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48bb8f9ef6
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baz | 48bb8f9ef6 | |
baz | ee42aabc2a |
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@ -0,0 +1,38 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "LevelEndTriggerVolume.h"
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#include <Kismet/GameplayStatics.h>
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#include "PlayerCharacter.h"
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void ALevelEndTriggerVolume::BeginPlay()
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{
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Super::BeginPlay();
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// OnActorBeginOverlap.AddDynamic(this, &ALevelEndTriggerVolume::OnOverlapBegin);
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}
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ALevelEndTriggerVolume::ALevelEndTriggerVolume()
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{
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GetCollisionComponent()->OnComponentBeginOverlap.AddDynamic(this, &ALevelEndTriggerVolume::OnOverlapBegin);
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}
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void ALevelEndTriggerVolume::OnOverlapBegin(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
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UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep,
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const FHitResult& SweepResult)
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{
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// TODO: Add extra functionality!
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if (Cast<APlayerCharacter>(OtherActor))
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{
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GetCollisionComponent()->OnComponentBeginOverlap.Clear();
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if (!NextGameLevel.IsNull())
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{
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UGameplayStatics::OpenLevelBySoftObjectPtr(GetWorld(), NextGameLevel);
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}
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this->Destroy();
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}
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}
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@ -0,0 +1,30 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "Engine/TriggerBox.h"
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#include "LevelEndTriggerVolume.generated.h"
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/**
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*
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*/
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UCLASS()
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class NAKATOMI_API ALevelEndTriggerVolume : public ATriggerBox
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{
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GENERATED_BODY()
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protected:
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virtual void BeginPlay() override;
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public:
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ALevelEndTriggerVolume();
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UFUNCTION()
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void OnOverlapBegin(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
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UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep,
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const FHitResult& SweepResult);
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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TSoftObjectPtr<UWorld> NextGameLevel;
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};
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@ -99,10 +99,6 @@ void APlayerCharacter::BeginPlay()
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void APlayerCharacter::Destroyed()
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{
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FString map = GetWorld()->GetMapName();
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map.RemoveFromStart("UEDPIE_0_"); // We have to remove this for reason, I don't fully understand at the moment
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UGameplayStatics::OpenLevel(this, FName(map), false);
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Super::Destroyed();
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}
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@ -445,6 +441,11 @@ void APlayerCharacter::OnDeath()
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IsFiring = false;
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ClearAllTimers();
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// TODO: Move this out into it's own method.
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FString map = GetWorld()->GetMapName();
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map.RemoveFromStart("UEDPIE_0_"); // We have to remove this for reason, I don't fully understand at the moment
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UGameplayStatics::OpenLevel(this, FName(map), false);
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}
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void APlayerCharacter::SetMovementSpeed()
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