MovementArrow functionality; StarFog implemented; Refactoring
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21f7dd4e67
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aa02fb8093
@ -3,6 +3,7 @@
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#include "AdventureMap.h"
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#include "HexTile.h"
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#include "StarFog.h"
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#include "AdventurePlayerController.h"
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#include "Kismet/GameplayStatics.h"
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#include "Algo/Reverse.h"
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@ -10,8 +11,8 @@
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// Sets default values
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AAdventureMap::AAdventureMap()
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{
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FHexVector NBs[] = { NNE, E, SSE, SSW, W, NNW };
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NeighborUnitVectors.Append(NBs, UE_ARRAY_COUNT(NBs));
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FHexVector NBs[] = { E, SSE, SSW, W, NNW, NNE };
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UnitVectors.Append(NBs, UE_ARRAY_COUNT(NBs));
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FHexVector DNBs[] = { N, ENE, ESE, S, WSW, WNW };
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DiagonalUnitVectors.Append(DNBs, UE_ARRAY_COUNT(DNBs));
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}
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@ -25,6 +26,11 @@ void AAdventureMap::BeginPlay()
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if (IsValid(BaseTileClass)) {
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MakeGrid();
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}
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for (auto& Tile : Grid) {
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AStarFog* Fog = World->SpawnActor<AStarFog>(BaseFogClass, Tile->GetActorTransform());
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Fog->CoveredHex = Tile;
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Tile->CoveringFog = Fog;
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}
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}
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// Called once on Begin Play
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@ -69,6 +75,9 @@ int32 AAdventureMap::GridIndex(int32 qAxial, int32 rAxial)
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AHexTile* AAdventureMap::RandomHex()
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{
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//debug
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GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Yellow, TEXT("Picking A Random Hex"));
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int32 RandHex = FMath::RandRange(0, GridSize*GridSize-1);
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return Grid[RandHex];
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}
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@ -76,7 +85,7 @@ AHexTile* AAdventureMap::RandomHex()
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TArray<AHexTile*> AAdventureMap::Neighbors(AHexTile* OfHex, bool bFreeOnly = false)
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{
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TArray<AHexTile*> Results;
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for (auto& V : NeighborUnitVectors) {
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for (auto& V : UnitVectors) {
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int32 I = GridIndex(OfHex->Q + V.Q, OfHex->R + V.R);
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if (Grid.IsValidIndex(I)) {
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AHexTile* H = Grid[I];
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@ -180,13 +189,14 @@ TArray<AHexTile*> AAdventureMap::FindPathAStar(AHexTile* Start, AHexTile* Goal,
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}
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Algo::Reverse(Path);
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if (bDiags) {
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if (bDiags) { // DO NOT USE
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Path = ShortcutAStar(Path);
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}
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return Path;
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}
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// very bro-sciency approach to pathfinding for diagonal Hex-movement
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// DO NOT USE
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TArray<AHexTile*> AAdventureMap::ShortcutAStar(TArray<AHexTile*> Path)
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{
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TArray<AHexTile*> Shortcut;
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@ -1,5 +1,3 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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@ -9,6 +7,7 @@
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#include "AdventureMap.generated.h"
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class AHexTile;
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class AStarFog;
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class AMapObject;
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class AAdventurePlayerController;
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@ -25,6 +24,8 @@ public:
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UWorld* World;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Config")
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TSubclassOf<AHexTile> BaseTileClass;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Config")
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TSubclassOf<AStarFog> BaseFogClass;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Config")
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int32 GridSize = 60;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Config")
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@ -71,7 +72,7 @@ public:
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UPROPERTY(BlueprintReadOnly, VisibleAnywhere)
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FHexVector NNW = FHexVector(0, -1);
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UPROPERTY(BlueprintReadOnly, VisibleAnywhere)
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TArray<FHexVector> NeighborUnitVectors;
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TArray<FHexVector> UnitVectors;
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UPROPERTY(BlueprintReadOnly, VisibleAnywhere)
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TArray<FHexVector> DiagonalUnitVectors;
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UFUNCTION(BlueprintCallable, Category = "Utility")
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@ -7,6 +7,8 @@
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#include "AdventureCameraPawn.h"
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#include "AdventureCharacter.h"
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#include "MapObject.h"
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#include "MovementArrow.h"
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AAdventurePlayerController::AAdventurePlayerController()
