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Untitled - Stikked Untitled - Stikked http://geopaste.scratchbook.ch/ en Re: Untitled http://geopaste.scratchbook.ch/view/f046b7cb Wed, 28 Aug 2019 21:55:47 +0200 Violet Crocodile http://geopaste.scratchbook.ch/view/f046b7cb
  1. #pragma once
  2.  
  3. #include "CoreMinimal.h"
  4. #include "Components/ActorComponent.h"
  5. #include "World/Climbable.h"
  6. #include "Components/CapsuleComponent.h"
  7. #include "AI/Navigation/AvoidanceManager.h"
  8. #include "ClimbingComponent.generated.h"
  9.  
  10.  
  11. UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
  12. class THEELDER_API UClimbingComponent : public UActorComponent
  13. {
  14.         GENERATED_BODY()
  15.  
  16. public:
  17.         // Sets default values for this component's properties
  18.         UClimbingComponent();
  19.  
  20.         /* This should be sent from the player controller, via the default input axis callbacks */
  21.         void SendVerticalInput(float input);
  22.         /* This should be sent from the player controller, via the default input axis callbacks */
  23.         void SendHorizontalInput(float input);
  24.         /* This should be sent from the player controller, on a button press*/
  25.         void ForceInitClimb();
  26.         AClimbable* FindBestClimbable();
  27.         void DetectClimbables();
  28.  
  29. protected:
  30.         // Called when the game starts
  31.         virtual void BeginPlay() override;
  32.         void Init(UCharacterMovementComponent* ParentCharacterMovement, UCapsuleComponent* ParentCapsule);
  33.  
  34.  
  35. public:
  36.         // Called every frame
  37.         virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
  38.         TArray<AClimbable*> ConvertArrayToClimbable(TArray<AActor*> ActorArray);
  39.  
  40.         UPROPERTY(EditDefaultsOnly, Category = "Tunables")
  41.         float ClimbingDetectionRadius = 800.0f;
  42.         UPROPERTY(EditDefaultsOnly, Category = "Debugging")
  43.         bool bIsDebugging = false;
  44.         UPROPERTY()
  45.         UCapsuleComponent* CharacterCapsule;
  46.         UPROPERTY()
  47.         UCharacterMovementComponent* CharacterMovement;
  48.  
  49. private:
  50.         bool bHasPossibleTargets = false;
  51.         bool bIsClimbing = false;
  52.         TArray<AClimbable*> PossibleClimbables;
  53.         /*The climbable we're currently on*/
  54.         AClimbable CurrentClimbable;
  55.         /*The climbable we're going to move to*/
  56.         AClimbable NextClimbable;
  57. };
]]>