Merge branch 'main' into Bullet
This commit is contained in:
@@ -10,9 +10,9 @@ r.AllowStaticLighting=False
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r.GenerateMeshDistanceFields=True
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r.GenerateMeshDistanceFields=True
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r.DynamicGlobalIlluminationMethod=1
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r.DynamicGlobalIlluminationMethod=0
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r.ReflectionMethod=1
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r.ReflectionMethod=0
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r.SkinCache.CompileShaders=True
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r.SkinCache.CompileShaders=True
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@@ -27,6 +27,12 @@ r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True
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r.DefaultFeature.LocalExposure.HighlightContrastScale=0.8
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r.DefaultFeature.LocalExposure.HighlightContrastScale=0.8
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r.DefaultFeature.LocalExposure.ShadowContrastScale=0.8
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r.DefaultFeature.LocalExposure.ShadowContrastScale=0.8
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r.Lumen.HardwareRayTracing=False
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r.Lumen.Reflections.HardwareRayTracing.Translucent.Refraction.EnableForProject=False
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r.Mobile.SupportsGen4TAA=False
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r.CustomDepthTemporalAAJitter=False
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r.AntiAliasingMethod=1
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r.DefaultFeature.MotionBlur=False
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[/Script/WindowsTargetPlatform.WindowsTargetSettings]
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[/Script/WindowsTargetPlatform.WindowsTargetSettings]
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DefaultGraphicsRHI=DefaultGraphicsRHI_DX12
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DefaultGraphicsRHI=DefaultGraphicsRHI_DX12
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@@ -94,3 +100,7 @@ ConnectionType=USBOnly
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bUseManualIPAddress=False
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bUseManualIPAddress=False
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ManualIPAddress=
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ManualIPAddress=
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[CoreRedirects]
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+ClassRedirects=(OldName="/Script/M4_CPP.M4_CentipedeController",NewName="/Script/M4_CPP.M4_CentipedeController")
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Binary file not shown.
BIN
Content/CTP/05_Material/MI_Body.uasset
Normal file
BIN
Content/CTP/05_Material/MI_Body.uasset
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BIN
Content/CTP/05_Material/MI_Head.uasset
Normal file
BIN
Content/CTP/05_Material/MI_Head.uasset
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@@ -10,21 +10,42 @@ AM4_CentipedeBody::AM4_CentipedeBody()
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GetStaticMeshComponent()->SetStaticMesh(MeshRef.Object);
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GetStaticMeshComponent()->SetStaticMesh(MeshRef.Object);
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}
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}
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static ConstructorHelpers::FObjectFinder<UMaterialInterface> HeadMatRef(TEXT("/Game/CTP/05_Material/MI_Head.MI_Head"));
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if (HeadMatRef.Succeeded())
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{
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HeadMaterial = HeadMatRef.Object;
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}
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static ConstructorHelpers::FObjectFinder<UMaterialInterface> BodyMatRef(TEXT("/Game/CTP/05_Material/MI_Body.MI_Body"));
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if (BodyMatRef.Succeeded())
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{
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BodyMaterial = BodyMatRef.Object;
