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TeleportBox.cpp
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// Fill out your copyright notice in the Description page of Project Settings.
#include "TeleportBox.h"
#include "Components/BoxComponent.h"
ATeleportBox::ATeleportBox() {
//Register Events
this->OnActorBeginOverlap.AddDynamic(this, &ATeleportBox::OnOverlapBegin);
this->OnActorEndOverlap.AddDynamic(this, &ATeleportBox::OnOverlapEnd);
///this->OnActorBeginOverlap.AddDynamic(this, &ATeleportBox::BeginOverlap);
//Register Events
//OnActorBeginOverlap.AddDynamic(this, &ATeleportBox::OnOverlapBegin);
//OnActorEndOverlap.AddDynamic(this, &ATeleportBox::OnOverlapEnd);
}
void ATeleportBox::BeginPlay() {
Super::BeginPlay();
if (SeeBoundBox) {
DrawDebugBox(GetWorld(), GetActorLocation(), GetComponentsBoundingBox().GetExtent(), FColor::Purple, true, -1, 0, 5);
}
//Box = CreateDefaultSubobject<UBoxComponent>(TEXT("Box"));
//TriggerCapsule = CreateDefaultSubobject<UCapsuleComponent>(TEXT("Trigger Capsule"));
//TriggerCapsule->InitCapsuleSize(55.f, 96.0f);;
//TriggerCapsule->SetCollisionProfileName(TEXT("Trigger"));
//TriggerCapsule->SetupAttachment(RootComponent);
//TriggerCapsule->OnComponentBeginOverlap.AddDynamic(this, &ATeleportBox::BeginOverlap);
///TriggerCapsule->OnComponentEndOverlap.AddDynamic(this, &AUnrealCPPCharacter::OnOverlapEnd);
// this->bGenerateOverlapEventsDuringLevelStreaming = true;
//Register Events
/// ATeleportBox::OnActorBeginOverlap.AddDynamic(this, &ATeleportBox::BeginOverlap);
//OnActorEndOverlap.AddDynamic(this, &ATeleportBox::OnOverlapEnd);
//Box->OnComponentBeginOverlap.AddDynamic(this, &ATeleportBox::BeginOverlap);
//Register Events
//ATeleportBox::
//OnActorEndOverlap.AddDynamic(this, &ATriggerBoxSpecificActor::OnOverlapEnd);
}
/*void ATeleportBox::OnActorBeginOverlap(UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult &SweepResult){
if (OtherActor == parent) {
if (parent != nullptr) {
//do stuff
auto crrLoc = parent->GetActorLocation();
crrLoc = parent->GetTransform().GetLocation();
const FVector newloc = FVector(
(crrLoc.X + LocationToTeleportCurrentOffset.X),
(crrLoc.Y + LocationToTeleportCurrentOffset.Y),
(crrLoc.Z + LocationToTeleportCurrentOffset.Z));
parent->SetActorLocation(newloc);
//that's it
}
}
}*/
void ATeleportBox::OnOverlapBegin(class AActor* OverlappedActor, class AActor* OtherActor)
{
//if the overlapping actor is the specific actor we identified in the editor
//if (OtherActor && (OtherActor != this) && OtherActor == SpecificActor)
//{
if (OtherActor == parent) {
if (parent != nullptr) {
if (ignoreFirstTime) {
ignoreFirstTime = false;
return;
}
if (ExitOnTrigger) {
GetWorld()->GetFirstPlayerController()->ConsoleCommand("quit");
///exit(0);
}
//do stuff
auto crrLoc = parent->GetActorLocation();
crrLoc = parent->GetTransform().GetLocation();
const FVector newloc = FVector(
(crrLoc.X + LocationToTeleportCurrentOffset.X),
(crrLoc.Y + LocationToTeleportCurrentOffset.Y),
(crrLoc.Z + LocationToTeleportCurrentOffset.Z));
parent->SetActorLocation(newloc);
//that's it
}
}
if (OverlappedActor == parent) {
if (parent != nullptr) {
//do stuff
auto crrLoc = parent->GetActorLocation();
crrLoc = parent->GetTransform().GetLocation();
const FVector newloc = FVector(
(crrLoc.X + LocationToTeleportCurrentOffset.X),
(crrLoc.Y + LocationToTeleportCurrentOffset.Y),
(crrLoc.Z + LocationToTeleportCurrentOffset.Z));
parent->SetActorLocation(newloc);
//that's it
}
}
///print("Overlap Begin");
///printFString("Overlapping Actor = %s", *OtherActor->GetName());
//}
}
void ATeleportBox::OnOverlapEnd(class AActor* OverlappedActor, class AActor* OtherActor)
{
//if the overlapping actor is the specific actor we identified in the editor
///if (OtherActor && (OtherActor != this) && OtherActor == SpecificActor)
///{
///print("Overlap End");
///printFString("%s has left the Trigger Box", *OtherActor->GetName());
///}
}
void ATeleportBox::BeginOverlap(UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult &SweepResult){
// Call Custom Function here
if (OtherActor == parent) {
if (parent != nullptr) {
//do stuff
auto crrLoc = parent->GetActorLocation();
crrLoc = parent->GetTransform().GetLocation();
const FVector newloc = FVector(
(crrLoc.X + LocationToTeleportCurrentOffset.X),
(crrLoc.Y + LocationToTeleportCurrentOffset.Y),
(crrLoc.Z + LocationToTeleportCurrentOffset.Z));
parent->SetActorLocation(newloc);
//that's it
}
}
}
/*void ATeleportBox::OnOverlapBegin(class AActor* OverlappedActor, class AActor* OtherActor)
{
// check if Actors do not equal nullptr and that
if (OtherActor && (OtherActor != this)) {
// print to screen using above defined method when actor enters trigger box
print("Overlap Begin");
printFString("Overlapped Actor = %s", *OverlappedActor->GetName());
}
}
void ATeleportBox::OnOverlapEnd(class AActor* OverlappedActor, class AActor* OtherActor)
{
if (OtherActor && (OtherActor != this)) {
// print to screen using above defined method when actor leaves trigger box
print("Overlap Ended");
printFString("%s has left the Trigger Box", *OtherActor->GetName());
}
}*/