115 lines
3.4 KiB
C++
115 lines
3.4 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 "TriggerType.h"
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#include "TimerManager.h"
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#include "ProceduralDungeonTypes.h"
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// Sets default values for this component's properties
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UTriggerType::UTriggerType()
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{
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// Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features
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// off to improve performance if you don't need them.
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PrimaryComponentTick.bCanEverTick = false;
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TickDuration = 0.5f;
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ActivationDelay = 0.0;
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}
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// Called when the game starts
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void UTriggerType::BeginPlay()
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{
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Super::BeginPlay();
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if (GetNetMode() != ENetMode::NM_Client)
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{
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OnComponentBeginOverlap.AddUniqueDynamic(this, &UTriggerType::OnTriggerEnter);
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OnComponentEndOverlap.AddUniqueDynamic(this, &UTriggerType::OnTriggerExit);
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GetWorld()->GetTimerManager().SetTimer(TickTimer, this, &UTriggerType::TriggerTick, TickDuration, true);
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}
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}
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void UTriggerType::OnTriggerEnter(UPrimitiveComponent * OverlappedComponent, AActor * OtherActor, UPrimitiveComponent * OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult & SweepResult)
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{
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if (ActorType == nullptr || (OtherActor!=nullptr && OtherActor->IsA(ActorType)))
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{
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if (!ActorList.Contains(OtherActor))
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{
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ActorList.Add(OtherActor);
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OnActorEnter.Broadcast(OtherActor);
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if (ActorList.Num() >= requiredActorCountToActivate)
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{
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if (ActivationDelay > 0)
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{
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GetWorld()->GetTimerManager().SetTimer(ActivationTimer, this, &UTriggerType::TriggerActivate, ActivationDelay, false);
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}
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else
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{
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TriggerActivate();
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}
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}
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}
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}
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}
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void UTriggerType::OnTriggerExit(UPrimitiveComponent * OverlappedComponent, AActor * OtherActor, UPrimitiveComponent * OtherComp, int32 OtherBodyIndex)
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{
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if (ActorType == nullptr || (OtherActor != nullptr && OtherActor->IsA(ActorType)))
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{
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if (ActorList.Contains(OtherActor))
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{
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ActorList.Remove(OtherActor);
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OnActorExit.Broadcast(OtherActor);
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GetWorld()->GetTimerManager().ClearTimer(ActivationTimer);
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TriggerDeactivate();
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}
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}
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}
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void UTriggerType::TriggerTick()
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{
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OnTriggerTick.Broadcast(ActorList);
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}
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void UTriggerType::TriggerActivate()
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{
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if (!bIsActivated)
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{
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bIsActivated = true;
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OnActivation.Broadcast(ActorList);
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}
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}
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void UTriggerType::TriggerDeactivate()
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{
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if (bIsActivated)
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{
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bIsActivated = false;
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OnDeactivation.Broadcast(ActorList);
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}
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}
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