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.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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@@ -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.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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DefaultGraphicsRHI=DefaultGraphicsRHI_DX12
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@@ -94,3 +100,7 @@ ConnectionType=USBOnly
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bUseManualIPAddress=False
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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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Binary file not shown.
@@ -10,21 +10,42 @@ AM4_CentipedeBody::AM4_CentipedeBody()
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GetStaticMeshComponent()->SetStaticMesh(MeshRef.Object);
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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()->SetCollisionEnabled(ECollisionEnabled::QueryOnly);
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GetStaticMeshComponent()->SetGenerateOverlapEvents(true);
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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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void AM4_CentipedeBody::SetAsHead(bool bHead)
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{
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bIsHead = bHead;
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if (bIsHead)
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{
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GetStaticMeshComponent()->SetDefaultCustomPrimitiveDataVector4(0, FVector4(1.0, 0.0, 0.0, 1.0));
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if (HeadMaterial)
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{
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GetStaticMeshComponent()->SetMaterial(0, HeadMaterial);
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}
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}
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else
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{
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GetStaticMeshComponent()->SetDefaultCustomPrimitiveDataVector4(0, FVector4(0.0, 1.0, 0.0, 1.0));
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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_LOG.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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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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void AM4_CentipedeController::BeginPlay()
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void UM4_CentipedeController::Initialize(FSubsystemCollectionBase& Collection)
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{
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Super::BeginPlay();
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SpawnCentipede();
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Super::Initialize(Collection);
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PreviousPositions.SetNum(BodyCount);
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for (int i = 0; i < BodyCount; ++i)
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UE_LOG(M4_CPP, Warning, TEXT("Centipede Controller Initialized"));
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}
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void UM4_CentipedeController::Deinitialize()
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{
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PreviousPositions[i] = BodySegments[i]->GetActorLocation();
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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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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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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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{
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SegmentDirections.Add(Segment, FVector2D(0.f, 1.f));
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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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void AM4_CentipedeController::SpawnCentipede()
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TStatId UM4_CentipedeController::GetStatId() const
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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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UE_LOG(LogTemp, Warning, TEXT("Controller spawn location: X=%.2f, Y=%.2f, Z=%.2f"),
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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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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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if (SpawnLocation.IsZero())
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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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}
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@@ -63,80 +133,68 @@ void AM4_CentipedeController::SpawnCentipede()
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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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Super::Tick(DeltaTime);
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if (BodySegments.Num() == 0) return;
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TimeSinceLastMove += DeltaTime;
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if (TimeSinceLastMove >= MoveInterval)
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AM4_CentipedeBody* Head = BodySegments[0];
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if (Head && Head->bIsHead)
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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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bool bRowChanged = CheckCollision(Head, SegmentDirection);
