unreal/HexTile.h

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "HexTile.generated.h"
class USceneComponent;
class UStaticMeshComponent;
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class AAdventureMap;
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class AAdventurePlayerController;
UCLASS()
class FRAY_API AHexTile : public AActor
{
GENERATED_BODY()
public:
// Sets default value for this actor's properties
AHexTile();
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Config")
float TileSize;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Config")
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USceneComponent* SceneComponent;
UPROPERTY(BlueprintReadWrite, Category = "Config")
AAdventureMap* MapRef;
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UFUNCTION(BlueprintCallable, Category = "debug")
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FVector Corner(int32 i);
UFUNCTION()
void FillCornersArray();
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "debug")
TArray<FVector> Corners;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Coordinates")
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int32 Q;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Coordinates")
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int32 R;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Coordinates")
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int32 Index;
UFUNCTION(BlueprintCallable, Category = "Coordinates")
int32 Distance(AHexTile* ToHex);
// Pathfinding
UPROPERTY(BlueprintReadWrite, Category = "Movement")
int32 MoveCost = 1;
UPROPERTY(VisibleInstanceOnly, Category = "Movement")
AHexTile* CameFrom;
UPROPERTY(VisibleInstanceOnly, Category = "Movement")
int32 CostSoFar = 0;
FORCEINLINE bool operator == (const AHexTile &Other)
{
if (this->Q == Other.Q && this->R == Other.R) { return true; }
else { return false; }
}
FORCEINLINE bool operator != (const AHexTile &Other)
{
if (this->Q == Other.Q && this->R == Other.R) { return false; }
else { return true; }
}
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protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
};