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}
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GetStaticMeshComponent()->SetRelativeScale3D(FVector(1.f, 0.4f, 0.4f));
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GetStaticMeshComponent()->SetRelativeScale3D(FVector(1.f, 0.4f, 0.4f));
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GetStaticMeshComponent()->SetCollisionEnabled(ECollisionEnabled::QueryOnly);
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GetStaticMeshComponent()->SetGenerateOverlapEvents(true);
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GetStaticMeshComponent()->SetMobility(EComponentMobility::Movable);
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GetStaticMeshComponent()->SetMobility(EComponentMobility::Movable);
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GetStaticMeshComponent()->SetCollisionObjectType(ECollisionChannel::ECC_WorldDynamic);
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GetStaticMeshComponent()->SetGenerateOverlapEvents(true);
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GetStaticMeshComponent()->SetCollisionEnabled(ECollisionEnabled::QueryOnly);
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GetStaticMeshComponent()->SetCollisionProfileName(TEXT("OverlapAll"));
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}
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}
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void AM4_CentipedeBody::SetAsHead(bool bHead)
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void AM4_CentipedeBody::SetAsHead(bool bHead)
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{
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{
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bIsHead = bHead;
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bIsHead = bHead;
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if (bIsHead)
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{
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if (bIsHead)
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GetStaticMeshComponent()->SetDefaultCustomPrimitiveDataVector4(0, FVector4(1.0, 0.0, 0.0, 1.0));
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{
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}
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if (HeadMaterial)
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else
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{
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{
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GetStaticMeshComponent()->SetMaterial(0, HeadMaterial);
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GetStaticMeshComponent()->SetDefaultCustomPrimitiveDataVector4(0, FVector4(0.0, 1.0, 0.0, 1.0));
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}
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}
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}
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}
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else
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{
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if (BodyMaterial)
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{
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GetStaticMeshComponent()->SetMaterial(0, BodyMaterial);
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}
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}
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}
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@@ -1,40 +1,110 @@
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#include "M4_CentipedeController.h"
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#include "M4_CentipedeController.h"
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#include "M4_LOG.h"
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#include "M4_Gamemode.h"
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#include "M4_Gamemode.h"
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#include "M4_Mushroom.h"
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#include "Kismet/GameplayStatics.h"
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AM4_CentipedeController::AM4_CentipedeController()
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UM4_CentipedeController::UM4_CentipedeController()
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{
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{
