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Door.cpp
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106 lines (88 loc) · 3.44 KB
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// Fill out your copyright notice in the Description page of Project Settings.
#include "Door.h"
constexpr int CollisionBoxSizeX = 200;
constexpr int CollisionBoxSizeY = 100;
constexpr int CollisionBoxSizeZ = 100;
constexpr float MaxOpenAxis = 120.0f;
// Sets default values
ADoor::ADoor()
{
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
// BoxCollision 생성 및 함수 바인딩
BoxCollisionComponent = CreateDefaultSubobject<UBoxComponent>(TEXT("BoxCollision"));
BoxCollisionComponent->OnComponentBeginOverlap.AddDynamic(this, &ADoor::OnOverlapBegin);
BoxCollisionComponent->OnComponentEndOverlap.AddDynamic(this, &ADoor::OnOverlapEnd);
RootComponent = BoxCollisionComponent;
// Collision box의 크기 조정
BoxCollisionComponent->SetBoxExtent(FVector(CollisionBoxSizeX, CollisionBoxSizeY, CollisionBoxSizeZ));
// Door및 Doorframe 생성
DoorframeMeshComponent = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Doorframe"));
DoorframeMeshComponent->SetupAttachment(RootComponent);
// 경첩
DoorHingeComponent = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("hinge"));
DoorHingeComponent->SetupAttachment(DoorframeMeshComponent);
// 문
DoorMeshComponent = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Door"));
DoorMeshComponent->SetupAttachment(DoorHingeComponent);
TextComponent = CreateDefaultSubobject<UTextRenderComponent>(TEXT("TextRenderComponent"));
TextComponent->SetText(FText::FromString(TEXT("Press C Button")));
TextComponent->SetTextRenderColor(FColor::Green);
TextComponent->SetupAttachment(RootComponent);
// initialize
IsOpen = false;
IsKeyOverlapped = false;
DoorState = CLOSE;
DoorOpeningFactor = 0.0f;
}
// Called when the game starts or when spawned
void ADoor::BeginPlay()
{
Super::BeginPlay();
}
// Called every frame
void ADoor::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
if(DoorState == OPEN){return;}
else if(DoorState == CLOSE)
{ // Key가 가까이 있고 문을 열고자하는 경우
if(IsKeyOverlapped && PlayerDoll->IsInteractionButtonDown)
{
APlayerDollController* PlayerDollController = Cast<APlayerDollController>(PlayerDoll->GetController());
KeyActor = Cast<AKeyActor>(PlayerDollController->PlayerInventory->Inventory[PlayerDollController->CurrentInventorySlot]);
if(KeyActor) // 들고 있는게 key가 맞다면
{
KeyActor->DestroyKey();
DoorState = OPENING; // Door Open신호
}
}
else{ return; }
}
else // DoorState == OPENING
{
DoorOpeningFactor += 1.0f;
// 문 열기 파트
DoorHingeComponent->SetRelativeRotation(DoorHingeComponent->GetComponentRotation() - FRotator(0.0f, 1.0f, 0.0f));
if(DoorOpeningFactor > MaxOpenAxis)
{
DoorState = OPEN; // 문 다 열렸다.
}
}
}
void ADoor::OnOverlapBegin(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
{
// 다른 액터가 문의 영역에 진입했을 때 호출되는 코드
// 플레이어인지 확인
if(Cast<APlayerDoll>(OtherActor)){
PlayerDoll = Cast<APlayerDoll>(OtherActor);
}
if (GEngine) {
GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Yellow, TEXT("Door in"));
}
}
void ADoor::OnOverlapEnd(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex)
{
PlayerDoll = nullptr;
IsKeyOverlapped = false;
}