Created the turn left tile and modified the collision

This commit is contained in:
JKuijperM 2023-01-06 11:55:53 +01:00
parent 24edf34abf
commit 9526c2a754
8 changed files with 18 additions and 41 deletions

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@ -1,3 +1,3 @@
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@ -21,6 +21,7 @@ void APathGenerator::BeginPlay()
AddSelectedTile(Tiles[0]);
}
AddSelectedTile(Tiles[1]);
AddSelectedTile(Tiles[2]);
}

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@ -30,22 +30,17 @@ void ATileCurve::TurnBeginOverlap(UPrimitiveComponent* OverlappedComponent, AAct
{
if (!bWasTriggered)
{
// Yaw
float fYawValue;
if (bTurnRight && !bTurnLeft)
{
UE_LOG(LogTemp, Warning, TEXT("[ATileCurve::OnBeginOverlapChild] Rotating right"));
fYawValue = 90.f;
FRotator NewRotation = FRotator(0.f, fYawValue, 0.f);
ZombieCharacter->bStraight = false;
ZombieCharacter->NewRotation = NewRotation;
//ZombieCharacter->RotateCharacter(NewRotation);
ZombieCharacter->iSideTurn = 1;
}
else if (!bTurnRight && bTurnLeft)
{
UE_LOG(LogTemp, Warning, TEXT("[ATileCurve::OnBeginOverlapChild] Rotating left"));
fYawValue = -90.f;
ZombieCharacter->bStraight = false;
ZombieCharacter->iSideTurn = -1;
}
else
{

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@ -99,9 +99,6 @@ void AZombieCharacter::Tick(float DeltaTime)
{
MoveForwardConstant(DeltaTime);
}
//NewRotation.Yaw += 5.f;
//RotateCharacter(a);
}
// Called to bind functionality to input
@ -187,27 +184,11 @@ void AZombieCharacter::PlayTurn()
}
}
void AZombieCharacter::UpdateDirection(int i)
{
iCurrentDirection += i;
if (iCurrentDirection > mDirections.Num())
{
iCurrentDirection = 0;
}
else if (iCurrentDirection < 0)
{
iCurrentDirection = mDirections.Num();
}
vCurrentDirection = mDirections[iCurrentDirection];
}
void AZombieCharacter::RotateCharacter()
{
FRotator CurrentRotation = GetActorRotation();
fControlTurn = 0.f;
PlayTurn();
UE_LOG(LogTemp, Warning, TEXT("Girao"));
//Controller->SetControlRotation(NewRotation + CurrentRotation);
}
void AZombieCharacter::ControlTurning()
@ -224,11 +205,10 @@ void AZombieCharacter::ControlTurning()
if (fControlTurn <= 90.f)
{
FRotator CurrentRotation = Controller->GetControlRotation();
CurrentRotation.Yaw += fVal;
CurrentRotation.Yaw += fVal * iSideTurn;
Controller->SetControlRotation(CurrentRotation);
UE_LOG(LogTemp, Warning, TEXT("[AZombieCharacter::ControlTurning] Yaw: %f"), CurrentRotation.Yaw);
UE_LOG(LogTemp, Warning, TEXT("[AZombieCharacter::ControlTurning] Control Turn: %f"), fControlTurn);
}
}
@ -238,5 +218,5 @@ void AZombieCharacter::SetState()
bReadyState = true;
bTurning = false;
bStraight = true;
UE_LOG(LogTemp, Warning, TEXT("[AZombieCharacter::SetState] Set state"));
fPrevCurvValue = 0.f;
}

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@ -66,7 +66,7 @@ public:
void RotateCharacter();
bool bStraight = true;
FRotator NewRotation = FRotator(0.f, 0.f, 0.f);
int iSideTurn = 1;
// Properties for the timeline to turn right
UFUNCTION()
@ -87,8 +87,6 @@ public:
int iCurrentDirection = 0;
FVector vCurrentDirection;
void UpdateDirection(int i);
private:
void MoveForwardConstant(float DeltaTime);