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Bookworm/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/TriggerDoor.cpp

100 lines
3.2 KiB
C++

/*
* MIT License
*
* Copyright (c) 2019-2021 Benoit Pelletier
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
#include "TriggerDoor.h"
#include "Components/BoxComponent.h"
#include "GameFramework/Character.h"
#include "Room.h"
#include "RoomLevel.h"
ATriggerDoor::ATriggerDoor()
{
BoxComponent = CreateDefaultSubobject<UBoxComponent>(TEXT("BoxComponent"));
if (RootComponent != nullptr)
{
BoxComponent->SetupAttachment(RootComponent);
}
}
void ATriggerDoor::BeginPlay()
{
Super::BeginPlay();
if (nullptr != BoxComponent)
{
BoxComponent->OnComponentBeginOverlap.AddUniqueDynamic(this, &ATriggerDoor::OnTriggerEnter);
BoxComponent->OnComponentEndOverlap.AddUniqueDynamic(this, &ATriggerDoor::OnTriggerExit);
}
}
void ATriggerDoor::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
if (CharacterList.Num() > 0)
{
OpenDoor();
}
else
{
CloseDoor();
}
}
void ATriggerDoor::SetRoomsAlwaysVisible(bool _visible)
{
if (nullptr != RoomA && nullptr != RoomA->GetLevelScript())
{
RoomA->GetLevelScript()->AlwaysVisible = _visible;
}
if (nullptr != RoomB && nullptr != RoomB->GetLevelScript())
{
RoomB->GetLevelScript()->AlwaysVisible = _visible;
}
}
void ATriggerDoor::OnTriggerEnter(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult & SweepResult)
{
ACharacter* OtherCharacter = Cast<ACharacter>(OtherActor);
UCapsuleComponent* OtherCapsule = Cast<UCapsuleComponent>(OtherComp);
if (OtherCharacter != nullptr && OtherCapsule != nullptr && OtherCapsule == OtherCharacter->GetCapsuleComponent() && !CharacterList.Contains(OtherCharacter))
{
CharacterList.Add(OtherCharacter);
}
}
void ATriggerDoor::OnTriggerExit(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex)
{
ACharacter* OtherCharacter = Cast<ACharacter>(OtherActor);
UCapsuleComponent* OtherCapsule = Cast<UCapsuleComponent>(OtherComp);
if (OtherCharacter != nullptr && OtherCapsule != nullptr && OtherCapsule == OtherCharacter->GetCapsuleComponent() && CharacterList.Contains(OtherCharacter))
{
CharacterList.Remove(OtherCharacter);
}
}