Nakatomi/Source/Nakatomi/LevelEndTriggerVolume.cpp

44 lines
1.4 KiB
C++

// Fill out your copyright notice in the Description page of Project Settings.
#include "LevelEndTriggerVolume.h"
#include <Kismet/GameplayStatics.h>
#include "NakatomiGameInstance.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)
{
UNakatomiGameInstance* gameInstance = Cast<UNakatomiGameInstance>(UGameplayStatics::GetGameInstance(GetWorld()));
if (gameInstance)
{
int CollectedLevelKeysCount = gameInstance->GetCurrentLevelManager()->GetCollectedLevelKeysCount();
int InitialLevelKeysCount = gameInstance->GetCurrentLevelManager()->GetInitialLevelKeysCount();
// TODO: Add extra checks!
if (Cast<APlayerCharacter>(OtherActor) && CollectedLevelKeysCount == InitialLevelKeysCount)
{
GetCollisionComponent()->OnComponentBeginOverlap.Clear();
gameInstance->GetCurrentLevelManager()->LoadNextLevel(NextLevel);
this->Destroy();
}
}
}