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@ -19,7 +21,9 @@ void AAdventurePlayerController::BeginPlay()
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{
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Super::BeginPlay();
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World = GetWorld();
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HoveredHex = CurrentHex;
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}
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// Called every frame
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void AAdventurePlayerController::Tick(float DeltaTime)
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@ -36,13 +40,19 @@ void AAdventurePlayerController::SetupInputComponent()
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// This is initialized on startup, you can go straight to binding
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InputComponent->BindAction("LeftClick", IE_Pressed, this, &AAdventurePlayerController::LeftClick);
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InputComponent->BindAction("DebugAlt", IE_Pressed, this, &AAdventurePlayerController::TogglePlacing); // Change binding eventually
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InputComponent->BindAction("DebugAlt", IE_Pressed, this, &AAdventurePlayerController::EnablePlacing); // Change binding eventually
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InputComponent->BindAction("DebugAlt", IE_Released, this, &AAdventurePlayerController::DisablePlacing); // Change binding eventually
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}
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void AAdventurePlayerController::LeftClick()
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{
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if (!IsValid(HoveredHex)) { return; }
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if (bInPlacementMode) { PlaceObject(PlaceObjClass, HoveredHex); }
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if (IsValid(HoveredHex)) {
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if (!bInPlacementMode) {
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}
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else { PlaceObject(PlaceObjClass, HoveredHex); }
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}
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else { return; }
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}
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TArray<AHexTile*> AAdventurePlayerController::Vision(int32 Radius)
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@ -59,11 +69,38 @@ TArray<AHexTile*> AAdventurePlayerController::Vision(int32 Radius)
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return Results;
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}
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void AAdventurePlayerController::TogglePlacing()
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void AAdventurePlayerController::MarkPath(TArray<AHexTile*> Path)
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{
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bInPlacementMode = !bInPlacementMode;
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if (bInPlacementMode) { PlaceObj = World->SpawnActor<AMapObject>(PlaceObjClass, FTransform()); }
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else { if (IsValid(PlaceObj)) { PlaceObj->Destroy(); } }
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FHexVector DirA = FHexVector(Path[0]->Q - CurrentHex->Q, Path[0]->R - CurrentHex->R);
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FHexVector DirB;
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for (int32 i = 0; i < Path.Num() - 1; i++)
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{
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DirB = FHexVector(Path[i + 1]->Q - Path[i]->Q, Path[i + 1]->R - Path[i]->R);
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AMovementArrow* Arrow = World->SpawnActor<AMovementArrow>(MoveArrowClass, Path[i]->GetActorTransform());
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Arrow->MapRef = MapRef;
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Arrow->SetVariant(DirA, DirB);
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PathArrows.Add(Arrow);
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DirA = DirB;
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}
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}
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void AAdventurePlayerController::ClearPath()
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{
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for (AMovementArrow* Arrow : PathArrows) {
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Arrow->Destroy();
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}
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PathArrows.Empty();
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}
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void AAdventurePlayerController::EnablePlacing()
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{
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bInPlacementMode = true;
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PlaceObj = World->SpawnActor<AMapObject>(PlaceObjClass, FTransform());
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}
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void AAdventurePlayerController::DisablePlacing()
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{
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bInPlacementMode = false;
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// if (IsValid(PlaceObj)) { PlaceObj->Destroy(); }
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}
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void AAdventurePlayerController::FitOnGrid(AMapObject* MapObject)
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@ -1,5 +1,3 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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@ -12,6 +10,8 @@ class AHexTile;
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class AAdventureCameraPawn;
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class AAdventureCharacter;
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class AMapObject;
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class AMovementArrow;
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/**
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*
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*/
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@ -32,19 +32,34 @@ public:
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AAdventureCameraPawn* CamRef;
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UPROPERTY(VisibleAnywhere, BlueprintReadWrite)
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AHexTile* SpawnHex;
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UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = "Runtime")
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AHexTile* CurrentHex;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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AHexTile* HoveredHex;
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UFUNCTION(BlueprintCallable)
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void LeftClick();
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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TSet<AHexTile*> ExploredHexes;
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UPROPERTY(BlueprintReadOnly, EditDefaultsOnly)
