// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "PhysicsEngine/PhysicsHandleComponent.h"
#include "Components/InputComponent.h"
#include "THEACTORSGRABBER.generated.h"
UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
class BUILDINGESCAPE427_API UTHEACTORSGRABBER : public UActorComponent
{
GENERATED_BODY()
public:
// Sets default values for this component's properties
UTHEACTORSGRABBER();
public:
// Called every frame
virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
protected:
// Called when the game starts
virtual void BeginPlay() override;
private:
float Reach = 150.f;
UPhysicsHandleComponent* PhysicsHandle = nullptr;
UInputComponent* InputComponent = nullptr;
void Grab();
void Release();
void FindPhysicsHandle();
void SetupInputComponent();
// Return the first actor within reach with physics body
FHitResult GetFirstPhysicsBodyInReach() const;
// Return LineTraceEnd
FVector GetReach() const;
FVector PlayerViewPointLocationFunction() const;
};
// Fill out your copyright notice in the Description page of Project Settings.
#include "GameFramework/PlayerController.h"
#include "Engine/World.h"
#include "DrawDebugHelpers.h"
#include "THEACTORSGRABBER.h"
#define OUT
// Sets default values for this component's properties
UTHEACTORSGRABBER::UTHEACTORSGRABBER()
{
// Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features
// off to improve performance if you don't need them.
PrimaryComponentTick.bCanEverTick = true;
}
// Called when the game starts
void UTHEACTORSGRABBER::BeginPlay()
{
Super::BeginPlay();
UE_LOG(LogTemp, Warning, TEXT("GRABBER ONLINE"));
FindPhysicsHandle();
SetupInputComponent();
}
void UTHEACTORSGRABBER::SetupInputComponent() // Set up the Input Component for Binding Key Presses
{
InputComponent = GetOwner()->FindComponentByClass<UInputComponent>();
if(InputComponent)
{
InputComponent->BindAction("Grab",IE_Pressed, this, &UTHEACTORSGRABBER::Grab);
InputComponent->BindAction("Grab",IE_Released, this, &UTHEACTORSGRABBER::Release);
}
}
void UTHEACTORSGRABBER::FindPhysicsHandle() // Check for Physics Handle Component:
{
PhysicsHandle = GetOwner()->FindComponentByClass<UPhysicsHandleComponent>();
if (!PhysicsHandle)
{
UE_LOG(LogTemp, Error, TEXT("NO PHYSICS HANDLE WAS FOUND ON %s"), *GetOwner()->GetName());
}
}
void UTHEACTORSGRABBER::Grab()
{
// Only Ray cast when key is pressed
FHitResult HitResult = GetFirstPhysicsBodyInReach();
UPrimitiveComponent* ComponentToGrab = HitResult.GetComponent();
AActor*ActorHit = HitResult.GetActor();
// Try to reach any actors with a "physics body" collision channel set.
// If we hit something, then attach the physics handle:
if(ActorHit)
{
if(!PhysicsHandle) {return;}
PhysicsHandle->GrabComponentAtLocation(
ComponentToGrab,
NAME_None,
GetReach()
);
}
}
FVector UTHEACTORSGRABBER::GetReach() const
{
FVector PlayerViewPointLocation;
FRotator PlayerViewPointRotation;
GetWorld()->GetFirstPlayerController()->GetPlayerViewPoint
(
OUT PlayerViewPointLocation,
OUT PlayerViewPointRotation
);
return PlayerViewPointLocation + PlayerViewPointRotation.Vector() * Reach;
}
void UTHEACTORSGRABBER::Release()
{
UE_LOG(LogTemp, Error, TEXT("Release PRESSED"));
// Remove (release) the physics handle:
if (!PhysicsHandle) {return;}
PhysicsHandle->ReleaseComponent();
}
// Called every frame
void UTHEACTORSGRABBER::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
// If the physics handle is attached, move the object we are holding
if(PhysicsHandle->GrabbedComponent)
{
if (!PhysicsHandle) {return;}
PhysicsHandle->SetTargetLocation(GetReach());
}
}
FHitResult UTHEACTORSGRABBER::GetFirstPhysicsBodyInReach() const
{
DrawDebugLine
(
GetWorld(),
PlayerViewPointLocationFunction(),
GetReach(),
FColor(0, 255, 0),
false,
0.f,
0,
5.f
);
// RAY CAST! ( REACH )
FHitResult Hit;
FCollisionQueryParams TraceParams(FName(TEXT("")), false, GetOwner());
GetWorld()->LineTraceSingleByObjectType(
OUT Hit,
PlayerViewPointLocationFunction(),
GetReach(),
FCollisionObjectQueryParams(ECollisionChannel::ECC_PhysicsBody),
TraceParams
);
// What was hit by reach?
