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