2017-09-19 14:02:44 -04:00

77 lines
2.1 KiB
C++

// Fill out your copyright notice in the Description page of Project Settings.
#include "Soul.h"
#include "Engine.h"
#include "VrPawn.h"
#include "SpawnPlayer.h"
#include "Runtime/CoreUObject/Public/UObject/ConstructorHelpers.h"
// Sets default values
ASoul::ASoul()
{
// Set this pawn to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
static ConstructorHelpers::FObjectFinder<UBlueprint> VrClass(TEXT("Blueprint'/Game/BP/VrPawn_BP.VrPawn_BP'"));
if (VrClass.Object) {
VrPawnClass = (UClass*)VrClass.Object->GeneratedClass;
}
static ConstructorHelpers::FObjectFinder<UBlueprint> MannequinClass(TEXT("Blueprint'/Game/BP/Mannequin_BP.Mannequin_BP'"));
if (MannequinClass.Object) {
MannequinPawnClass = (UClass*)MannequinClass.Object->GeneratedClass;
}
}
// Called when the game starts or when spawned
void ASoul::BeginPlay()
{
Super::BeginPlay();
TArray<AActor*> foundPlayers;
UGameplayStatics::GetAllActorsOfClass(GetWorld(), AVrPawn::StaticClass(), foundPlayers);
TArray<AActor*> foundSpawnPlayers;
UGameplayStatics::GetAllActorsOfClass(GetWorld(), ASpawnPlayer::StaticClass(), foundSpawnPlayers);
UWorld* const World = GetWorld();
if (World) {
if (VrPawnClass != NULL) {
PossessedPawn = World->SpawnActor<APawn>(VrPawnClass, GetActorLocation(), GetActorRotation());
AVrPawn* vrPawn = (AVrPawn*)PossessedPawn;
vrPawn->SetPlayerIndex(foundPlayers.Num());
}
else if(MannequinPawnClass != NULL)
PossessedPawn = World->SpawnActor<APawn>(MannequinPawnClass, GetActorLocation(), GetActorRotation());
}
if (PossessedPawn != nullptr)
{
AController* PlayerController = GetController();
if (PlayerController != nullptr)
{
PlayerController->UnPossess();
PlayerController->Possess(PossessedPawn);
}
}
}
// Called every frame
void ASoul::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
// Called to bind functionality to input
void ASoul::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
}