FT - PilotComponent to drive so100

+ Base class for RobotPawn -> might be replaced by an Actor instead?
This commit is contained in:
Jb win
2025-04-30 21:28:42 +07:00
parent 470cac8f6a
commit c6f63317b6
9 changed files with 282 additions and 0 deletions

View File

@ -0,0 +1,46 @@
#pragma once
#include "CoreMinimal.h"
#include "RobotPilotComponent.generated.h"
USTRUCT(BlueprintType)
struct FRobotActuators
{
GENERATED_BODY()
// Do we need a prent struct?
// What will be in common?
};
class ARobotPawn;
UCLASS(Blueprintable)
class LUCKYWORLDV2_API URobotPilotComponent : public UActorComponent
{
GENERATED_BODY()
public:
URobotPilotComponent();
virtual void BeginPlay() override;
virtual void TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
virtual void InitPilotComponent();
private:
// Only to easy access within the component
TWeakObjectPtr<ARobotPawn> RobotOwner = nullptr;
// ----------------
// ----- ANIM -----
// ----------------
public:
virtual void StartAnimation(const FRobotActuators& NewAnimationTarget);
private:
virtual void AnimateActuators(float SimulationTime); // Bound to the PhysicProxy post-update delegate
float AnimationDuration = 0.f;
float AnimationStartTime = 0.f;
FRobotActuators CurrentRobotActuators; // This will be updated by the post-physic delegate
FRobotActuators AnimStartRobotActuators;
FRobotActuators AnimTargetRobotActuators;
};