118 lines
3.3 KiB
C++
118 lines
3.3 KiB
C++
/*
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* MIT License
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*
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* Copyright (c) 2019-2021 Benoit Pelletier
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in all
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* copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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#include "Door.h"
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#include "Room.h"
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#include "RoomLevel.h"
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#include "DrawDebugHelpers.h"
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// Sets default values
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ADoor::ADoor()
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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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RootComponent = CreateDefaultSubobject<USceneComponent>(TEXT("SceneComponent"));
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}
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// Called every frame
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void ADoor::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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bLocked = !bAlwaysUnlocked &&
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((RoomA == nullptr || (RoomA->GetLevelScript() != nullptr && RoomA->GetLevelScript()->IsLocked))
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|| (RoomB == nullptr || (RoomB->GetLevelScript() != nullptr && RoomB->GetLevelScript()->IsLocked)));
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SetActorHiddenInGame( !bAlwaysVisible &&
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(RoomA == nullptr || (RoomA->GetLevelScript() != nullptr && RoomA->GetLevelScript()->IsHidden))
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&& (RoomB == nullptr || (RoomB->GetLevelScript() != nullptr && RoomB->GetLevelScript()->IsHidden)));
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if (bLocked != bPrevLocked)
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{
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if (bLocked)
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{
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CloseDoor();
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OnDoorLock();
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OnDoorLock_BP();
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}
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else
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{
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OnDoorUnlock();
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OnDoorUnlock_BP();
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}
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}
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bPrevLocked = bLocked;
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#if WITH_EDITOR
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DrawDebug(GetWorld());
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#endif
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}
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void ADoor::OpenDoor()
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{
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if (!bIsOpen && !bLocked)
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{
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bIsOpen = true;
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OnDoorOpen();
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OnDoorOpen_BP();
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}
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}
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void ADoor::CloseDoor()
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{
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if (bIsOpen)
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{
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bIsOpen = false;
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OnDoorClose();
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OnDoorClose_BP();
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}
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}
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void ADoor::SetConnectingRooms(URoom * _RoomA, URoom * _RoomB)
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{
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RoomA = _RoomA;
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RoomB = _RoomB;
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}
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void ADoor::DrawDebug(UWorld* World, FIntVector DoorCell, EDoorDirection DoorRot, FTransform Transform)
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{
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if (URoom::DrawDebug())
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{
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FVector DoorSize = URoom::DoorSize();
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FIntVector rot = URoom::GetDirection(DoorRot == EDoorDirection::NbDirection ? EDoorDirection::North : DoorRot);
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FVector pos = URoom::GetRealDoorPosition(DoorCell, DoorRot) + FVector(0, 0, DoorSize.Z * 0.5f);
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pos = Transform.TransformPosition(pos);
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// Arrow
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DrawDebugDirectionalArrow(World, pos, pos + Transform.GetRotation() * FVector(rot) * 300, 300, FColor::Blue);
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// Door frame
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FIntVector scale = URoom::Rotate(FIntVector(DoorSize * 0.5f), DoorRot);
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DrawDebugBox(World, pos, FVector(scale), Transform.GetRotation(), FColor::Blue);
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}
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}
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