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