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PrimaryActorTick.bCanEverTick = true;
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Root = CreateDefaultSubobject<USceneComponent>(TEXT("RootComponent"));
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RootComponent = Root;
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}
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}
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void AM4_CentipedeController::BeginPlay()
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void UM4_CentipedeController::Initialize(FSubsystemCollectionBase& Collection)
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{
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{
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Super::BeginPlay();
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Super::Initialize(Collection);
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SpawnCentipede();
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PreviousPositions.SetNum(BodyCount);
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UE_LOG(M4_CPP, Warning, TEXT("Centipede Controller Initialized"));
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for (int i = 0; i < BodyCount; ++i)
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}
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void UM4_CentipedeController::Deinitialize()
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{
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UE_LOG(M4_CPP, Warning, TEXT("Centipede Controller Deinitialized"));
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BodySegments.Empty();
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PreviousPositions.Empty();
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SegmentDirections.Empty();
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Super::Deinitialize();
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}
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void UM4_CentipedeController::StartCentipede(FVector SpawnLocation)
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{
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if (BodySegments.Num() > 0)
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{
|
{
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||||||
PreviousPositions[i] = BodySegments[i]->GetActorLocation();
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UE_LOG(M4_CPP, Warning, TEXT("Centipede already spawned"));
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return;
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}
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for (int32 i = 0; i < BodyCount; ++i)
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{
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FVector SegmentLocation = SpawnLocation - FVector(0.f, i * CellSize, 0.f);
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AM4_CentipedeBody* Body = GetWorld()->SpawnActor<AM4_CentipedeBody>(
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AM4_CentipedeBody::StaticClass(),
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SegmentLocation,
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FRotator::ZeroRotator
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);
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if (Body)
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{
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BodySegments.Add(Body);
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if (i > 0)
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{
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Body->PreviousBody = BodySegments[i - 1];
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BodySegments[i - 1]->NextBody = Body;
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}
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Body->SetAsHead(i == 0);
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}
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}
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}
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SegmentHistory.SetNum(BodyCount);
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for (int32 i = 0; i < BodyCount; ++i)
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{
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if (BodySegments.IsValidIndex(i) && BodySegments[i])
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{
