// Fill out your copyright notice in the Description page of Project Settings.
#include “BuildingEscape.h”
#include “OpenDoor.h”
// Sets default values for this component’s properties
UOpenDoor::UOpenDoor()
{
// 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 UOpenDoor::BeginPlay()
{
Super::BeginPlay();
Owner = GetOwner();
ActorThatOpens = GetWorld()->GetFirstPlayerController()->GetPawn();
}
// Called every frame
void UOpenDoor::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
//Poll the trigger volume
if (PressurePlate->IsOverlappingActor(ActorThatOpens))
{
OpenDoor();
LastDoorOpenTime = GetWorld()->GetTimeSeconds();
}
if (GetWorld()->GetTimeSeconds() - LastDoorOpenTime > DoorCloseDelay)
{
CloseDoor();
}
}
void UOpenDoor::OpenDoor()
{
//set the door rotation
Owner->SetActorRotation(FRotator(0.0f, OpenAngle, 0.0f));
}
void UOpenDoor::CloseDoor()
{
//set the door rotation
Owner->SetActorRotation(FRotator(0.0f, 0.0f, 0.0f));
}
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include “Components/ActorComponent.h”
#include “OpenDoor.generated.h”
UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
class BUILDINGESCAPE_API UOpenDoor : public UActorComponent
{
GENERATED_BODY()
public:
// Sets default values for this component’s properties
UOpenDoor();
protected:
// Called when the game starts
virtual void BeginPlay() override;
void OpenDoor();
void CloseDoor();
public:
// Called every frame
virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
private:
UPROPERTY(VisibleAnywhere)
float OpenAngle = -90.0f;
UPROPERTY(EditAnywhere)
ATriggerVolume* PressurePlate;
UPROPERTY(EditAnywhere)
float DoorCloseDelay = 1.0f;
float LastDoorOpenTime;
AActor* ActorThatOpens;
AActor* Owner;
};
What I am I doing wrong?
Edit:
I made float OpenAngle = 0.0f
and the yaw value in the close door function 90.0.
I think there is a bug when Ben copies Open door and changes it to close door, idk. But They are acting as opposites.