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TSubclassOf<AMovementArrow> MoveArrowClass;
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UFUNCTION(BlueprintCallable)
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void MarkPath(TArray<AHexTile*> Path);
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UPROPERTY(BlueprintReadWrite, VisibleAnywhere)
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TArray<AMovementArrow*> PathArrows;
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UFUNCTION(BlueprintCallable)
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void ClearPath();
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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int32 VisionRadius = 6;
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UFUNCTION(BlueprintCallable)
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TArray<AHexTile*> Vision(int32 Radius);
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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TSet<AHexTile*> ExploredHexes;
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protected:
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virtual void BeginPlay() override;
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@ -60,7 +75,9 @@ public:
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UPROPERTY(BlueprintReadWrite, VisibleAnywhere)
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AMapObject* PlaceObj;
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UFUNCTION(BlueprintCallable)
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void TogglePlacing();
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void EnablePlacing();
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UFUNCTION(BlueprintCallable)
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void DisablePlacing();
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UFUNCTION(BlueprintCallable)
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void FitOnGrid(AMapObject* MapObject);
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UFUNCTION()
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14
HexTile.h
14
HexTile.h
@ -1,5 +1,3 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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@ -10,6 +8,7 @@
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class USceneComponent;
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class UStaticMeshComponent;
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class AAdventureMap;
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class AStarFog;
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class AAdventurePlayerController;
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UCLASS()
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@ -23,10 +22,13 @@ public:
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Config")
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float TileSize;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Config")
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USceneComponent* SceneComponent;
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//UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Config")
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// USceneComponent* SceneComponent;
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UPROPERTY(BlueprintReadWrite, Category = "Config")
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AAdventureMap* MapRef;
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UPROPERTY(BlueprintReadWrite, Category = "Config")
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AStarFog* CoveringFog;
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UFUNCTION(BlueprintCallable, Category = "debug")
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FVector Corner(int32 i);
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@ -63,9 +65,9 @@ public:
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// MapObject Placement
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UPROPERTY(BlueprintReadWrite, VisibleAnywhere)
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bool bFree = true;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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UPROPERTY(BlueprintReadWrite, EditDefaultsOnly)
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bool bTouchable = false;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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UPROPERTY(BlueprintReadWrite, EditDefaultsOnly)
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bool bSteptivatable = false;
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FORCEINLINE bool operator == (const AHexTile &Other)
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14
HexVector.h
14
HexVector.h
@ -14,23 +14,17 @@ struct FHexVector
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FORCEINLINE explicit FHexVector(AHexTile* InHex);
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FORCEINLINE explicit FHexVector(AHexTile* InHexA, AHexTile* InHexB);
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UPROPERTY(BlueprintReadWrite)
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int32 Q;
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UPROPERTY(BlueprintReadWrite)
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int32 R;
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UPROPERTY(BlueprintReadWrite)
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int32 S;
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UPROPERTY(BlueprintReadWrite)
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bool bIsDiagonal;
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UPROPERTY(BlueprintReadWrite)
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bool bUnit;
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TArray<FHexVector> Related;
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};
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FORCEINLINE FHexVector::FHexVector()
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@ -44,15 +38,19 @@ FORCEINLINE FHexVector::FHexVector(AHexTile* InHex)
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FORCEINLINE FHexVector::FHexVector(AHexTile* InHexA, AHexTile* InHexB)
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: Q(InHexA->Q - InHexB->Q), R(InHexA->R - InHexB->R) {}
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FORCEINLINE bool operator==(const FHexVector& A, const FHexVector& B)
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{
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if (A.Q == B.Q && A.R == B.R) { return true; }
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else { return false; }
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}
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FORCEINLINE bool operator!=(const FHexVector& A, const FHexVector& B)
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{
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if (A.Q == B.Q && A.R == B.R) { return false; }
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else { return true; }
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}
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FORCEINLINE uint32 GetTypeHash(const FHexVector& Thing)
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{
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uint32 Hash = FCrc::MemCrc32(&Thing, sizeof(FHexVector));
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return Hash;
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}
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65
MovementArrow.cpp