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FVector InitialPos = BodySegments[i]->GetActorLocation();
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int32 InitialHistorySize = SegmentSpacing * (i + 1) + MaxHistorySize;
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for (int32 j = 0; j < InitialHistorySize; ++j)
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{
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SegmentHistory[i].Add(InitialPos);
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}
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}
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}
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for (AM4_CentipedeBody* Segment : BodySegments)
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for (AM4_CentipedeBody* Segment : BodySegments)
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{
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{
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SegmentDirections.Add(Segment, FVector2D(0.f, 1.f));
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SegmentDirections.Add(Segment, FVector2D(0.f, 1.f));
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}
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}
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UE_LOG(M4_CPP, Warning, TEXT("Centipede spawned with %d segments"), BodySegments.Num());
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}
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}
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void AM4_CentipedeController::SpawnCentipede()
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TStatId UM4_CentipedeController::GetStatId() const
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{
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{
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FVector SpawnLocation = GetActorLocation();
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RETURN_QUICK_DECLARE_CYCLE_STAT(UM4_CentipedeController, STATGROUP_Tickables);
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}
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void UM4_CentipedeController::SpawnCentipede()
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{
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AM4_Gamemode* GM = Cast<AM4_Gamemode>(GetWorld()->GetAuthGameMode());
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if (!GM) return;
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UE_LOG(LogTemp, Warning, TEXT("Controller spawn location: X=%.2f, Y=%.2f, Z=%.2f"),
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FVector SpawnLocation = FVector(
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GM->MushroomSpawnBounds.Max.X,
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0.f,
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0.f
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);
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UE_LOG(M4_CPP, Warning, TEXT("Controller spawn location: X=%.2f, Y=%.2f, Z=%.2f"),
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SpawnLocation.X, SpawnLocation.Y, SpawnLocation.Z);
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SpawnLocation.X, SpawnLocation.Y, SpawnLocation.Z);
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if (SpawnLocation.IsZero())
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if (SpawnLocation.IsZero())
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{
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{
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UE_LOG(LogTemp, Error, TEXT("Controller position is zero! Check spawn parameters."));
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UE_LOG(M4_CPP, Error, TEXT("Controller position is zero! Check spawn parameters."));
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return;
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return;
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}
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}
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@@ -63,80 +133,68 @@ void AM4_CentipedeController::SpawnCentipede()
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}
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}
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}
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}
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void AM4_CentipedeController::Tick(float DeltaTime)
