Make transform calculations only calculate if enemy is loaded

This commit is contained in:
baz 2025-02-15 00:25:29 +00:00
parent bd01f3312d
commit 55ec2cbfda

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@ -71,9 +71,6 @@ void AVampireGameMode::SpawnEnemy()
break; break;
} }
SpawnLocation.Z = PlayerCharacter->GetActorLocation().Z;
FTransform Transform;
Transform.SetLocation(SpawnLocation);
if (AActor* enemy = GetEnemyObjectPoolManager_Implementation()->GetObject()) if (AActor* enemy = GetEnemyObjectPoolManager_Implementation()->GetObject())
{ {
@ -81,7 +78,11 @@ void AVampireGameMode::SpawnEnemy()
{ {
IEnemyable::Execute_LoadDataFromDataAsset(enemy, EnemyDataAssets[FMath::RandRange(0, EnemyDataAssets.Num() - 1)]); IEnemyable::Execute_LoadDataFromDataAsset(enemy, EnemyDataAssets[FMath::RandRange(0, EnemyDataAssets.Num() - 1)]);
SpawnLocation.Z = PlayerCharacter->GetActorLocation().Z;
FTransform Transform;
Transform.SetLocation(SpawnLocation);
enemy->SetActorTransform(Transform); enemy->SetActorTransform(Transform);
float CapsuleRadius = IEnemyable::Execute_GetCapsuleRadius(enemy); float CapsuleRadius = IEnemyable::Execute_GetCapsuleRadius(enemy);
FVector Direction = SpawnLocation - PlayerCharacter->GetActorLocation(); FVector Direction = SpawnLocation - PlayerCharacter->GetActorLocation();
Direction.Normalize(); Direction.Normalize();