(Unreal : Basic) 43. Floor Switch-2

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Category : Unreal


문을 움직이게 해보자.

//...
UCLASS()
class BASIC_API AFloorSwitch : public AActor
{
	//...

	UFUNCTION(BlueprintImplementableEvent, Category = "Floor Switch")
	void RaiseDoor();

    UFUNCTION(BlueprintImplementableEvent, Category = "Floor Switch")
	void LowerDoor();
};

//...

void AFloorSwitch::OnOverlapBegin(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
{
	UE_LOG(LogTemp, Warning, TEXT("Overlap Begin."));
	RaiseDoor();
}

void AFloorSwitch::OnOverlapEnd(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex)
{
	UE_LOG(LogTemp, Warning, TEXT("Overlap End."));
	LowerDoor();
}

문이 z축으로 날아간다.


// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "FloorSwitch.generated.h"

UCLASS()
class BASIC_API AFloorSwitch : public AActor
{
	GENERATED_BODY()

public:
	/**
	* Overlap volume for functionality to be triggerd
	*/
	UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = "Floor Switch")
	class UBoxComponent* TriggerBox;

	/** 
	* Switch for the character to stop on
	*/
	UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = "Floor Switch")
	class UStaticMeshComponent* FloorSwitch;

	/**
	* Door to move
	*/
	UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = "Floor Switch")
	UStaticMeshComponent* Door;

	UPROPERTY(BlueprintReadWrite, Category = "Floor Switch")
	FVector InitialDoorLocation;

	UPROPERTY(BlueprintReadWrite, Category = "Floor Switch")
	FVector InitialSwitchLocation;

public:	
	// Sets default values for this actor's properties
	AFloorSwitch();

protected:
	// Called when the game starts or when spawned
	virtual void BeginPlay() override;

public:	
	// Called every frame
	virtual void Tick(float DeltaTime) override;

	UFUNCTION()
	void OnOverlapBegin(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult);

	UFUNCTION()
	void OnOverlapEnd(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex);

	UFUNCTION(BlueprintImplementableEvent, Category = "Floor Switch")
	void RaiseDoor();

	UFUNCTION(BlueprintImplementableEvent, Category = "Floor Switch")
	void LowerDoor();

	UFUNCTION(BlueprintImplementableEvent, Category = "Floor Switch")
	void RaiseFloorSwitch();

	UFUNCTION(BlueprintImplementableEvent, Category = "Floor Switch")
	void LowerFloorSwitch();

	UFUNCTION(BlueprintCallable, Category = "Floor Switch")
	void UpdateDoorLocation(float Z);

	UFUNCTION(BlueprintCallable, Category = "Floor Switch")
	void UpdateFloorSwitchLocation(float Z);
};

// Fill out your copyright notice in the Description page of Project Settings.


#include "FloorSwitch.h"
#include <Engine/Classes/Components/BoxComponent.h>
#include <Engine/Classes/Components/StaticMeshComponent.h>

// Sets default values
AFloorSwitch::AFloorSwitch()
{
 	// 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;

	TriggerBox = CreateDefaultSubobject<UBoxComponent>(TEXT("TriggerBox"));
	RootComponent = TriggerBox;

	FloorSwitch = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Switch"));
	FloorSwitch->SetupAttachment(GetRootComponent());

	Door = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Door"));
	Door->SetupAttachment(GetRootComponent());

	TriggerBox->SetCollisionEnabled(ECollisionEnabled::QueryOnly);
	TriggerBox->SetCollisionObjectType(ECollisionChannel::ECC_WorldStatic);
	TriggerBox->SetCollisionResponseToAllChannels(ECollisionResponse::ECR_Ignore);
	TriggerBox->SetCollisionResponseToChannel(ECollisionChannel::ECC_Pawn, ECollisionResponse::ECR_Overlap);

	TriggerBox->SetBoxExtent(FVector(62.f, 62.f, 32.f));

}

// Called when the game starts or when spawned
void AFloorSwitch::BeginPlay()
{
	Super::BeginPlay();
	
	TriggerBox->OnComponentBeginOverlap.AddDynamic(this, &AFloorSwitch::OnOverlapBegin);
	TriggerBox->OnComponentEndOverlap.AddDynamic(this, &AFloorSwitch::OnOverlapEnd);

	InitialDoorLocation = Door->GetComponentLocation();
	InitialSwitchLocation = FloorSwitch->GetComponentLocation();
}

// Called every frame
void AFloorSwitch::Tick(float DeltaTime)
{
	Super::Tick(DeltaTime);

}

void AFloorSwitch::OnOverlapBegin(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
{
	UE_LOG(LogTemp, Warning, TEXT("Overlap Begin."));
	RaiseDoor();
	LowerFloorSwitch();
}

void AFloorSwitch::OnOverlapEnd(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex)
{
	UE_LOG(LogTemp, Warning, TEXT("Overlap End."));
	LowerDoor();
	RaiseFloorSwitch();
}

void AFloorSwitch::UpdateDoorLocation(float Z)
{
	FVector NewLocation = InitialDoorLocation;
	NewLocation.Z += Z;
	Door->SetWorldLocation(NewLocation);
}

void AFloorSwitch::UpdateFloorSwitchLocation(float Z)
{
	FVector NewLocation = InitialSwitchLocation;
	NewLocation.Z += Z;
	FloorSwitch->SetWorldLocation(NewLocation);
}

About Taehyung Kim

안녕하세요? 8년차 현업 C++ 개발자 김태형이라고 합니다. 😁 C/C++을 사랑하며 다양한 사람과의 협업을 즐깁니다. ☕ 꾸준한 자기개발을 미덕이라 생각하며 노력중이며, 제가 얻은 지식을 홈페이지에 정리 중입니다. 좀 더 상세한 제 이력서 혹은 Private 프로젝트 접근 권한을 원하신다면 메일주세요. 😎

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