Don't write clever code
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@ -54,16 +54,11 @@ void AAdventureCameraPawn::GetTheDamnViewport()
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void AAdventureCameraPawn::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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// quick fix for edgescrolling after viewport resizing.
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//
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//TickIncrement++;
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//if (TickIncrement >= 60) {
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// TickIncrement = 0;
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// ViewSize = Viewport->Viewport->GetSizeXY();
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//}
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if (IsValid(FollowPawn)) { if (FollowPawn->bIsMoving) { FollowAdvPawn(DeltaTime); } }
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if (IsValid(FollowPawn)) {
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if (FollowPawn->bIsMoving) {
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FollowAdvPawn(DeltaTime);
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}
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}
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}
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// Called to bind functionality to input
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@ -101,18 +96,18 @@ void AAdventureCameraPawn::EdgeScrollSide(float AxisValue)
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float mousePosY = mouseY / ViewSize.Y;
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float VertAccelleration = GetInputAxisValue("Mouse Y") * (ScrollAccelleration * .75);
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if (mousePosX <= ESASize) // if in LEFT area
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if (mousePosX <= ESASize) // in LEFT area
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{
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////// Scroll LEFT
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float SpeedX = (mousePosX * ESAMinBoundSlope + ESAMinBoundIntercept) * BaseScrollSpeed;
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AddActorLocalOffset(FVector(-SpeedX, 0, 0));
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if (mousePosY > .005) // if not touching TOP EDGE
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if (mousePosY > .005) // not touching TOP EDGE
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{
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AddActorLocalOffset(FVector(0, -VertAccelleration, 0));
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}
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if (AxisValue < .0 && mousePosX <= .005) // if mouse moving LEFT and touching EDGE
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if (AxisValue < .0 && mousePosX <= .005) // mouse moving LEFT && touching EDGE
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{
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////// Add LEFT accelleration
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SpeedX = AxisValue * ScrollAccelleration;
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@ -120,18 +115,18 @@ void AAdventureCameraPawn::EdgeScrollSide(float AxisValue)
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}
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}
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if (mousePosX >= 1-ESASize) // if in RIGHT area
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if (mousePosX >= 1-ESASize) // in RIGHT area
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{
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////// Scroll RIGHT
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float SpeedX = (mousePosX * ESAMaxBoundSlope + ESAMaxBoundIntercept) * BaseScrollSpeed;
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AddActorLocalOffset(FVector(SpeedX, 0, 0));
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if (mousePosY < .995) // if not touching BOT EDGE
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if (mousePosY < .995) // not touching BOT EDGE
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{
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AddActorLocalOffset(FVector(0, -VertAccelleration, 0));
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}
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if (AxisValue > .0 && mousePosX >= .995) // if mouse moving RIGHT and touching EDGE
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if (AxisValue > .0 && mousePosX >= .995) // mouse moving RIGHT && touching EDGE
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{
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////// Add RIGHT accelleration
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SpeedX = AxisValue * ScrollAccelleration;
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@ -149,18 +144,18 @@ void AAdventureCameraPawn::EdgeScrollVert(float AxisValue)
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float mousePosX = mouseX / ViewSize.X;
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float SideAccelleration = GetInputAxisValue("Mouse X") * (ScrollAccelleration * .75);
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if (mousePosY <= ESASize) // if in TOP area
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if (mousePosY <= ESASize) // in TOP area
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{
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////// Scroll TOP
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float SpeedY = (mousePosY * ESAMinBoundSlope + ESAMinBoundIntercept) * BaseScrollSpeed;
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AddActorLocalOffset(FVector(0, -SpeedY, 0));
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if (mousePosX > .005) // if not touching EDGE
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if (mousePosX > .005) // not touching EDGE
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{
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AddActorLocalOffset(FVector(SideAccelleration, 0, 0));
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}
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if (AxisValue > .0 && mousePosY <= .005) // if mouse moving TOP and touching EDGE
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if (AxisValue > .0 && mousePosY <= .005) // mouse moving TOP && touching EDGE
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{
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////// Add TOP accelleration
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SpeedY = AxisValue * ScrollAccelleration;
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@ -168,18 +163,18 @@ void AAdventureCameraPawn::EdgeScrollVert(float AxisValue)
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}
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}
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if (mousePosY >= 1-ESASize) // if in BOTTOM area
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if (mousePosY >= 1-ESASize) // in BOTTOM area
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{
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////// Scroll BOTTOM
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float SpeedY = (mousePosY * ESAMaxBoundSlope + ESAMaxBoundIntercept) * BaseScrollSpeed;
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AddActorLocalOffset(FVector(0, SpeedY, 0));
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if (mousePosX < .995) // if not touching BOT EDGE
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if (mousePosX < .995) // not touching BOT EDGE
