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Content/Blueprints/Enemy2.uasset
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Content/Blueprints/Enemy2.uasset
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Content/Blueprints/Passenger.uasset
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Content/Blueprints/Passenger.uasset
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Content/Materials/wood.uasset
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Content/MoveBlueprint.uasset
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Content/MoveBlueprint.uasset
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Content/NewActorComponent.uasset
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Content/NewActorComponent.uasset
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Content/Passenger.uasset
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Content/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/WE/N7TQAW7EYBX1N3M24YRH1W.uasset
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Content/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/3/GF/DSP61390DCUYCTAMIGPN19.uasset
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Content/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/4/XE/XZF4FG6J7P5ELB9G6BX7Z6.uasset
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Content/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/5/9N/KEY1WNHPMBTRIPJOO74VKR.uasset
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Content/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/D/DE/SWSI13675DVYIZ0N4NF7Y3.uasset
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Content/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/F/0G/WVXTBQJV6M3CLRMZJ0OSZE.uasset
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Content/testingActor.uasset
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Source/jumpingship/MoveComponent.cpp
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Source/jumpingship/MoveComponent.cpp
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "MoveComponent.h"
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// Sets default values for this component's properties
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UMoveComponent::UMoveComponent()
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{
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// Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features
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// off to improve performance if you don't need them.
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PrimaryComponentTick.bCanEverTick = true;
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}
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// Called when the game starts
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void UMoveComponent::BeginPlay()
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{
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Super::BeginPlay();
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// Set start location
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StartRelativeLocation = this->GetRelativeLocation();
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//Compute normalized movement
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MoveOffsetNorm = MoveOffset;
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MoveOffsetNorm.Normalize();
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MaxDistance = MoveOffset.Length();
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//Check if ticking required
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SetComponentTickEnabled(MoveEnable);
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}
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// Called every frame
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void UMoveComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
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{
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Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
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//Set the current distance
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if (MoveEnable)
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{
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CurDistance += DeltaTime * Speed * MoveDirection;
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if (CurDistance >= MaxDistance || CurDistance <= 0.0f) {
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MoveDirection *= -1;
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}
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}
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// Compute and set current location
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SetRelativeLocation(StartRelativeLocation + MoveOffsetNorm * CurDistance);
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}
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Source/jumpingship/MoveComponent.h
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Source/jumpingship/MoveComponent.h
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "Components/SceneComponent.h"
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#include "MoveComponent.generated.h"
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UCLASS(ClassGroup = (Actors), meta = (BlueprintSpawnableComponent))
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class JUMPINGSHIP_API UMoveComponent : public USceneComponent
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{
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GENERATED_BODY()
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public:
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// Sets default values for this component's properties
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UMoveComponent();
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protected:
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// Called when the game starts
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virtual void BeginPlay() override;
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public:
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// Called every frame
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virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
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//Offset to move
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UPROPERTY(EditAnywhere)
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FVector MoveOffset;
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private:
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friend class FMoveComponentVisualizer;
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// Enables the movement of the component
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UPROPERTY(EditAnywhere)
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bool MoveEnable = true;
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//Speed
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UPROPERTY(EditAnywhere)
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float Speed = 1.0f;
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//Computed locations
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FVector StartRelativeLocation;
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FVector MoveOffsetNorm;
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float MaxDistance = 0.0f;
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float CurDistance = 0.0f;
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float MoveDirection = 1;
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};
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