Make transform calculations only calculate if enemy is loaded
This commit is contained in:
parent
bd01f3312d
commit
55ec2cbfda
@ -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();
|
||||||
|
Loading…
x
Reference in New Issue
Block a user