65 lines
2.0 KiB
C++
65 lines
2.0 KiB
C++
#include "MovementArrow.h"
|
|
#include "AdventureMap.h"
|
|
|
|
// Sets default values
|
|
AMovementArrow::AMovementArrow()
|
|
{
|
|
// 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;
|
|
SceneComponent = CreateDefaultSubobject<USceneComponent>(TEXT("Scene"));
|
|
RootComponent = SceneComponent;
|
|
MeshStraight = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Straight"));
|
|
MeshRight = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Right"));
|
|
MeshRightSharp = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("RightSharp"));
|
|
MeshLeftSharp = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("LeftSharp"));
|
|
MeshLeft = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Left"));
|
|
MeshVariants.Add(MeshStraight);
|
|
MeshVariants.Add(MeshRight);
|
|
MeshVariants.Add(MeshRightSharp);
|
|
MeshVariants.Add(MeshLeftSharp);
|
|
MeshVariants.Add(MeshLeft);
|
|
|
|
for (UStaticMeshComponent* Mesh : MeshVariants) {
|
|
Mesh->AttachToComponent(RootComponent, FAttachmentTransformRules::KeepWorldTransform);
|
|
Mesh->ToggleVisibility();
|
|
}
|
|
}
|
|
|
|
|
|
void AMovementArrow::SetVariant(FHexVector InVec, FHexVector OutVec) {
|
|
|
|
int32 InVecIndex = MapRef->UnitVectors.Find(InVec);
|
|
|
|
SceneComponent->SetRelativeRotation(FRotator(0, InVecIndex * 60.f, 0));
|
|
|
|
int32 OutVecIndex = MapRef->UnitVectors.Find(OutVec);
|
|
|
|
|
|
int32 BackMotion = (InVecIndex + 3) % 6;
|
|
if (BackMotion < 0) { BackMotion = (((InVecIndex + 3) % 6) + 6) % 6; } // c++ modulus weirdness
|
|
|
|
if (InVecIndex < BackMotion && OutVecIndex > BackMotion) {
|
|
OutVecIndex--; }
|
|
if (InVecIndex > BackMotion && OutVecIndex < BackMotion) {
|
|
InVecIndex--; }
|
|
|
|
|
|
int32 VariantIndex = (OutVecIndex - InVecIndex) % 5;
|
|
if (VariantIndex < 0) { VariantIndex = ((OutVecIndex - InVecIndex) % 5 + 5) % 5; } // c++ modulus weirdness
|
|
|
|
MeshVariants[VariantIndex]->ToggleVisibility();
|
|
}
|
|
|
|
// Called when the game starts or when spawned
|
|
void AMovementArrow::BeginPlay()
|
|
{
|
|
Super::BeginPlay();
|
|
|
|
}
|
|
|
|
// Called every frame
|
|
void AMovementArrow::Tick(float DeltaTime)
|
|
{
|
|
Super::Tick(DeltaTime);
|
|
|
|
} |