plan to implement pathfinding; minor fixes & refactorings

This commit is contained in:
2022-01-12 18:22:16 +01:00
parent 9021763ab7
commit b5c9c661fe
6 changed files with 56 additions and 28 deletions
+14
View File
@@ -4,8 +4,13 @@
#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include <queue>
#include "AdventureCharacter.generated.h"
class AHexTile;
UCLASS()
class FRAY_API AAdventureCharacter : public ACharacter
{
@@ -15,6 +20,15 @@ public:
// Sets default values for this character's properties
AAdventureCharacter();
UPROPERTY(VisibleInstanceOnly, BlueprintReadWrite, Category = "Runtime")
AHexTile* GridLocation;
UPROPERTY(VisibleInstanceOnly, BlueprintReadWrite, Category = "Runtime")
AHexTile* SelectedHex;
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = "Runtime")
TArray<AHexTile*> MovementPath;
UFUNCTION(BlueprintCallable)
void AStarFindPath(AHexTile* Goal);
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;