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for (int32 i = 0; i < BodySegments.Num(); ++i)
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{
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TempPositions[i] = BodySegments[i]->GetActorLocation();
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}
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for (int32 i = 0; i < BodySegments.Num(); ++i)
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{
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AM4_CentipedeBody* Segment = BodySegments[i];
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if (!Segment) continue;
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if (Segment->bIsHead)
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{
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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);
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if (bShouldDescend)
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if (bRowChanged)
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{
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FVector NewPos = CurrentPos - FVector(0.f, 0.f, CellSize);
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Segment->SetActorLocation(NewPos);
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Head->SetActorLocation(NewPos);
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SegmentDirection.Y *= -1.f;
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SetSegmentDirection(Segment, SegmentDirection);
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UE_LOG(LogTemp, Warning, TEXT("Head at index %d descending"), i);
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SetSegmentDirection(Head, SegmentDirection);
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}
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else
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{
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FVector NewPos = CurrentPos + FVector(0.f, SegmentDirection.Y * CellSize, 0.f);
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Segment->SetActorLocation(NewPos);
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FVector NewPos = CurrentPos + FVector(0.f, SegmentDirection.Y * CentipedeSpeed * DeltaTime, 0.f);
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Head->SetActorLocation(NewPos);
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}
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}
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else
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{
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if (i > 0)
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{
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Segment->SetActorLocation(PreviousPositions[i - 1]);
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if (BodySegments[i - 1])
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SegmentHistory[0].Add(Head->GetActorLocation());
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if (SegmentHistory[0].Num() > MaxHistorySize)
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{
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FVector2D PrevDirection = GetSegmentDirection(BodySegments[i - 1]);
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SetSegmentDirection(Segment, PrevDirection);
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}
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}
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SegmentHistory[0].RemoveAt(0);
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}
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}
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for (int32 i = 0; i < BodySegments.Num(); ++i)
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for (int32 i = 1; i < BodySegments.Num(); ++i)
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{
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PreviousPositions[i] = BodySegments[i]->GetActorLocation();
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AM4_CentipedeBody* Segment = BodySegments[i];
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if (!Segment) continue;
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int32 PrevIndex = i - 1;
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int32 HistoryLookback = SegmentSpacing;
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if (SegmentHistory[PrevIndex].Num() > HistoryLookback)
|
||||
{
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int32 HistoryIndex = SegmentHistory[PrevIndex].Num() - HistoryLookback - 1;
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FVector TargetPos = SegmentHistory[PrevIndex][HistoryIndex];
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Segment->SetActorLocation(TargetPos);
|
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SegmentHistory[i].Add(Segment->GetActorLocation());
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if (SegmentHistory[i].Num() > MaxHistorySize)
|
||||
{
|
||||
SegmentHistory[i].RemoveAt(0);
|
||||
}
|
||||
}
|
||||
}
|
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|
||||
UpdateHeadStatus();
|
||||
}
|
||||
}
|
||||
|
||||
bool AM4_CentipedeController::CheckCollision(AM4_CentipedeBody* Segment, FVector2D Direction)
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bool UM4_CentipedeController::CheckCollision(AM4_CentipedeBody* Segment, FVector2D Direction)
|
||||
{
|
||||
if (!Segment) return false;
|
||||
|
||||
@@ -148,19 +206,58 @@ bool AM4_CentipedeController::CheckCollision(AM4_CentipedeBody* Segment, FVector
|
||||
|
||||
const float LeftBound = GM->MushroomSpawnBounds.Min.Y;
|
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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)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
// TODO: Ajouter vérification collision avec mushroom
|
||||
// if (IsMushroomAt(NextPos)) 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
|
||||
}
|
||||
