49 lines
1.4 KiB
C++
49 lines
1.4 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "CombatActivationVolume.h"
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#include "Components/BoxComponent.h"
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#include "GameFramework/Character.h"
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#include "CombatActivatable.h"
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ACombatActivationVolume::ACombatActivationVolume()
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{
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PrimaryActorTick.bCanEverTick = false;
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// create the box volume
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RootComponent = Box = CreateDefaultSubobject<UBoxComponent>(TEXT("Box"));
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check(Box);
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// set the box's extent
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Box->SetBoxExtent(FVector(500.0f, 500.0f, 500.0f));
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// set the default collision profile to overlap all dynamic
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Box->SetCollisionProfileName(FName("OverlapAllDynamic"));
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// bind the begin overlap
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Box->OnComponentBeginOverlap.AddDynamic(this, &ACombatActivationVolume::OnOverlap);
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}
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void ACombatActivationVolume::OnOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
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{
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// has a Character entered the volume?
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ACharacter* PlayerCharacter = Cast<ACharacter>(OtherActor);
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if (PlayerCharacter)
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{
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// is the Character controlled by a player
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if (PlayerCharacter->IsPlayerControlled())
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{
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// process the actors to activate list
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for (AActor* CurrentActor : ActorsToActivate)
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{
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// is the referenced actor activatable?
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if(ICombatActivatable* Activatable = Cast<ICombatActivatable>(CurrentActor))
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{
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Activatable->ActivateInteraction(PlayerCharacter);
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}
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}
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}
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}
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} |