, Category = "Config")
AStarFog* CoveringFog;
UFUNCTION(BlueprintCallable, Category = "debug")
FVector Corner(int32 i);
@@ -63,9 +65,9 @@ public:
// MapObject Placement
UPROPERTY(BlueprintReadWrite, VisibleAnywhere)
bool bFree = true;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
UPROPERTY(BlueprintReadWrite, EditDefaultsOnly)
bool bTouchable = false;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
UPROPERTY(BlueprintReadWrite, EditDefaultsOnly)
bool bSteptivatable = false;
FORCEINLINE bool operator == (const AHexTile &Other)