47 lines
1.3 KiB
C++
47 lines
1.3 KiB
C++
// Fill out your copyright notice in the Description page of Project Settings.
|
|
|
|
|
|
#include "MoveComponent.h"
|
|
|
|
// Sets default values for this component's properties
|
|
UMoveComponent::UMoveComponent()
|
|
{
|
|
// Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features
|
|
// off to improve performance if you don't need them.
|
|
PrimaryComponentTick.bCanEverTick = true;
|
|
|
|
}
|
|
|
|
|
|
// Called when the game starts
|
|
void UMoveComponent::BeginPlay()
|
|
{
|
|
Super::BeginPlay();
|
|
|
|
// Set start location
|
|
StartRelativeLocation = this->GetRelativeLocation();
|
|
|
|
//Compute normalized movement
|
|
MoveOffsetNorm = MoveOffset;
|
|
MoveOffsetNorm.Normalize();
|
|
MaxDistance = MoveOffset.Length();
|
|
//Check if ticking required
|
|
SetComponentTickEnabled(MoveEnable);
|
|
}
|
|
|
|
|
|
// Called every frame
|
|
void UMoveComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
|
|
{
|
|
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
|
|
//Set the current distance
|
|
if (MoveEnable)
|
|
{
|
|
CurDistance += DeltaTime * Speed * MoveDirection;
|
|
if (CurDistance >= MaxDistance || CurDistance <= 0.0f) {
|
|
MoveDirection *= -1;
|
|
}
|
|
}
|
|
// Compute and set current location
|
|
SetRelativeLocation(StartRelativeLocation + MoveOffsetNorm * CurDistance);
|
|
} |