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void UM4_CentipedeController::Tick(float DeltaTime)
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{
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{
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Super::Tick(DeltaTime);
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Super::Tick(DeltaTime);
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|
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if (BodySegments.Num() == 0) return;
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if (BodySegments.Num() == 0) return;
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|
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TimeSinceLastMove += DeltaTime;
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AM4_CentipedeBody* Head = BodySegments[0];
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if (Head && Head->bIsHead)
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if (TimeSinceLastMove >= MoveInterval)
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{
|
{
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TimeSinceLastMove = 0.f;
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FVector CurrentPos = Head->GetActorLocation();
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FVector2D SegmentDirection = GetSegmentDirection(Head);
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TArray<FVector> TempPositions;
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TempPositions.SetNum(BodySegments.Num());
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||||||
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|
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for (int32 i = 0; i < BodySegments.Num(); ++i)
|
|
||||||
{
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|
||||||
TempPositions[i] = BodySegments[i]->GetActorLocation();
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|
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}
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||||||
|
|
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for (int32 i = 0; i < BodySegments.Num(); ++i)
|
|
||||||
{
|
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||||||
AM4_CentipedeBody* Segment = BodySegments[i];
|
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||||||
|
|
||||||
if (!Segment) continue;
|
|
||||||
|
|
||||||
if (Segment->bIsHead)
|
|
||||||
{
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|
||||||
FVector CurrentPos = Segment->GetActorLocation();
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|
||||||
FVector2D SegmentDirection = GetSegmentDirection(Segment);
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|
||||||
|
|
||||||
bool bShouldDescend = CheckCollision(Segment, SegmentDirection);
|
|
||||||
|
|
||||||
if (bShouldDescend)
|
|
||||||
{
|
|
||||||
FVector NewPos = CurrentPos - FVector(0.f, 0.f, CellSize);
|
|
||||||
Segment->SetActorLocation(NewPos);
|
|
||||||
|
|
||||||
SegmentDirection.Y *= -1.f;
|
|
||||||
SetSegmentDirection(Segment, SegmentDirection);
|
|
||||||
|
|
||||||
UE_LOG(LogTemp, Warning, TEXT("Head at index %d descending"), i);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
FVector NewPos = CurrentPos + FVector(0.f, SegmentDirection.Y * CellSize, 0.f);
|
|
||||||
Segment->SetActorLocation(NewPos);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
if (i > 0)
|
|
||||||
{
|
|
||||||
Segment->SetActorLocation(PreviousPositions[i - 1]);
|
|
||||||
|
|
||||||
if (BodySegments[i - 1])
|
|
||||||
{
|
|
||||||
FVector2D PrevDirection = GetSegmentDirection(BodySegments[i - 1]);
|
|
||||||
SetSegmentDirection(Segment, PrevDirection);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
for (int32 i = 0; i < BodySegments.Num(); ++i)
|
|
||||||
{
|
|
||||||
PreviousPositions[i] = BodySegments[i]->GetActorLocation();
|
|
||||||
}
|
|
||||||
|
|
||||||
UpdateHeadStatus();
|
bool bRowChanged = CheckCollision(Head, SegmentDirection);
|
||||||
|
|
||||||
|
if (bRowChanged)
|
||||||
|
{
|
||||||
|
FVector NewPos = CurrentPos - FVector(0.f, 0.f, CellSize);
|
||||||
|
Head->SetActorLocation(NewPos);
|
||||||
|
|
||||||
|
SegmentDirection.Y *= -1.f;
|
||||||
|
SetSegmentDirection(Head, SegmentDirection);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
FVector NewPos = CurrentPos + FVector(0.f, SegmentDirection.Y * CentipedeSpeed * DeltaTime, 0.f);
|
||||||
|
Head->SetActorLocation(NewPos);
|
||||||
|
}
|
||||||
|
|
||||||
|
SegmentHistory[0].Add(Head->GetActorLocation());
|
||||||
|
