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| @ -1,10 +1,9 @@ | |||||||
| 
 | 
 | ||||||
| 
 | 
 | ||||||
| [/Script/EngineSettings.GameMapsSettings] | [/Script/EngineSettings.GameMapsSettings] | ||||||
| GameDefaultMap=/Game/Levels/Level.Level | GameDefaultMap=/Engine/Maps/Templates/OpenWorld | ||||||
| GameInstanceClass=/Game/Gamemodes/BP_TankGameinstance.BP_TankGameinstance_C | GameInstanceClass=/Game/Gamemodes/BP_TankGameinstance.BP_TankGameinstance_C | ||||||
| GlobalDefaultGameMode=/Game/Gamemodes/BP_TankGamemode.BP_TankGamemode_C | GlobalDefaultGameMode=/Game/Gamemodes/BP_TankGamemode.BP_TankGamemode_C | ||||||
| EditorStartupMap=/Game/Levels/Level.Level |  | ||||||
| 
 | 
 | ||||||
| [/Script/WindowsTargetPlatform.WindowsTargetSettings] | [/Script/WindowsTargetPlatform.WindowsTargetSettings] | ||||||
| DefaultGraphicsRHI=DefaultGraphicsRHI_DX12 | DefaultGraphicsRHI=DefaultGraphicsRHI_DX12 | ||||||
|  | |||||||
							
								
								
									
										
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							| @ -1,32 +0,0 @@ | |||||||
| // Fill out your copyright notice in the Description page of Project Settings.
 |  | ||||||
| 
 |  | ||||||
| 
 |  | ||||||
| #include "CameraVolume.h" |  | ||||||
| #include "TankPlayerCharacter.h" |  | ||||||
| 
 |  | ||||||
| ACameraVolume::ACameraVolume() |  | ||||||
| { |  | ||||||
| 	ArrowComponent = CreateDefaultSubobject<UArrowComponent>(TEXT("Arrow Component")); |  | ||||||
| 	ArrowComponent->SetupAttachment(RootComponent); |  | ||||||
| 
 |  | ||||||
| 	DebugCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("Debug Camera")); |  | ||||||
| 	DebugCamera->SetupAttachment(ArrowComponent); |  | ||||||
| 	DebugCamera->SetActive(false); |  | ||||||
| } |  | ||||||
| 
 |  | ||||||
| void ACameraVolume::BeginPlay() |  | ||||||
| { |  | ||||||
| 	Super::BeginPlay(); |  | ||||||
| 	this->OnActorBeginOverlap.AddDynamic(this, &ACameraVolume::OnBeginOverlap); |  | ||||||
| } |  | ||||||
| 
 |  | ||||||
| void ACameraVolume::OnBeginOverlap(AActor* OverlappedActor, AActor* OtherActor) |  | ||||||
| { |  | ||||||
| 	if (ATankPlayerCharacter* PlayerCharacter = Cast<ATankPlayerCharacter>(OtherActor)) |  | ||||||
| 	{ |  | ||||||
| 		FTransform transform = PlayerCharacter->CameraComponent->GetComponentTransform(); |  | ||||||
| 		transform.SetLocation(ArrowComponent->GetComponentTransform().GetLocation()); |  | ||||||
| 		transform.SetRotation(ArrowComponent->GetComponentTransform().GetRotation()); |  | ||||||
| 		PlayerCharacter->CameraComponent->SetWorldTransform(transform); |  | ||||||
| 	} |  | ||||||
| } |  | ||||||
| @ -1,34 +0,0 @@ | |||||||
| // Fill out your copyright notice in the Description page of Project Settings.
 |  | ||||||
| 
 |  | ||||||
| #pragma once |  | ||||||
| 
 |  | ||||||
| #include "CoreMinimal.h" |  | ||||||
| #include "Camera/CameraComponent.h" |  | ||||||
| #include "Components/ArrowComponent.h" |  | ||||||
| #include "Engine/TriggerVolume.h" |  | ||||||
| #include "CameraVolume.generated.h" |  | ||||||
| 
 |  | ||||||
| /**
 |  | ||||||
|  *  |  | ||||||
|  */ |  | ||||||
| UCLASS(Blueprintable) |  | ||||||
| class TANK_API ACameraVolume : public ATriggerVolume |  | ||||||
| { |  | ||||||
| 	GENERATED_BODY() |  | ||||||
| 
 |  | ||||||
| public: |  | ||||||
| 	UPROPERTY(EditAnywhere, BlueprintReadWrite) |  | ||||||
| 	UArrowComponent* ArrowComponent; |  | ||||||
| 
 |  | ||||||
| 	UPROPERTY(EditAnywhere, BlueprintReadWrite) |  | ||||||
| 	UCameraComponent* DebugCamera; |  | ||||||
| 
 |  | ||||||
| 	ACameraVolume(); |  | ||||||
| 
 |  | ||||||
| protected: |  | ||||||
| 	virtual void BeginPlay() override; |  | ||||||
| 
 |  | ||||||
| private: |  | ||||||
| 	UFUNCTION() |  | ||||||
| 	void OnBeginOverlap(AActor* OverlappedActor, AActor* OtherActor); |  | ||||||
| }; |  | ||||||
| @ -14,7 +14,6 @@ ATankPlayerCharacter::ATankPlayerCharacter() | |||||||
|  	// Set this character to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
 |  	// Set this character to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
 | ||||||
| 	PrimaryActorTick.bCanEverTick = true; | 	PrimaryActorTick.bCanEverTick = true; | ||||||
| 
 | 
 | ||||||
| 	CameraComponent = CreateDefaultSubobject<UCameraComponent>(TEXT("Camera Component"));	 |  | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
| // Called when the game starts or when spawned
 | // Called when the game starts or when spawned
 | ||||||
|  | |||||||
| @ -3,7 +3,6 @@ | |||||||
| #pragma once | #pragma once | ||||||
| 
 | 
 | ||||||
| #include "CoreMinimal.h" | #include "CoreMinimal.h" | ||||||
| #include "Camera/CameraComponent.h" |  | ||||||
| #include "GameFramework/Character.h" | #include "GameFramework/Character.h" | ||||||
| #include "TankPlayerCharacter.generated.h" | #include "TankPlayerCharacter.generated.h" | ||||||
| 
 | 
 | ||||||
| @ -27,9 +26,6 @@ public: | |||||||
| 	UPROPERTY(EditDefaultsOnly, BlueprintReadWrite) | 	UPROPERTY(EditDefaultsOnly, BlueprintReadWrite) | ||||||
| 	UInputAction* YawAction; | 	UInputAction* YawAction; | ||||||
| 
 | 
 | ||||||
| 	UPROPERTY(EditAnywhere, BlueprintReadWrite) |  | ||||||
| 	UCameraComponent* CameraComponent; |  | ||||||
| 
 |  | ||||||
| public: | public: | ||||||
| 	// Sets default values for this character's properties
 | 	// Sets default values for this character's properties
 | ||||||
| 	ATankPlayerCharacter(); | 	ATankPlayerCharacter(); | ||||||
|  | |||||||
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