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65
MovementArrow.cpp
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@ -0,0 +1,65 @@
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#include "MovementArrow.h"
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#include "AdventureMap.h"
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// Sets default values
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AMovementArrow::AMovementArrow()
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{
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// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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PrimaryActorTick.bCanEverTick = true;
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SceneComponent = CreateDefaultSubobject<USceneComponent>(TEXT("Scene"));
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RootComponent = SceneComponent;
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MeshStraight = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Straight"));
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MeshRight = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Right"));
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MeshRightSharp = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("RightSharp"));
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MeshLeftSharp = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("LeftSharp"));
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MeshLeft = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Left"));
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MeshVariants.Add(MeshStraight);
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MeshVariants.Add(MeshRight);
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MeshVariants.Add(MeshRightSharp);
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MeshVariants.Add(MeshLeftSharp);
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MeshVariants.Add(MeshLeft);
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for (UStaticMeshComponent* Mesh : MeshVariants) {
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Mesh->AttachToComponent(RootComponent, FAttachmentTransformRules::KeepWorldTransform);
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Mesh->ToggleVisibility();
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}
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}
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void AMovementArrow::SetVariant(FHexVector InVec, FHexVector OutVec) {
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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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MeshVariants[VariantIndex]->ToggleVisibility();
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}
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// Called when the game starts or when spawned
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void AMovementArrow::BeginPlay()
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{
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Super::BeginPlay();
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}
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// Called every frame
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void AMovementArrow::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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}
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48
MovementArrow.h
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48
MovementArrow.h
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#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/Actor.h"
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#include "HexVector.h"
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#include "MovementArrow.generated.h"
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class USceneComponent;
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class UStaticMeshComponent;
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class AAdventureMap;
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UCLASS()
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class FRAY_API AMovementArrow : public AActor
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{
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GENERATED_BODY()
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public:
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// Sets default values for this actor's properties
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AMovementArrow();
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UPROPERTY(BlueprintReadOnly, Category = "Config")
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AAdventureMap* MapRef;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Config")
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USceneComponent* SceneComponent;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Variant")
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UStaticMeshComponent* MeshStraight;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Variant")
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UStaticMeshComponent* MeshRight;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Variant")
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UStaticMeshComponent* MeshRightSharp;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Variant")
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UStaticMeshComponent* MeshLeftSharp;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Variant")
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UStaticMeshComponent* MeshLeft;
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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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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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public:
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// Called every frame
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virtual void Tick(float DeltaTime) override;
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};
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27
StarFog.cpp
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27
StarFog.cpp
Normal file
@ -0,0 +1,27 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "StarFog.h"
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|
||||
// Sets default values
|
||||
AStarFog::AStarFog()
|
||||
{
|
||||
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
|
||||
PrimaryActorTick.bCanEverTick = true;
|
||||
|
||||
}
|
||||
|
||||
// Called when the game starts or when spawned
|
||||
void AStarFog::BeginPlay()
|
||||
{
|
||||
Super::BeginPlay();
|
||||
|
||||
}
|
||||
|
||||
// Called every frame
|
||||
void AStarFog::Tick(float DeltaTime)
|
||||
{
|
||||
Super::Tick(DeltaTime);
|
||||
|
||||
}
|
||||
|
31
StarFog.h
Normal file
31
StarFog.h
Normal file
@ -0,0 +1,31 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "GameFramework/Actor.h"
|
||||
#include "StarFog.generated.h"
|
||||
|
||||
class AHexTile;
|
||||
|
||||
UCLASS()
|
||||
class FRAY_API AStarFog : public AActor
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
// Sets default values for this actor's properties
|
||||
AStarFog();
|
||||
|
||||
UPROPERTY(BlueprintReadOnly, VisibleAnywhere)
|
||||
AHexTile* CoveredHex;
|
||||
|
||||
protected:
|
||||
// Called when the game starts or when spawned
|
||||
virtual void BeginPlay() override;
|
||||
|
||||
public:
|
||||
// Called every frame
|
||||
virtual void Tick(float DeltaTime) override;
|
||||
|
||||
};
|
Loading…
Reference in New Issue
Block a user