#include <QuestLocation.h>
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| virtual void | BeginPlay () override |
| |
| void | OnOverlapBegin (UPrimitiveComponent *OverlappedComponent, AActor *OtherActor, UPrimitiveComponent *OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult &SweepHitResult) |
| |
| void | OnOverlapEnd (UPrimitiveComponent *OverlappedComponent, AActor *OtherActor, UPrimitiveComponent *OtherComp, int32 OtherBodyIndex) |
| |
◆ AQuestLocation()
| AQuestLocation::AQuestLocation |
( |
| ) |
|
12{
13 PrimaryActorTick.bCanEverTick = false;
14 SceneComponent = CreateDefaultSubobject<USceneComponent>(
"Scene Component");
16 BoxComponent = CreateDefaultSubobject<UBoxComponent>(
"Box Component");
20
21 QuestGoalComponent = CreateDefaultSubobject<UQuestGoalComponent>(
"Quest Goal Component");
22}
TObjectPtr< class UBoxComponent > BoxComponent
Definition QuestLocation.h:35
void OnOverlapBegin(UPrimitiveComponent *OverlappedComponent, AActor *OtherActor, UPrimitiveComponent *OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult &SweepHitResult)
Definition QuestLocation.cpp:39
void OnOverlapEnd(UPrimitiveComponent *OverlappedComponent, AActor *OtherActor, UPrimitiveComponent *OtherComp, int32 OtherBodyIndex)
Definition QuestLocation.cpp:101
TObjectPtr< USceneComponent > SceneComponent
Definition QuestLocation.h:33
TObjectPtr< class UQuestGoalComponent > QuestGoalComponent
Definition QuestLocation.h:31
◆ BeginPlay()
| void AQuestLocation::BeginPlay |
( |
| ) |
|
|
overrideprotectedvirtual |
25{
26 Super::BeginPlay();
30 {
32 {
35 }
36 }
37}
bool bDebuggingMode
Definition QuestLocation.h:38
◆ OnOverlapBegin()
| void AQuestLocation::OnOverlapBegin |
( |
UPrimitiveComponent * | OverlappedComponent, |
|
|
AActor * | OtherActor, |
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|
UPrimitiveComponent * | OtherComp, |
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|
int32 | OtherBodyIndex, |
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bool | bFromSweep, |
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const FHitResult & | SweepHitResult ) |
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protected |
41{
42 if(OtherActor ==
nullptr || OtherActor->GetInstigatorController() ==
nullptr ||
QuestGoalComponent ==
nullptr){
return;}
43 if(HasAuthority())
44 {
47
48 if(QuestPlayer == nullptr){return;}
52 {
54 }
55 else
56 {
58 }
59 UE_LOG(LogTemp,
Warning, TEXT(
"Quest Overlay Location, AUTH"));
61 {
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82 }
83 }
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99}
bool bPenalty
Definition QuestLocation.h:41
AActor * CurrentQuestPlayer
Definition QuestLocation.h:45
void OnOverlapWithQuestActor(AActor *QuestActor)
Definition QuestPlayer.h:27
static IQuestPlayer * GetPlayerQuestComponent(const AActor *Actor)
Definition QuestBPLib.cpp:21
◆ OnOverlapEnd()
| void AQuestLocation::OnOverlapEnd |
( |
UPrimitiveComponent * | OverlappedComponent, |
|
|
AActor * | OtherActor, |
|
|
UPrimitiveComponent * | OtherComp, |
|
|
int32 | OtherBodyIndex ) |
|
protected |
103{
104
105 if(OtherActor ==
nullptr || OtherActor->GetInstigatorController() ==
nullptr ||
QuestGoalComponent ==
nullptr){
return;}
106 if(HasAuthority())
107 {
109 {
111 }
112 }
113}
◆ OnOverlapWithQuestActor()
| void AQuestLocation::OnOverlapWithQuestActor |
( |
AActor * | QuestActor | ) |
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◆ bDebuggingMode
| bool AQuestLocation::bDebuggingMode = true |
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protected |
◆ BoxComponent
| TObjectPtr<class UBoxComponent> AQuestLocation::BoxComponent |
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protected |
◆ bPenalty
| bool AQuestLocation::bPenalty = false |
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protected |
◆ CurrentQuestPlayer
| AActor* AQuestLocation::CurrentQuestPlayer = nullptr |
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protected |
◆ QuestGoalComponent
| TObjectPtr<class UQuestGoalComponent> AQuestLocation::QuestGoalComponent |
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protected |
◆ SceneComponent
| TObjectPtr<USceneComponent> AQuestLocation::SceneComponent |
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protected |
The documentation for this class was generated from the following files:
- T:/Unreal/Unreal Projects/SpaceAdventure52/SpaceAdventure/Plugins/QuestSystem/Source/QuestSystem/Public/Actors/QuestLocation.h
- T:/Unreal/Unreal Projects/SpaceAdventure52/SpaceAdventure/Plugins/QuestSystem/Source/QuestSystem/Private/Actors/QuestLocation.cpp