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{
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AddActorLocalOffset(FVector(SideAccelleration, 0, 0));
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}
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if (AxisValue < .0 && mousePosY >= .995) // if mouse moving BOTTOM and touching EDGE
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if (AxisValue < .0 && mousePosY >= .995) // mouse moving BOTTOM && touching EDGE
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{
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////// add BOTTOM accelleration
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SpeedY = AxisValue * ScrollAccelleration;
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@ -25,28 +25,62 @@ AMovementArrow::AMovementArrow()
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}
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}
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void AMovementArrow::SetVariant(FHexVector InVector, FHexVector OutVector) {
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void AMovementArrow::SetVariant(FHexVector InVec, FHexVector OutVec) {
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int32 InVectorIndex = MapRef->UnitVectors.Find(InVector);
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int32 OutVectorIndex = MapRef->UnitVectors.Find(OutVector);
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int32 VariantIndex;
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int32 InVecIndex = MapRef->UnitVectors.Find(InVec);
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SceneComponent->SetRelativeRotation(FRotator(0, InVecIndex * 60.f, 0));
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int32 OutVecIndex = MapRef->UnitVectors.Find(OutVec);
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int32 BackMotion = (InVecIndex + 3) % 6;
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if (BackMotion < 0) { BackMotion = (((InVecIndex + 3) % 6) + 6) % 6; } // c++ modulus weirdness
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if (InVecIndex < BackMotion && OutVecIndex > BackMotion) {
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OutVecIndex--; }
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if (InVecIndex > BackMotion && OutVecIndex < BackMotion) {
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InVecIndex--; }
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int32 VariantIndex = (OutVecIndex - InVecIndex) % 5;
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if (VariantIndex < 0) { VariantIndex = ((OutVecIndex - InVecIndex) % 5 + 5) % 5; } // c++ modulus weirdness
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if (InVectorIndex == 0)
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{
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if (OutVectorIndex == 0) { VariantIndex = 0; }
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if (OutVectorIndex == 1) { VariantIndex = 1; }
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if (OutVectorIndex == 2) { VariantIndex = 2; }
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if (OutVectorIndex == 4) { VariantIndex = 3; }
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if (OutVectorIndex == 5) { VariantIndex = 4; }
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}
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if (InVectorIndex == 1)
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{
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if (OutVectorIndex == 0) { VariantIndex = 4; }
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if (OutVectorIndex == 1) { VariantIndex = 0; }
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if (OutVectorIndex == 2) { VariantIndex = 1; }
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if (OutVectorIndex == 3) { VariantIndex = 2; }
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if (OutVectorIndex == 5) { VariantIndex = 3; }
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}
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if (InVectorIndex == 2)
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{
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if (OutVectorIndex == 0) { VariantIndex = 3; }
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if (OutVectorIndex == 1) { VariantIndex = 4; }
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if (OutVectorIndex == 2) { VariantIndex = 0; }
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if (OutVectorIndex == 3) { VariantIndex = 1; }
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if (OutVectorIndex == 4) { VariantIndex = 2; }
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}
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if (InVectorIndex == 3)
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{
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if (OutVectorIndex == 1) { VariantIndex = 3; }
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if (OutVectorIndex == 2) { VariantIndex = 4; }
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if (OutVectorIndex == 3) { VariantIndex = 0; }
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if (OutVectorIndex == 4) { VariantIndex = 1; }
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if (OutVectorIndex == 5) { VariantIndex = 2; }
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}
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if (InVectorIndex == 4)
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{
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if (OutVectorIndex == 0) { VariantIndex = 2; }
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if (OutVectorIndex == 2) { VariantIndex = 3; }
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if (OutVectorIndex == 3) { VariantIndex = 4; }
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if (OutVectorIndex == 4) { VariantIndex = 0; }
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if (OutVectorIndex == 5) { VariantIndex = 1; }
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}
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if (InVectorIndex == 5)
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{
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if (OutVectorIndex == 0) { VariantIndex = 1; }
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if (OutVectorIndex == 1) { VariantIndex = 2; }
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if (OutVectorIndex == 3) { VariantIndex = 3; }
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if (OutVectorIndex == 4) { VariantIndex = 4; }
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if (OutVectorIndex == 5) { VariantIndex = 0; }
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}
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SceneComponent->SetRelativeRotation(FRotator(0, InVectorIndex * 60.f, 0));
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MeshVariants[VariantIndex]->ToggleVisibility();
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}
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@ -36,7 +36,7 @@ public:
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Variant")
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TArray<UStaticMeshComponent*> MeshVariants;
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UFUNCTION(BlueprintCallable, Category = "Variant")
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void SetVariant(FHexVector InVec, FHexVector OutVec);
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void SetVariant(FHexVector InVector, FHexVector OutVector);
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protected:
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// Called when the game starts or when spawned
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