Rotate Healthbar to face Player Camera in Tick

This commit is contained in:
baz 2024-03-09 03:52:14 +00:00
parent a43ec2c068
commit 5e0433905f
2 changed files with 22 additions and 0 deletions

View File

@ -8,6 +8,8 @@
#include "BehaviorTree/BehaviorTree.h" #include "BehaviorTree/BehaviorTree.h"
#include "BehaviorTree/BlackboardComponent.h" #include "BehaviorTree/BlackboardComponent.h"
#include "BehaviorTree/BlackboardData.h" #include "BehaviorTree/BlackboardData.h"
#include "Kismet/GameplayStatics.h"
#include "Kismet/KismetMathLibrary.h"
#include "UI/EnemyHealthbarUserWidget.h" #include "UI/EnemyHealthbarUserWidget.h"
#define COLLISION_WEAPON ECC_GameTraceChannel1 #define COLLISION_WEAPON ECC_GameTraceChannel1
@ -78,6 +80,23 @@ void AEnemyCharacter::BeginPlay()
} }
} }
void AEnemyCharacter::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
APlayerCharacter* PlayerCharacter = Cast<APlayerCharacter>(UGameplayStatics::GetPlayerCharacter(GetWorld(), 0));
if (PlayerCharacter && HealthbarWidgetComponent->GetWidget())
{
FVector ActorLocation = GetActorLocation();
UCameraComponent* PlayerCamera = PlayerCharacter->GetCameraComponent();
FVector PlayerLocation = PlayerCamera->GetComponentTransform().GetLocation();
FRotator rotation = UKismetMathLibrary::FindLookAtRotation(ActorLocation, PlayerLocation);
HealthbarWidgetComponent->SetWorldRotation(rotation);
}
}
void AEnemyCharacter::PlayOnFireAnimations() void AEnemyCharacter::PlayOnFireAnimations()
{ {
Super::PlayOnFireAnimations(); Super::PlayOnFireAnimations();

View File

@ -53,6 +53,9 @@ public:
protected: protected:
virtual void BeginPlay() override; virtual void BeginPlay() override;
public:
virtual void Tick(float DeltaTime) override;
private: private:
virtual void PlayOnFireAnimations() override; virtual void PlayOnFireAnimations() override;