fixed crashing bug when calling RandomHex() too early
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832507177f
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@ -39,7 +39,7 @@ void AAdventureCameraPawn::BeginPlay()
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// The Viewport properties are inaccurate right after BeginPlay, so we need to wait a short time before saving them here.
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FTimerHandle UnusedHandle;
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GetWorldTimerManager().SetTimer(
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UnusedHandle, this, &AAdventureCameraPawn::GetTheDamnViewport, 1.5, false);
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UnusedHandle, this, &AAdventureCameraPawn::GetTheDamnViewport, 1, false);
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}
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void AAdventureCameraPawn::GetTheDamnViewport()
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@ -47,6 +47,7 @@ public:
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UPROPERTY(BlueprintReadWrite, Category = "Runtime")
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class AHexTile* SelectedHex;
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protected:
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// Called when the game starts or when spawned
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virtual void BeginPlay() override;
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@ -79,10 +79,12 @@ void AAdventureMap::MakeGrid()
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{
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tile->Index = GridIndex(tile->Q, tile->R);
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}
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bHexGridReady = true;
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}
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AHexTile* AAdventureMap::RandomHex()
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{
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int32 SpawnHex = GridIndex(FMath::RandRange(0, GridSize), FMath::RandRange(0, GridSize));
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return Grid[SpawnHex];
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int32 RandHex = GridIndex(FMath::RandRange(0, GridSize), FMath::RandRange(0, GridSize));
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return Grid[RandHex];
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}
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@ -26,11 +26,16 @@ public:
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int32 GridSize = 100; // squared is the number of Tiles
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Config")
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int32 TileSize = 100;
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UPROPERTY(VisibleInstanceOnly, BlueprintReadWrite, Category = "MapData")
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UPROPERTY(BlueprintReadOnly, Category = "Generation")
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bool bHexGridReady;
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UPROPERTY(VisibleInstanceOnly, BlueprintReadWrite, Category = "Runtime")
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TArray<AHexTile*> Grid;
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UFUNCTION(BlueprintCallable)
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int32 GridIndex(int32 q, int32 r);
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// Player spawn section
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UPROPERTY(VisibleAnywhere, BlueprintReadWrite)
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APawn* CameraPawn;
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