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3 changed files with 73 additions and 4 deletions

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@ -0,0 +1,38 @@
// 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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@ -0,0 +1,30 @@
// 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;
};

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@ -99,10 +99,6 @@ void APlayerCharacter::BeginPlay()
void APlayerCharacter::Destroyed() void APlayerCharacter::Destroyed()
{ {
FString map = GetWorld()->GetMapName();
map.RemoveFromStart("UEDPIE_0_"); // We have to remove this for reason, I don't fully understand at the moment
UGameplayStatics::OpenLevel(this, FName(map), false);
Super::Destroyed(); Super::Destroyed();
} }
@ -445,6 +441,11 @@ void APlayerCharacter::OnDeath()
IsFiring = false; IsFiring = false;
ClearAllTimers(); ClearAllTimers();
// TODO: Move this out into it's own method.
FString map = GetWorld()->GetMapName();
map.RemoveFromStart("UEDPIE_0_"); // We have to remove this for reason, I don't fully understand at the moment
UGameplayStatics::OpenLevel(this, FName(map), false);
} }
void APlayerCharacter::SetMovementSpeed() void APlayerCharacter::SetMovementSpeed()