|
||||
// Vérification si on atteint la limite haute
|
||||
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;
|
||||
}
|
||||
|
||||
FVector2D AM4_CentipedeController::GetSegmentDirection(AM4_CentipedeBody* Segment)
|
||||
FVector2D UM4_CentipedeController::GetSegmentDirection(AM4_CentipedeBody* Segment)
|
||||
{
|
||||
if (SegmentDirections.Contains(Segment))
|
||||
{
|
||||
@@ -169,7 +266,7 @@ FVector2D AM4_CentipedeController::GetSegmentDirection(AM4_CentipedeBody* Segmen
|
||||
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)
|
||||
{
|
||||
@@ -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)
|
||||
{
|
||||
@@ -193,16 +290,13 @@ void AM4_CentipedeController::UpdateHeadStatus()
|
||||
}
|
||||
}
|
||||
|
||||
void AM4_CentipedeController::OnSegmentDestroyed(AM4_CentipedeBody* DestroyedSegment)
|
||||
void UM4_CentipedeController::OnSegmentDestroyed(AM4_CentipedeBody* DestroyedSegment)
|
||||
{
|
||||
if (!DestroyedSegment) return;
|
||||
|
||||
int32 SegmentIndex = BodySegments.Find(DestroyedSegment);
|
||||
|
||||
if (SegmentIndex == INDEX_NONE) return;
|
||||
|
||||
UE_LOG(LogTemp, Warning, TEXT("Segment %d destroyed"), SegmentIndex);
|
||||
|
||||
if (SegmentIndex + 1 < BodySegments.Num())
|
||||
{
|
||||
AM4_CentipedeBody* NewHead = BodySegments[SegmentIndex + 1];
|
||||
@@ -210,8 +304,6 @@ void AM4_CentipedeController::OnSegmentDestroyed(AM4_CentipedeBody* DestroyedSeg
|
||||
{
|
||||
NewHead->SetAsHead(true);
|
||||
NewHead->PreviousBody = nullptr;
|
||||
|
||||
UE_LOG(LogTemp, Warning, TEXT("New head created at index %d"), SegmentIndex + 1);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -221,9 +313,6 @@ void AM4_CentipedeController::OnSegmentDestroyed(AM4_CentipedeBody* DestroyedSeg
|
||||
}
|
||||
|
||||
BodySegments.RemoveAt(SegmentIndex);
|
||||
PreviousPositions.RemoveAt(SegmentIndex);
|
||||
SegmentHistory.RemoveAt(SegmentIndex);
|
||||
SegmentDirections.Remove(DestroyedSegment);
|
||||
|
||||
// TODO: Spawner un mushroom à la position du segment détruit
|
||||
// SpawnMushroomAt(DestroyedSegment->GetActorLocation());
|
||||
}
|
||||
@@ -86,7 +86,6 @@ void AM4_Gamemode::BeginPlay()
|
||||
}
|
||||
}
|
||||
|
||||
// Spawn centipede controller
|
||||
PRINT_SCREEN(TEXT("Spawning Centipede Controller"), FColor::Green);
|
||||
|
||||
FVector CentipedeSpawnLocation = FVector(
|
||||
@@ -98,16 +97,13 @@ void AM4_Gamemode::BeginPlay()
|
||||
// PRINT SCREEN Max.X value
|
||||
PRINT_SCREEN(*FString::Printf(TEXT("Mushroom Spawn Bounds Max.X: %.2f"), MushroomSpawnBounds.Max.X), FColor::Green);
|
||||
|
||||
CentipedeController = GetWorld()->SpawnActor<AM4_CentipedeController>(
|
||||
AM4_CentipedeController::StaticClass(),
|
||||
CentipedeSpawnLocation,
|
||||
FRotator::ZeroRotator
|
||||
);
|
||||
|
||||
if (CentipedeController)
|
||||
UM4_CentipedeController* Controller = GetWorld()->GetSubsystem<UM4_CentipedeController>();
|
||||
if (Controller)
|
||||
{
|
||||
CentipedeController->BodyCount = CentipedeBodyCount;
|
||||
CentipedeController->CellSize = CellSize;
|
||||
Controller->BodyCount = CentipedeBodyCount;
|
||||
Controller->CellSize = CellSize;
|
||||
|
||||
Controller->StartCentipede(CentipedeSpawnLocation);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@@ -31,9 +31,8 @@ AM4_Mushroom::AM4_Mushroom()
|
||||
const FVector2D MushroomScale = FVector2D(0.3f, 0.25f);
|
||||
GetStaticMeshComponent()->SetRelativeScale3D(FVector(1.f, 0.45f, 0.20f));
|
||||
|
||||
// Custom preset for more advanced collision configuration
|
||||
GetStaticMeshComponent()->SetCollisionProfileName(UCollisionProfile::CustomCollisionProfileName);
|
||||
GetStaticMeshComponent()->SetCollisionResponseToChannel(ECC_Pawn, ECR_Overlap);
|
||||
// Set collision profile to overlap all
|
||||
GetStaticMeshComponent()->SetCollisionProfileName(TEXT("OverlapAll"));
|
||||
|
||||
}
|
||||
|
||||
|
||||
@@ -22,4 +22,10 @@ public:
|
||||
bool bIsHead = false;
|
||||
|
||||
void SetAsHead(bool bHead);
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Materials")
|
||||
UMaterialInterface* HeadMaterial;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Materials")
|
||||
UMaterialInterface* BodyMaterial;
|
||||
};
|
||||
@@ -1,40 +1,50 @@
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "GameFramework/Actor.h"
|
||||
#include "M4_CentipedeBody.h"
|
||||
#include "Subsystems/WorldSubsystem.h"
|
||||
#include "M4_CentipedeController.generated.h"
|
||||
|
||||
UCLASS()
|
||||
class M4_CPP_API AM4_CentipedeController : public AActor
|
||||
class M4_CPP_API UM4_CentipedeController : public UTickableWorldSubsystem
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
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;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
virtual TStatId GetStatId() const override;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Centipede")
|
||||
int32 BodyCount = 10;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Centipede")
|
||||
float CellSize = 50.f;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Centipede")
|
||||
float MoveInterval = 0.1f;
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category = "Centipede")
|
||||
void OnSegmentDestroyed(AM4_CentipedeBody* DestroyedSegment);
|
||||
|
||||
private:
|
||||
UPROPERTY()
|
||||
TArray<AM4_CentipedeBody*> BodySegments;
|
||||
TArray<TArray<FVector>> SegmentHistory; // Historique pour chaque segment
|
||||
int32 MaxHistorySize = 200;
|
||||
|
||||
UPROPERTY()
|
||||
USceneComponent* Root;
|
||||
UPROPERTY(EditAnywhere, Category = "Centipede")
|
||||
int32 SegmentSpacing = 15; // Distance en nombre de frames entre segments
|
||||
|
||||
float TimeSinceLastMove = 0.f;
|
||||
float CentipedeSpeed = 400.f;
|
||||
bool bFirstTick = true;
|
||||
|
||||
TArray<FVector> PreviousPositions;
|
||||
|
||||
|
||||
@@ -67,7 +67,7 @@ private:
|
||||
int32 CentipedeBodyCount = 10;
|
||||
|
||||
UPROPERTY()
|
||||
TObjectPtr<AM4_CentipedeController> CentipedeController;
|
||||
TObjectPtr<UM4_CentipedeController> CentipedeController;
|
||||
|
||||
int Score = 0;
|
||||
int Lives = 3;
|
||||
|
||||
Reference in New Issue
Block a user