unreal/MovementArrow.cpp

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);
}