haxis/Source/UnrealProject/Doodads/NetworkSwitchComponent.cpp

109 lines
4.0 KiB
C++

// Project Lab - NHTV Igad
#include "UnrealProject.h"
#include "NetworkSwitchComponent.h"
#include "NetworkDoor.h"
#include "NetworkSwitch.h"
#include "NetworkTrigger.h"
#include "Spawners/CreatureSpawn.h"
UNetworkSwitchComponent::UNetworkSwitchComponent(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer)
{
ShapeColor = FColor(223, 149, 157, 255);
bUseEditorCompositing = true;
networkDoodad = Cast<ANetworkDoodad>(GetAttachmentRootActor());
creatureSpawn = Cast<ACreatureSpawn>(GetAttachmentRootActor());
}
FPrimitiveSceneProxy* UNetworkSwitchComponent::CreateSceneProxy()
{
class FDrawConeSceneProxy : public FPrimitiveSceneProxy
{
public:
const UNetworkSwitchComponent* component;
FDrawConeSceneProxy(const UNetworkSwitchComponent* InComponent)
: FPrimitiveSceneProxy(InComponent)
, networkDoodad(InComponent->networkDoodad)
, creatureSpawn(InComponent->creatureSpawn)
, bDrawOnlyIfSelected(InComponent->bDrawOnlyIfSelected)
, component(InComponent)
{
bWillEverBeLit = false;
}
virtual void GetDynamicMeshElements(const TArray<const FSceneView*>& Views, const FSceneViewFamily& ViewFamily, uint32 VisibilityMap, FMeshElementCollector& Collector) const override
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_GetDynamicMeshElements_DrawDynamicElements);
const FMatrix& LocalToWorld = GetLocalToWorld();
for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++)
{
const FSceneView* View = Views[ViewIndex];
FPrimitiveDrawInterface* PDI = Collector.GetPDI(ViewIndex);
if (networkDoodad)
{
if (networkDoodad->IsA(ANetworkTrigger::StaticClass()))
{
const ANetworkTrigger* const obj = Cast<const ANetworkTrigger>(networkDoodad);
for (int32 i = 0; i < obj->doorsToOpen.Num(); i++)
{
if (obj->doorsToOpen[i])
PDI->DrawLine(obj->GetActorLocation() + FVector(0, 0, 100), obj->doorsToOpen[i]->GetActorLocation() + FVector(0, 0, 100), obj->doorsToOpen[i]->debugColorCode, SDPG_World);
}
for (int32 i = 0; i < obj->creaturesToSpawn.Num(); i++)
{
if (obj->creaturesToSpawn[i])
PDI->DrawLine(obj->GetActorLocation() + FVector(0, 0, 100), obj->creaturesToSpawn[i]->GetActorLocation() + FVector(0, 0, 100), obj->creaturesToSpawn[i]->debugColorCode, SDPG_World);
}
}
if (networkDoodad->IsA(ANetworkSwitch::StaticClass()))
{
const ANetworkSwitch* const obj = Cast<const ANetworkSwitch>(networkDoodad);
for (int32 i = 0; i < obj->doorsToOpen.Num(); i++)
{
if (obj->doorsToOpen[i])
PDI->DrawLine(obj->GetActorLocation() + FVector(0, 0, 100), obj->doorsToOpen[i]->GetActorLocation() + FVector(0, 0, 100), obj->doorsToOpen[i]->debugColorCode, SDPG_World);
}
}
}
if (creatureSpawn)
{
for (int32 i = 0; i < creatureSpawn->doorsToOpen.Num(); i++)
{
if (creatureSpawn->doorsToOpen[i])
PDI->DrawLine(creatureSpawn->GetActorLocation() + FVector(0, 0, 100), creatureSpawn->doorsToOpen[i]->GetActorLocation() + FVector(0, 0, 100), creatureSpawn->doorsToOpen[i]->debugColorCode, SDPG_World);
}
}
}
}
virtual FPrimitiveViewRelevance GetViewRelevance(const FSceneView* View) const override
{
FPrimitiveViewRelevance Result;
Result.bDrawRelevance = IsSelected();
Result.bDynamicRelevance = true;
Result.bShadowRelevance = IsShadowCast(View);
Result.bEditorPrimitiveRelevance = UseEditorCompositing(View);
return Result;
}
virtual uint32 GetMemoryFootprint(void) const override { return(sizeof(*this) + GetAllocatedSize()); }
uint32 GetAllocatedSize(void) const { return(FPrimitiveSceneProxy::GetAllocatedSize()); }
private:
const uint32 bDrawOnlyIfSelected : 1;
const ANetworkDoodad* networkDoodad;
const ACreatureSpawn* creatureSpawn;
const FColor ShapeColor = FColor(255, 0, 0, 255);
const FTransform transform;
};
return new FDrawConeSceneProxy(this);
}