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@MattiaPezzanoAiv
Created February 10, 2018 10:32
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#include "CurveMovement.h"
// Sets default values for this component's properties
UCurveMovement::UCurveMovement()
{
// Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features
// off to improve performance if you don't need them.
PrimaryComponentTick.bCanEverTick = true;
ElapsedTime = 0;
// ...
}
// Called when the game starts
void UCurveMovement::BeginPlay()
{
Super::BeginPlay();
// ...
}
// Called every frame
void UCurveMovement::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
//update time
ElapsedTime += DeltaTime * Velocity;
//check finish curve
float min = 0;
float max = 0;
Curve->GetTimeRange(min,max);
if (LoopCurve)
{
if (ElapsedTime > max)
ElapsedTime = 0;
}
// get float value
const FVector CurveValue = Curve->GetVectorValue(ElapsedTime);
//move actor
GetOwner()->SetActorLocation(CurveValue);
}
#pragma once
#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "Runtime/Engine/Classes/Curves/CurveVector.h"
#include "Runtime/Engine/Classes/GameFramework/Actor.h"
#include "CurveMovement.generated.h"
UCLASS(ClassGroup = (Custom), meta = (BlueprintSpawnableComponent))
class EXERCISE20180208_API UCurveMovement : public UActorComponent
{
GENERATED_BODY()
public:
// Sets default values for this component's properties
UCurveMovement();
// Called every frame
virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
UPROPERTY(EditAnywhere)
UCurveVector* Curve;
UPROPERTY(EditAnywhere)
bool LoopCurve;
UPROPERTY(EditAnywhere)
float Velocity = 1;
protected:
// Called when the game starts
virtual void BeginPlay() override;
private:
float ElapsedTime;
};
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