if (SegmentHistory[0].Num() > MaxHistorySize)
|
||||||
|
{
|
||||||
|
SegmentHistory[0].RemoveAt(0);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
for (int32 i = 1; i < BodySegments.Num(); ++i)
|
||||||
|
{
|
||||||
|
AM4_CentipedeBody* Segment = BodySegments[i];
|
||||||
|
if (!Segment) continue;
|
||||||
|
|
||||||
|
int32 PrevIndex = i - 1;
|
||||||
|
int32 HistoryLookback = SegmentSpacing;
|
||||||
|
|
||||||
|
if (SegmentHistory[PrevIndex].Num() > HistoryLookback)
|
||||||
|
{
|
||||||
|
int32 HistoryIndex = SegmentHistory[PrevIndex].Num() - HistoryLookback - 1;
|
||||||
|
FVector TargetPos = SegmentHistory[PrevIndex][HistoryIndex];
|
||||||
|
|
||||||
|
Segment->SetActorLocation(TargetPos);
|
||||||
|
|
||||||
|
SegmentHistory[i].Add(Segment->GetActorLocation());
|
||||||
|
if (SegmentHistory[i].Num() > MaxHistorySize)
|
||||||
|
{
|
||||||
|
SegmentHistory[i].RemoveAt(0);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
UpdateHeadStatus();
|
||||||
}
|
}
|
||||||
|
|
||||||
bool AM4_CentipedeController::CheckCollision(AM4_CentipedeBody* Segment, FVector2D Direction)
|
bool UM4_CentipedeController::CheckCollision(AM4_CentipedeBody* Segment, FVector2D Direction)
|
||||||
{
|
{
|
||||||
if (!Segment) return false;
|
if (!Segment) return false;
|
||||||
|
|
||||||
@@ -148,19 +206,58 @@ bool AM4_CentipedeController::CheckCollision(AM4_CentipedeBody* Segment, FVector
|
|||||||
|
|
||||||
const float LeftBound = GM->MushroomSpawnBounds.Min.Y;
|
const float LeftBound = GM->MushroomSpawnBounds.Min.Y;
|
||||||
const float RightBound = GM->MushroomSpawnBounds.Max.Y;
|
const float RightBound = GM->MushroomSpawnBounds.Max.Y;
|
||||||
|
const float MinRows = GM->MushroomSpawnBounds.Min.X;
|
||||||
|
const float MaxRows = GM->MushroomSpawnBounds.Max.X;
|
||||||
|
|
||||||
if (NextPos.Y <= LeftBound || NextPos.Y >= RightBound)
|
if (NextPos.Y <= LeftBound || NextPos.Y >= RightBound)
|
||||||
{
|
{
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (CurrentPos.Z > MinRows && NextPos.Z <= MinRows)
|
||||||
|
{
|
||||||
|
// On inverse la direction de descente pour remonter
|
||||||
|
FVector2D CurrentDirection = GetSegmentDirection(Segment);
|
||||||
|
CurrentDirection.Y *= -1.f;
|
||||||
|
SetSegmentDirection(Segment, CurrentDirection);
|
||||||
|
return true; // Collision détectée, le centipede descendra à la prochaine itération
|
||||||
|
}
|
||||||
|
|
||||||
// TODO: Ajouter vérification collision avec mushroom
|
// Vérification si on atteint la limite haute
|
||||||
// if (IsMushroomAt(NextPos)) return true;
|
if (CurrentPos.Z < MaxRows && NextPos.Z >= MaxRows)
|
||||||
|
{
|
||||||
|
// On inverse la direction de montée pour descendre
|
||||||
|
FVector2D CurrentDirection = GetSegmentDirection(Segment);
|
||||||
|
CurrentDirection.Y *= -1.f;
|
||||||
|
SetSegmentDirection(Segment, CurrentDirection);
|
||||||
|
return true; // Collision détectée, le centipede remontera à la prochaine itération
|
||||||
|
}
|
||||||
|
|
||||||
|
int32 NextGridZ = FMath::RoundToInt(NextPos.Z / CellSize);
|
||||||
|
int32 NextGridY = FMath::RoundToInt(NextPos.Y / CellSize);
|
||||||
|
|
||||||
|
TArray<AActor*> FoundMushrooms;
|
||||||
|
UGameplayStatics::GetAllActorsOfClass(GetWorld(), AM4_Mushroom::StaticClass(), FoundMushrooms);
|
||||||
|
|
||||||
|
for (AActor* Actor : FoundMushrooms)
|
||||||
|
{
|
||||||
|
FVector MushroomPos = Actor->GetActorLocation();
|
||||||
|
|
||||||
|
// Conversion de la position du mushroom en coordonnées de grille (Z, Y)
|
||||||
|
int32 MushroomGridZ = FMath::RoundToInt(MushroomPos.Z / CellSize);
|
||||||
|
int32 MushroomGridY = FMath::RoundToInt(MushroomPos.Y / CellSize);
|
||||||
|
|
||||||
|
// Vérification si c'est la même cellule de grille
|
||||||
|
if (NextGridZ == MushroomGridZ && NextGridY == MushroomGridY)
|
||||||
|
{
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
FVector2D AM4_CentipedeController::GetSegmentDirection(AM4_CentipedeBody* Segment)
|
FVector2D UM4_CentipedeController::GetSegmentDirection(AM4_CentipedeBody* Segment)
|
||||||
{
|
{
|
||||||
if (SegmentDirections.Contains(Segment))
|
if (SegmentDirections.Contains(Segment))
|
||||||
{
|
{
|
||||||
@@ -169,7 +266,7 @@ FVector2D AM4_CentipedeController::GetSegmentDirection(AM4_CentipedeBody* Segmen
|
|||||||
return FVector2D(0.f, 1.f);
|
return FVector2D(0.f, 1.f);
|
||||||
}
|
}
|
||||||
|
|
||||||
void AM4_CentipedeController::SetSegmentDirection(AM4_CentipedeBody* Segment, FVector2D Direction)
|
void UM4_CentipedeController::SetSegmentDirection(AM4_CentipedeBody* Segment, FVector2D Direction)
