This repository has been archived on 2021-12-21. You can view files and clone it, but cannot push or open issues or pull requests.
Bookworm/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/TriggerDoor.h

57 lines
2.0 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.
*/
#pragma once
#include "CoreMinimal.h"
#include "Door.h"
#include "TriggerDoor.generated.h"
UCLASS()
class PROCEDURALDUNGEON_API ATriggerDoor : public ADoor
{
GENERATED_BODY()
private:
UPROPERTY(EditAnywhere, Category="Door Trigger")
class UBoxComponent* BoxComponent;
UPROPERTY()
TArray<class ACharacter*> CharacterList;
public:
ATriggerDoor();
virtual void BeginPlay() override;
virtual void Tick(float DeltaTime) override;
UFUNCTION()
void OnTriggerEnter(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult & SweepResult);
UFUNCTION()
void OnTriggerExit(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex);
UFUNCTION(BlueprintCallable, Category = "Door")
void SetRoomsAlwaysVisible(bool Visible);
};