Add CameraManagerSubsystem
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								Source/tank/CameraManagerSubsystem.cpp
									
									
									
									
									
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										67
									
								
								Source/tank/CameraManagerSubsystem.cpp
									
									
									
									
									
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					// Fill out your copyright notice in the Description page of Project Settings.
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					#include "CameraManagerSubsystem.h"
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					void UCameraManagerSubsystem::Initialize(FSubsystemCollectionBase& Collection)
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					{
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						Super::Initialize(Collection);
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						CurrentCameraVolume = nullptr;
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						CameraVolumeQueue.Empty();
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					}
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					void UCameraManagerSubsystem::Deinitialize()
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					{
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						Super::Deinitialize();
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						CurrentCameraVolume = nullptr;
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						CameraVolumeQueue.Empty();
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					}
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					void UCameraManagerSubsystem::SetCurrentCameraVolume(ACameraVolume* CameraVolume)
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					{
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						if (CurrentCameraVolume != CameraVolume && !CameraVolumeQueue.Contains(CameraVolume))
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						{
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							if (CurrentCameraVolume)
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							{
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								CurrentCameraVolume->SetIsActive(false);
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							}
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							QueueCameraVolume(CameraVolume);
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							CurrentCameraVolume = CameraVolume;
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							CurrentCameraVolume->MoveCameraToLocation();
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						}
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					}
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					void UCameraManagerSubsystem::RemoveCameraVolume(ACameraVolume* CameraVolume)
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					{
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						if (CameraVolume == CurrentCameraVolume)
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						{
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							CameraVolumeQueue.Remove(CameraVolume);
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							CurrentCameraVolume->SetIsActive(false);
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							CurrentCameraVolume = nullptr;
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						}
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						if (CameraVolumeQueue.Num() > 0)
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						{
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							CurrentCameraVolume = CameraVolumeQueue.Last();
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							CurrentCameraVolume->MoveCameraToLocation();
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							CurrentCameraVolume->SetIsActive(true);
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						}
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					}
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					void UCameraManagerSubsystem::QueueCameraVolume(ACameraVolume* CameraVolume)
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					{
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						if (!CameraVolumeQueue.Contains(CameraVolume))
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						{
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							CameraVolumeQueue.Push(CameraVolume);
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						}
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					}
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					void UCameraManagerSubsystem::DequeueCameraVolume(ACameraVolume* CameraVolume)
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					{
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						if (CameraVolumeQueue.Contains(CameraVolume))
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						{
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							CameraVolumeQueue.Remove(CameraVolume);
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						}
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					}
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										41
									
								
								Source/tank/CameraManagerSubsystem.h
									
									
									
									
									
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										41
									
								
								Source/tank/CameraManagerSubsystem.h
									
									
									
									
									
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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 "CameraVolume.h"
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					#include "Subsystems/GameInstanceSubsystem.h"
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					#include "CameraManagerSubsystem.generated.h"
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					/**
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					 * 
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					 */
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					UCLASS()
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					class TANK_API UCameraManagerSubsystem : public UGameInstanceSubsystem
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					{
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						GENERATED_BODY()
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						UPROPERTY()
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						TArray<ACameraVolume*> CameraVolumeQueue;
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						UPROPERTY()
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						ACameraVolume* CurrentCameraVolume = nullptr;
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					public:
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						virtual void Initialize(FSubsystemCollectionBase& Collection) override;
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						virtual void Deinitialize() override;
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						UFUNCTION(BlueprintCallable)
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						void SetCurrentCameraVolume(ACameraVolume* CameraVolume);
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						UFUNCTION(BlueprintCallable)
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						void RemoveCameraVolume(ACameraVolume* CameraVolume);
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					private:
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						UFUNCTION(BlueprintCallable)
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						void QueueCameraVolume(ACameraVolume* CameraVolume);
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						UFUNCTION(BlueprintCallable)
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						void DequeueCameraVolume(ACameraVolume* CameraVolume);
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					};
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#include "CameraVolume.h"
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					#include "CameraVolume.h"
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					#include "CameraManagerSubsystem.h"
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#include "TankPlayerCharacter.h"
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					#include "TankPlayerCharacter.h"
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#include "Kismet/KismetMathLibrary.h"
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					#include "Kismet/KismetMathLibrary.h"
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@ -35,15 +37,34 @@ void ACameraVolume::Tick(float DeltaSeconds)
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	}
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						}
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}
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					}
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					void ACameraVolume::MoveCameraToLocation()
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					{
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						if (TankPlayerCharacter)
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						{
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							TankPlayerCharacter->CameraComponent->SetWorldLocation(ArrowComponent->GetComponentTransform().GetLocation());
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							TankPlayerCharacter->CameraComponent->SetWorldRotation(ArrowComponent->GetComponentTransform().GetRotation());
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						}
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					}
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					bool ACameraVolume::GetIsActive()
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					{
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						return IsActive;
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					}
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					void ACameraVolume::SetIsActive(bool bActive)
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					{
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						IsActive = bActive;
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					}
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void ACameraVolume::OnBeginOverlap(AActor* OverlappedActor, AActor* OtherActor)
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					void ACameraVolume::OnBeginOverlap(AActor* OverlappedActor, AActor* OtherActor)
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{
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					{
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	if (ATankPlayerCharacter* PlayerCharacter = Cast<ATankPlayerCharacter>(OtherActor))
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						if (ATankPlayerCharacter* PlayerCharacter = Cast<ATankPlayerCharacter>(OtherActor))
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	{
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						{
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		PlayerCharacter->CameraComponent->SetWorldLocation(ArrowComponent->GetComponentTransform().GetLocation());
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		PlayerCharacter->CameraComponent->SetWorldRotation(ArrowComponent->GetComponentTransform().GetRotation());
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		TankPlayerCharacter = PlayerCharacter;
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							TankPlayerCharacter = PlayerCharacter;
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		IsActive = true;
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							IsActive = true;
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							auto CameraManagerSubsystem = GetGameInstance()->GetSubsystem<UCameraManagerSubsystem>();
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							CameraManagerSubsystem->SetCurrentCameraVolume(this);
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	}
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						}
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}
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					}
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@ -51,4 +72,7 @@ void ACameraVolume::OnEndOverlap(AActor* OverlappedActor, AActor* OtherActor)
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{
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					{
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	IsActive = false;
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						IsActive = false;
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	TankPlayerCharacter = nullptr;
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						TankPlayerCharacter = nullptr;
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						auto CameraManagerSubsystem = GetGameInstance()->GetSubsystem<UCameraManagerSubsystem>();
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						CameraManagerSubsystem->RemoveCameraVolume(this);
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}
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					}
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public:
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					public:
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	virtual void Tick(float DeltaSeconds) override;
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						virtual void Tick(float DeltaSeconds) override;
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						UFUNCTION()
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						void MoveCameraToLocation();
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						UFUNCTION()
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						bool GetIsActive();
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						UFUNCTION()
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						void SetIsActive(bool bActive);
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private:
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					private:
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	UFUNCTION()
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						UFUNCTION()
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	void OnBeginOverlap(AActor* OverlappedActor, AActor* OtherActor);
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						void OnBeginOverlap(AActor* OverlappedActor, AActor* OtherActor);
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