AActor* ActorHit = Hit.GetActor();
if (ActorHit)
{
UE_LOG(LogTemp, Warning, TEXT("%s WAS HIT BY LINE TRACE"), *ActorHit->GetName());
};
return Hit;
}
FVector UTHEACTORSGRABBER::PlayerViewPointLocationFunction() const
{
// Get the Player's Viewpoint:
FVector PlayerViewPointLocation;
FRotator PlayerViewPointRotation;
GetWorld()->GetFirstPlayerController()->GetPlayerViewPoint(
OUT PlayerViewPointLocation,
OUT PlayerViewPointRotation
);
return PlayerViewPointLocation;
// UE_LOG(LogTemp, Warning, TEXT
// (
// "ViewpointLocation is %s, rotation is %s"
// ),
// *PlayerViewPointLocation.ToString(),
// *PlayerViewPointRotation.ToString()
// );
//^^ Log, to test
}
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "Engine/TriggerVolume.h"
#include "OpenDoorTry2.generated.h"
UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
class BUILDINGESCAPE427_API UOpenDoorTry2 : public UActorComponent
{
GENERATED_BODY()
public:
// Sets default values for this component's properties
UOpenDoorTry2();
protected:
// Called when the game starts
virtual void BeginPlay() override;
public:
// Called every frame
virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
void OpenDoor(float DeltaTime);
void CloseDoor(float DeltaTime);
float TotalMassOfActors() const;
void FindAudioComponent();
bool OpenDoorSound = false;
private:
float InitialYaw;
float CurrentYaw;
UPROPERTY(EditAnywhere)
float TargetYaw;
UPROPERTY(EditAnywhere)
ATriggerVolume* PressurePlate = nullptr;
UPROPERTY(EditAnywhere)
ATriggerVolume* PressurePlate2 = nullptr;
UPROPERTY(EditAnywhere)
AActor* ActorThatOpensTheDoor = nullptr;
float DoorLastOpened = 0.f;
UPROPERTY(EditAnywhere)
float DoorCloseDelay =2.f;
float CurrentWorldTime = 0.f;
UPROPERTY()
UAudioComponent* AudioComponent = nullptr;
};
#include "Engine/World.h"
#include "GameFramework/PlayerController.h"
#include "Components/AudioComponent.h"
#include "OpenDoorTry2.h"
#include "GameFramework/Actor.h"
#include "Components/PrimitiveComponent.h"
UOpenDoorTry2::UOpenDoorTry2()
{
PrimaryComponentTick.bCanEverTick = true;
}
void UOpenDoorTry2::BeginPlay()
{
Super::BeginPlay();
InitialYaw = GetOwner()->GetActorRotation().Yaw;
CurrentYaw = InitialYaw;
UE_LOG(LogTemp, Warning, TEXT("Initial Yaw for %s is %f"), *GetOwner()->GetName(), InitialYaw);
TargetYaw = InitialYaw + TargetYaw;
UE_LOG(LogTemp, Warning, TEXT("TARGET YAW for %s IS %f"),*GetOwner()->GetName(), TargetYaw);
if(!PressurePlate)
{
UE_LOG(LogTemp,Warning, TEXT("PRESSURE PLATE NOT INITIALIZED ON %s"), *GetOwner()->GetName());
}
if(!PressurePlate2)
{
UE_LOG(LogTemp,Warning, TEXT("PRESSURE PLATE2 NOT INITIALIZED ON %s"), *GetOwner()->GetName());
}
// ActorThatOpensTheDoor = GetWorld()->GetFirstPlayerController()->GetPawn();
}
void UOpenDoorTry2::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
CurrentWorldTime=GetWorld()->GetTimeSeconds();
if (!ActorThatOpensTheDoor)
{
UE_LOG(LogTemp,Warning, TEXT("NO ACTOR ASSIGNED TO OPEN DOOR"));
return;
}
if(TotalMassOfActors() > 100.f && PressurePlate2 &&PressurePlate2->IsOverlappingActor(ActorThatOpensTheDoor))
{
OpenDoor(DeltaTime);
DoorLastOpened=GetWorld()->GetTimeSeconds();
}
else
{
if (CurrentWorldTime >= DoorLastOpened + DoorCloseDelay)
{
CloseDoor(DeltaTime);
}
}
// if (PressurePlate && PressurePlate->IsOverlappingActor(ActorThatOpensTheDoor) || PressurePlate2 &&PressurePlate2->IsOverlappingActor(ActorThatOpensTheDoor))
// {
// OpenDoor(DeltaTime);
// DoorLastOpened=GetWorld()->GetTimeSeconds();
// }
// else
// {
// if (CurrentWorldTime >= DoorLastOpened + DoorCloseDelay)
// {
// CloseDoor(DeltaTime);
// }
// }
FindAudioComponent();
}
void UOpenDoorTry2::FindAudioComponent()
{
AudioComponent = GetOwner()->FindComponentByClass<UAudioComponent>();
if (!AudioComponent)
{
UE_LOG(LogTemp, Error, TEXT(" %s MISSING AUDIO COMPONENT"), *GetOwner()->GetName());
return;
}
}
void UOpenDoorTry2::OpenDoor(float DeltaTime)
{
CurrentYaw = FMath::FInterpTo(CurrentYaw, TargetYaw, DeltaTime, 2);
FRotator DoorRotation = GetOwner()->GetActorRotation();
DoorRotation.Yaw= CurrentYaw;
GetOwner()->SetActorRotation(DoorRotation);
if(!AudioComponent){return;}
if (!OpenDoorSound)
{
AudioComponent->Play();
OpenDoorSound=true;
}
}
void UOpenDoorTry2::CloseDoor(float DeltaTime)
{
CurrentYaw = FMath::FInterpTo(CurrentYaw, InitialYaw, DeltaTime, 4);
FRotator DoorRotation = GetOwner()->GetActorRotation();
DoorRotation.Yaw= CurrentYaw;
GetOwner()->SetActorRotation(DoorRotation);
if (OpenDoorSound)
{
OpenDoorSound = false;
}
}
float UOpenDoorTry2::TotalMassOfActors() const
{
float TotalMass =0.f;
// Find all overlapping Actors
TArray<AActor*> OverlappingActors;
if(!PressurePlate)
{
UE_LOG(LogTemp,Warning, TEXT("PRESSURE PLATE NOT INITIALIZED ON %s"), *GetOwner()->GetName());
return TotalMass;}
PressurePlate->GetOverlappingActors(OverlappingActors);
// Add up the masses
for(AActor*Actor : OverlappingActors)
{
TotalMass +=Actor->FindComponentByClass<UPrimitiveComponent>()->GetMass();
}
return TotalMass;
}