Created
March 26, 2020 02:56
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void AWorldMapCharacter::MoveToDestination() | |
{ | |
if (bUpdateDestination || !NavPath) | |
{ | |
NavPath = UNavigationSystemV1::FindPathToLocationSynchronously(this, GetActorLocation(), Destination, this); | |
if (NavPath != nullptr) | |
{ | |
CurrentPathIndex = 1; | |
if (Debug) | |
{ | |
for (auto &PathPoint : NavPath->PathPoints) | |
{ | |
DrawDebugSphere(GetWorld(), PathPoint, 50.0f, 8, FColor::Cyan, false, 20.0f); | |
} | |
DrawDebugSphere(GetWorld(), Destination, 50.0f, 8, FColor::Orange, false, 5.0f); | |
} | |
} | |
} | |
if (NavPath) | |
{ | |
if (NavPath->PathPoints.Num() > CurrentPathIndex) | |
{ | |
if (FVector::Dist(GetActorLocation(), NavPath->PathPoints[CurrentPathIndex]) < PathPointAcceptanceDistance) | |
{ | |
CurrentPathIndex++; | |
} | |
} | |
if (NavPath->PathPoints.Num() > CurrentPathIndex) | |
{ | |
FVector InputVector = NavPath->PathPoints[CurrentPathIndex] - GetActorLocation(); | |
InputVector.Z = 0.0f; | |
InputVector.Normalize(); | |
AddMovementInput(InputVector); | |
} | |
} | |
if (FVector::Dist(GetActorLocation(), Destination) > MinimumMoveDistance) | |
{ | |
bMoveToMouseCursor = true; | |
} | |
else { | |
bMoveToMouseCursor = false; | |
} | |
} | |
void AWorldMapCharacter::UpdateDestination() | |
{ | |
float MouseX; | |
float MouseY; | |
APlayerController *MyPlayerController = Cast<APlayerController>(GetController()); | |
// Get screen space location | |
if (MyPlayerController) | |
{ | |
MyPlayerController->GetMousePosition(MouseX, MouseY); | |
FVector2D MousePosition = FVector2D(MouseX, MouseY); | |
FHitResult HitResult; | |
MyPlayerController->GetHitResultAtScreenPosition(MousePosition, COLLISION_OVERRIDEAIMING, true, HitResult); | |
if (!HitResult.bBlockingHit) | |
{ | |
MyPlayerController->GetHitResultAtScreenPosition(MousePosition, COLLISION_AIMING, true, HitResult); | |
} | |
if (HitResult.bBlockingHit) | |
{ | |
Destination = HitResult.ImpactPoint; | |
} | |
//FNavLocation NavDest; | |
//GetWorld()->GetNavigationSystem()->ProjectPointToNavigation(Destination, NavDest, FVector(100000.0f)); | |
//Destination = NavDest.Location; | |
if (FVector::Dist(GetActorLocation(), Destination) > MinimumMoveDistance) | |
{ | |
bMoveToMouseCursor = true; | |
} | |
else { | |
bMoveToMouseCursor = false; | |
} | |
} | |
} |
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