Jb win 42196c7680 WIP - Architecture for brute force animation
+ sequence look / extend / grab / drop
2025-05-02 00:36:59 +07:00

68 lines
1.6 KiB
C++

#include "Robot/RobotPawn.h"
#include "Robot/PilotComponent/RobotPilotMultiRotorDrone.h"
#include "Robot/PilotComponent/RobotPilotSO100Component.h"
ARobotPawn::ARobotPawn()
{
}
void ARobotPawn::BeginPlay()
{
Super::BeginPlay();
InitRobot(); // TODO Maybe move to GameInstance to control when we initialize the robot completely
}
void ARobotPawn::InitRobot()
{
InitPilotComponent();
// Other initialization tasks
}
void ARobotPawn::InitPilotComponent()
{
// Initialize pilot component based on robot type
switch (RobotType)
{
case ERobotsName::None:
break;
case ERobotsName::SO100Robot:
RobotPilotComponent = NewObject<URobotPilotSO100Component>(this);
break;
case ERobotsName::DJIDrone:
RobotPilotComponent = NewObject<URobotPilotMultiRotorDrone>(this);
break;
case ERobotsName::Luck_e:
break; // TODO or remove from enum
case ERobotsName::Stretch:
break; // TODO or remove from enum
case ERobotsName::LuckyDrone:
break; // TODO or remove from enum
case ERobotsName::ArmLucky:
break; // TODO or remove from enum
case ERobotsName::UnitreeG1:
break; // TODO or remove from enum
case ERobotsName::StretchRobotV1:
break; // TODO or remove from enum
case ERobotsName::PandaArmRobot:
break; // TODO or remove from enum
case ERobotsName::PuralinkRobot:
break; // TODO or remove from enum
case ERobotsName::UnitreeGo2:
break; // TODO or remove from enum
case ERobotsName::RevoluteRobot:
break; // TODO or remove from enum
case ERobotsName::BostonSpotRobot:
break; // TODO or remove from enum
}
// Register if this Robot has a Pilot Component
if (RobotPilotComponent)
{
RobotPilotComponent->RegisterComponent();
}
}