|
||||||
{
|
{
|
||||||
if (Segment)
|
if (Segment)
|
||||||
{
|
{
|
||||||
@@ -177,7 +274,7 @@ void AM4_CentipedeController::SetSegmentDirection(AM4_CentipedeBody* Segment, FV
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void AM4_CentipedeController::UpdateHeadStatus()
|
void UM4_CentipedeController::UpdateHeadStatus()
|
||||||
{
|
{
|
||||||
for (int32 i = 0; i < BodySegments.Num(); ++i)
|
for (int32 i = 0; i < BodySegments.Num(); ++i)
|
||||||
{
|
{
|
||||||
@@ -193,37 +290,29 @@ void AM4_CentipedeController::UpdateHeadStatus()
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void AM4_CentipedeController::OnSegmentDestroyed(AM4_CentipedeBody* DestroyedSegment)
|
void UM4_CentipedeController::OnSegmentDestroyed(AM4_CentipedeBody* DestroyedSegment)
|
||||||
{
|
{
|
||||||
if (!DestroyedSegment) return;
|
if (!DestroyedSegment) return;
|
||||||
|
|
||||||
int32 SegmentIndex = BodySegments.Find(DestroyedSegment);
|
int32 SegmentIndex = BodySegments.Find(DestroyedSegment);
|
||||||
|
|
||||||
if (SegmentIndex == INDEX_NONE) return;
|
if (SegmentIndex == INDEX_NONE) return;
|
||||||
|
|
||||||
UE_LOG(LogTemp, Warning, TEXT("Segment %d destroyed"), SegmentIndex);
|
|
||||||
|
|
||||||
if (SegmentIndex + 1 < BodySegments.Num())
|
if (SegmentIndex + 1 < BodySegments.Num())
|
||||||
{
|
{
|
||||||
AM4_CentipedeBody* NewHead = BodySegments[SegmentIndex + 1];
|
AM4_CentipedeBody* NewHead = BodySegments[SegmentIndex + 1];
|
||||||
if (NewHead)
|
if (NewHead)
|
||||||
{
|
{
|
||||||
NewHead->SetAsHead(true);
|
NewHead->SetAsHead(true);
|
||||||
NewHead->PreviousBody = nullptr;
|
NewHead->PreviousBody = nullptr;
|
||||||
|
|
||||||
UE_LOG(LogTemp, Warning, TEXT("New head created at index %d"), SegmentIndex + 1);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if (SegmentIndex > 0 && BodySegments[SegmentIndex - 1])
|
if (SegmentIndex > 0 && BodySegments[SegmentIndex - 1])
|
||||||
{
|
{
|
||||||
BodySegments[SegmentIndex - 1]->NextBody = nullptr;
|
BodySegments[SegmentIndex - 1]->NextBody = nullptr;
|
||||||
}
|
}
|
||||||
|
|
||||||
BodySegments.RemoveAt(SegmentIndex);
|
|
||||||
PreviousPositions.RemoveAt(SegmentIndex);
|
|
||||||
SegmentDirections.Remove(DestroyedSegment);
|
|
||||||
|
|
||||||
// TODO: Spawner un mushroom à la position du segment détruit
|
BodySegments.RemoveAt(SegmentIndex);
|
||||||
// SpawnMushroomAt(DestroyedSegment->GetActorLocation());
|
SegmentHistory.RemoveAt(SegmentIndex);
|
||||||
|
SegmentDirections.Remove(DestroyedSegment);
|
||||||
}
|
}
|
||||||
@@ -85,8 +85,7 @@ void AM4_Gamemode::BeginPlay()
|
|||||||
);
|
);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Spawn centipede controller
|
|
||||||
PRINT_SCREEN(TEXT("Spawning Centipede Controller"), FColor::Green);
|
PRINT_SCREEN(TEXT("Spawning Centipede Controller"), FColor::Green);
|
||||||
|
|
||||||
FVector CentipedeSpawnLocation = FVector(
|
FVector CentipedeSpawnLocation = FVector(
|
||||||
@@ -98,16 +97,13 @@ void AM4_Gamemode::BeginPlay()
|
|||||||
// PRINT SCREEN Max.X value
|
// PRINT SCREEN Max.X value
|
||||||
PRINT_SCREEN(*FString::Printf(TEXT("Mushroom Spawn Bounds Max.X: %.2f"), MushroomSpawnBounds.Max.X), FColor::Green);
|
PRINT_SCREEN(*FString::Printf(TEXT("Mushroom Spawn Bounds Max.X: %.2f"), MushroomSpawnBounds.Max.X), FColor::Green);
|
||||||
|
|
||||||
CentipedeController = GetWorld()->SpawnActor<AM4_CentipedeController>(
|
UM4_CentipedeController* Controller = GetWorld()->GetSubsystem<UM4_CentipedeController>();
|
||||||
AM4_CentipedeController::StaticClass(),
|
if (Controller)
|
||||||
CentipedeSpawnLocation,
|
|
||||||
FRotator::ZeroRotator
|
|
||||||
);
|
|
||||||
|
|
||||||
if (CentipedeController)
|
|
||||||
{
|
{
|
||||||
CentipedeController->BodyCount = CentipedeBodyCount;
|
Controller->BodyCount = CentipedeBodyCount;
|
||||||
CentipedeController->CellSize = CellSize;
|
Controller->CellSize = CellSize;
|
||||||
|
|
||||||
|
Controller->StartCentipede(CentipedeSpawnLocation);
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -31,9 +31,8 @@ AM4_Mushroom::AM4_Mushroom()
|
|||||||
const FVector2D MushroomScale = FVector2D(0.3f, 0.25f);
|
const FVector2D MushroomScale = FVector2D(0.3f, 0.25f);
|
||||||
GetStaticMeshComponent()->SetRelativeScale3D(FVector(1.f, 0.45f, 0.20f));
|
GetStaticMeshComponent()->SetRelativeScale3D(FVector(1.f, 0.45f, 0.20f));
|
||||||
|
|
||||||
// Custom preset for more advanced collision configuration
|
// Set collision profile to overlap all
|
||||||
