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

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