Gate Setting Actor Location Behind Bounds Check
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				| @ -61,7 +61,7 @@ void APlayerCharacter::Tick(float DeltaTime) | ||||
| { | ||||
| 	Super::Tick(DeltaTime); | ||||
| 
 | ||||
| 	auto PlayerController = UGameplayStatics::GetPlayerController(GetWorld(), 0); | ||||
| 	APlayerController* PlayerController = UGameplayStatics::GetPlayerController(GetWorld(), 0); | ||||
| 
 | ||||
| 	FVector TopLeft, TopLeftDir; | ||||
| 	FVector BottomRight, BottomRightDir; | ||||
| @ -72,11 +72,14 @@ void APlayerCharacter::Tick(float DeltaTime) | ||||
| 	PlayerController->DeprojectScreenPositionToWorld(0, 0, TopLeft, TopLeftDir); | ||||
| 	PlayerController->DeprojectScreenPositionToWorld(ViewportSize.X, ViewportSize.Y, BottomRight, BottomRightDir); | ||||
| 
 | ||||
| 	auto location = GetActorLocation(); | ||||
| 	location.X = FMath::Clamp(location.X, BottomRight.X, TopLeft.X); | ||||
| 	location.Y = FMath::Clamp(location.Y, TopLeft.Y, BottomRight.Y); | ||||
| 	FVector Location = GetActorLocation(); | ||||
| 	if (Location.X < BottomRight.X || Location.X > TopLeft.X || Location.Y > BottomRight.Y || Location.Y < TopLeft.Y) | ||||
| 	{ | ||||
| 		Location.X = FMath::Clamp(Location.X, BottomRight.X, TopLeft.X); | ||||
| 		Location.Y = FMath::Clamp(Location.Y, TopLeft.Y, BottomRight.Y); | ||||
| 
 | ||||
| 	SetActorLocation(location); | ||||
| 		SetActorLocation(Location); | ||||
| 	} | ||||
| } | ||||
| 
 | ||||
| UEXPComponent* APlayerCharacter::GetEXPComponent() | ||||
| @ -105,8 +108,6 @@ void APlayerCharacter::OnDeath(FDamageInfo damageInfo) | ||||
| 	{ | ||||
| 		UGameplayStatics::PlaySoundAtLocation(GetWorld(), OnDeathSound, GetActorLocation()); | ||||
| 	} | ||||
| 
 | ||||
| 	// TODO: End the game
 | ||||
| } | ||||
| 
 | ||||
| void APlayerCharacter::CameraShakeTimelineCallback(float val) | ||||
|  | ||||
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