GetStaticMeshComponent()->SetCollisionProfileName(UCollisionProfile::CustomCollisionProfileName);
|
GetStaticMeshComponent()->SetCollisionProfileName(TEXT("OverlapAll"));
|
||||||
GetStaticMeshComponent()->SetCollisionResponseToChannel(ECC_Pawn, ECR_Overlap);
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -22,4 +22,10 @@ public:
|
|||||||
bool bIsHead = false;
|
bool bIsHead = false;
|
||||||
|
|
||||||
void SetAsHead(bool bHead);
|
void SetAsHead(bool bHead);
|
||||||
|
|
||||||
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Materials")
|
||||||
|
UMaterialInterface* HeadMaterial;
|
||||||
|
|
||||||
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Materials")
|
||||||
|
UMaterialInterface* BodyMaterial;
|
||||||
};
|
};
|
||||||
@@ -1,50 +1,60 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
#include "CoreMinimal.h"
|
#include "CoreMinimal.h"
|
||||||
#include "GameFramework/Actor.h"
|
|
||||||
#include "M4_CentipedeBody.h"
|
#include "M4_CentipedeBody.h"
|
||||||
|
#include "Subsystems/WorldSubsystem.h"
|
||||||
#include "M4_CentipedeController.generated.h"
|
#include "M4_CentipedeController.generated.h"
|
||||||
|
|
||||||
UCLASS()
|
UCLASS()
|
||||||
class M4_CPP_API AM4_CentipedeController : public AActor
|
class M4_CPP_API UM4_CentipedeController : public UTickableWorldSubsystem
|
||||||
{
|
{
|
||||||
GENERATED_BODY()
|
GENERATED_BODY()
|
||||||
|
|
||||||
public:
|
public:
|
||||||
AM4_CentipedeController();
|
UM4_CentipedeController();
|
||||||
|
|
||||||
|
virtual void Initialize(FSubsystemCollectionBase& Collection) override;
|
||||||
|
virtual void Deinitialize() override;
|
||||||
|
void StartCentipede(FVector SpawnLocation);
|
||||||
|
|
||||||
virtual void BeginPlay() override;
|
|
||||||
virtual void Tick(float DeltaTime) override;
|
virtual void Tick(float DeltaTime) override;
|
||||||
|
|
||||||
|
virtual TStatId GetStatId() const override;
|
||||||
|
|
||||||
UPROPERTY(EditAnywhere)
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Centipede")
|
||||||
int32 BodyCount = 10;
|
int32 BodyCount = 10;
|
||||||
|
|
||||||
UPROPERTY(EditAnywhere)
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Centipede")
|
||||||
float CellSize = 50.f;
|
float CellSize = 50.f;
|
||||||
|
|
||||||
UPROPERTY(EditAnywhere)
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Centipede")
|
||||||
float MoveInterval = 0.1f;
|
float MoveInterval = 0.1f;
|
||||||
|
|
||||||
|
UFUNCTION(BlueprintCallable, Category = "Centipede")
|
||||||
void OnSegmentDestroyed(AM4_CentipedeBody* DestroyedSegment);
|
void OnSegmentDestroyed(AM4_CentipedeBody* DestroyedSegment);
|
||||||
|
|
||||||
private:
|
private:
|
||||||
UPROPERTY()
|
UPROPERTY()
|
||||||
TArray<AM4_CentipedeBody*> BodySegments;
|
TArray<AM4_CentipedeBody*> BodySegments;
|
||||||
|
TArray<TArray<FVector>> SegmentHistory; // Historique pour chaque segment
|
||||||
UPROPERTY()
|
int32 MaxHistorySize = 200;
|
||||||
USceneComponent* Root;
|
|
||||||
|
UPROPERTY(EditAnywhere, Category = "Centipede")
|
||||||
|
int32 SegmentSpacing = 15; // Distance en nombre de frames entre segments
|
||||||
|
|
||||||
float TimeSinceLastMove = 0.f;
|
float TimeSinceLastMove = 0.f;
|
||||||
|
float CentipedeSpeed = 400.f;
|
||||||
|
bool bFirstTick = true;
|
||||||
|
|
||||||
TArray<FVector> PreviousPositions;
|
TArray<FVector> PreviousPositions;
|
||||||
|
|
||||||
TMap<AM4_CentipedeBody*, FVector2D> SegmentDirections;
|
TMap<AM4_CentipedeBody*, FVector2D> SegmentDirections;
|
||||||
|
|
||||||
void SpawnCentipede();
|
void SpawnCentipede();
|
||||||
void UpdateHeadStatus();
|
void UpdateHeadStatus();
|
||||||
|
|
||||||
bool CheckCollision(AM4_CentipedeBody* Segment, FVector2D Direction);
|
bool CheckCollision(AM4_CentipedeBody* Segment, FVector2D Direction);
|
||||||
|
|
||||||
FVector2D GetSegmentDirection(AM4_CentipedeBody* Segment);
|
FVector2D GetSegmentDirection(AM4_CentipedeBody* Segment);
|
||||||
void SetSegmentDirection(AM4_CentipedeBody* Segment, FVector2D Direction);
|
void SetSegmentDirection(AM4_CentipedeBody* Segment, FVector2D Direction);
|
||||||
};
|
};
|
||||||
|
|||||||
@@ -67,7 +67,7 @@ private:
|
|||||||
int32 CentipedeBodyCount = 10;
|
int32 CentipedeBodyCount = 10;
|
||||||
|
|
||||||
UPROPERTY()
|
UPROPERTY()
|
||||||
TObjectPtr<AM4_CentipedeController> CentipedeController;
|
TObjectPtr<UM4_CentipedeController> CentipedeController;
|
||||||
|
|
||||||
int Score = 0;
|
int Score = 0;
|
||||||
int Lives = 3;
|
int Lives = 3;
|
||||||
|
|||||||
Reference in New Issue
Block a user