Select randomly the tile to add to the path
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parent
9526c2a754
commit
20063b408c
@ -1,3 +1,3 @@
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version https://git-lfs.github.com/spec/v1
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version https://git-lfs.github.com/spec/v1
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oid sha256:4702776094ca194fc90b39435008fab198657e64f32856c9877692905f37138d
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oid sha256:f2428ad929b6fc4932acf4371f258f1fe703478b3cf4cf42f36332d751a4b2d7
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size 36794
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size 36794
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@ -6,7 +6,7 @@
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// Sets default values
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// Sets default values
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APathGenerator::APathGenerator()
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APathGenerator::APathGenerator()
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{
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{
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// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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PrimaryActorTick.bCanEverTick = true;
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PrimaryActorTick.bCanEverTick = true;
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}
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}
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@ -22,7 +22,7 @@ void APathGenerator::BeginPlay()
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}
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}
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AddSelectedTile(Tiles[1]);
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AddSelectedTile(Tiles[1]);
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AddSelectedTile(Tiles[2]);
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AddSelectedTile(Tiles[2]);
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}
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}
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// Called every frame
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// Called every frame
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@ -36,9 +36,11 @@ void APathGenerator::AddFloorTile()
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{
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{
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if (Tiles[0] != nullptr)
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if (Tiles[0] != nullptr)
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{
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{
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ATile* GeneratedTile = GetWorld()->SpawnActor<ATile>(Tiles[0], tNextSpawnPoint);
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int iRandomIndex = FMath::RandRange(0, Tiles.Num() - 1);
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ATile* GeneratedTile = GetWorld()->SpawnActor<ATile>(Tiles[iRandomIndex], tNextSpawnPoint);
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tNextSpawnPoint = GeneratedTile->GetAttachTransform();
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tNextSpawnPoint = GeneratedTile->GetAttachTransform();
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}
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}
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}
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}
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void APathGenerator::AddSelectedTile(TSubclassOf<class ATile> Tile)
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void APathGenerator::AddSelectedTile(TSubclassOf<class ATile> Tile)
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@ -32,13 +32,11 @@ void ATileCurve::TurnBeginOverlap(UPrimitiveComponent* OverlappedComponent, AAct
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{
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{
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if (bTurnRight && !bTurnLeft)
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if (bTurnRight && !bTurnLeft)
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{
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{
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UE_LOG(LogTemp, Warning, TEXT("[ATileCurve::OnBeginOverlapChild] Rotating right"));
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ZombieCharacter->bStraight = false;
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ZombieCharacter->bStraight = false;
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ZombieCharacter->iSideTurn = 1;
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ZombieCharacter->iSideTurn = 1;
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}
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}
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else if (!bTurnRight && bTurnLeft)
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else if (!bTurnRight && bTurnLeft)
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{
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{
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UE_LOG(LogTemp, Warning, TEXT("[ATileCurve::OnBeginOverlapChild] Rotating left"));
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ZombieCharacter->bStraight = false;
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ZombieCharacter->bStraight = false;
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ZombieCharacter->iSideTurn = -1;
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ZombieCharacter->iSideTurn = -1;
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}
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}
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@ -195,7 +195,6 @@ void AZombieCharacter::ControlTurning()
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{
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{
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fTimelineValue = TurnTimeline.GetPlaybackPosition();
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fTimelineValue = TurnTimeline.GetPlaybackPosition();
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float fTurnCurve = TurnCurve->GetFloatValue(fTimelineValue);
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float fTurnCurve = TurnCurve->GetFloatValue(fTimelineValue);
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UE_LOG(LogTemp, Warning, TEXT("[AZombieCharacter::ControlTurning] TurnCurve: %f"), fTurnCurve);
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float fVal = fTurnCurve - fPrevCurvValue;
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float fVal = fTurnCurve - fPrevCurvValue;
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fPrevCurvValue = fTurnCurve;
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fPrevCurvValue = fTurnCurve;
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@ -206,9 +205,7 @@ void AZombieCharacter::ControlTurning()
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{
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{
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FRotator CurrentRotation = Controller->GetControlRotation();
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FRotator CurrentRotation = Controller->GetControlRotation();
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CurrentRotation.Yaw += fVal * iSideTurn;
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CurrentRotation.Yaw += fVal * iSideTurn;
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Controller->SetControlRotation(CurrentRotation);
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Controller->SetControlRotation(CurrentRotation);
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UE_LOG(LogTemp, Warning, TEXT("[AZombieCharacter::ControlTurning] Yaw: %f"), CurrentRotation.Yaw);
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UE_LOG(LogTemp, Warning, TEXT("[AZombieCharacter::ControlTurning] Control Turn: %f"), fControlTurn);
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}
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}
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}
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}
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