Create LevelEndTriggerVolume

This commit is contained in:
baz 2023-12-13 21:45:05 +00:00
parent ee42aabc2a
commit 48bb8f9ef6
2 changed files with 68 additions and 0 deletions

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// Fill out your copyright notice in the Description page of Project Settings.
#include "LevelEndTriggerVolume.h"
#include <Kismet/GameplayStatics.h>
#include "PlayerCharacter.h"
void ALevelEndTriggerVolume::BeginPlay()
{
Super::BeginPlay();
// OnActorBeginOverlap.AddDynamic(this, &ALevelEndTriggerVolume::OnOverlapBegin);
}
ALevelEndTriggerVolume::ALevelEndTriggerVolume()
{
GetCollisionComponent()->OnComponentBeginOverlap.AddDynamic(this, &ALevelEndTriggerVolume::OnOverlapBegin);
}
void ALevelEndTriggerVolume::OnOverlapBegin(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep,
const FHitResult& SweepResult)
{
// TODO: Add extra functionality!
if (Cast<APlayerCharacter>(OtherActor))
{
GetCollisionComponent()->OnComponentBeginOverlap.Clear();
if (!NextGameLevel.IsNull())
{
UGameplayStatics::OpenLevelBySoftObjectPtr(GetWorld(), NextGameLevel);
}
this->Destroy();
}
}

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Engine/TriggerBox.h"
#include "LevelEndTriggerVolume.generated.h"
/**
*
*/
UCLASS()
class NAKATOMI_API ALevelEndTriggerVolume : public ATriggerBox
{
GENERATED_BODY()
protected:
virtual void BeginPlay() override;
public:
ALevelEndTriggerVolume();
UFUNCTION()
void OnOverlapBegin(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep,
const FHitResult& SweepResult);
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
TSoftObjectPtr<UWorld> NextGameLevel;
};