61 lines
1.8 KiB
C++
61 lines
1.8 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/Actor.h"
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#include "SideScrollingInteractable.h"
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#include "SideScrollingMovingPlatform.generated.h"
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/**
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* Simple moving platform that can be triggered through interactions by other actors.
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* The actual movement is performed by Blueprint code through latent execution nodes.
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*/
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UCLASS(abstract)
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class ASideScrollingMovingPlatform : public AActor, public ISideScrollingInteractable
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{
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GENERATED_BODY()
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public:
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/** Constructor */
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ASideScrollingMovingPlatform();
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protected:
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/** If this is true, the platform is mid-movement and will ignore further interactions */
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bool bMoving = false;
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/** Destination of the platform in world space */
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Moving Platform")
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FVector PlatformTarget;
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/** Time for the platform to move to the destination */
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Moving Platform", meta = (ClampMin = 0, ClampMax = 10, Units="s"))
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float MoveDuration = 5.0f;
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/** If this is true, the platform will only move once. */
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UPROPERTY(EditAnywhere, Category="Moving Platform")
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bool bOneShot = false;
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public:
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// ~begin IInteractable interface
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/** Performs an interaction triggered by another actor */
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virtual void Interaction(AActor* Interactor) override;
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// ~end IInteractable interface
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/** Resets the interaction state. Must be called from BP code to reset the platform */
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UFUNCTION(BlueprintCallable, Category="Moving Platform")
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virtual void ResetInteraction();
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protected:
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/** Allows Blueprint code to do the actual platform movement */
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UFUNCTION(BlueprintImplementableEvent, BlueprintCallable, Category="Moving Platform", meta = (DisplayName="Move to Target"))
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void BP_MoveToTarget();
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};
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