|
|
|
// Fill out your copyright notice in the Description page of Project Settings.
|
|
|
|
|
|
|
|
|
|
|
|
#include "PartySubsystem.h"
|
|
|
|
|
|
|
|
#include "Unit.h"
|
|
|
|
#include "UpgradeSubsystem.h"
|
|
|
|
#include "Kismet/GameplayStatics.h"
|
|
|
|
|
|
|
|
int32 UPartySubsystem::SpawnParty(const float InVerticalSpacing, const float InHorizontalOffset, const float InHorizontalSpacing, const int InNumRows)
|
|
|
|
{
|
|
|
|
this->VerticalSpacing = InVerticalSpacing;
|
|
|
|
this->HorizontalOffset = InHorizontalOffset;
|
|
|
|
this->NumRows = InNumRows;
|
|
|
|
this->HorizontalSpacing = InHorizontalSpacing;
|
|
|
|
CurrentColumn = 0;
|
|
|
|
LastSpawnIndex = 0;
|
|
|
|
SpawnQueue.Empty();
|
|
|
|
|
|
|
|
TArray<AActor*> SpawnPoints;
|
|
|
|
UGameplayStatics::GetAllActorsWithTag(GetWorld(), "PlayerSpawn", SpawnPoints);
|
|
|
|
SpawnPoint = SpawnPoints[0];
|
|
|
|
|
|
|
|
for (UPartyMember* Unit : PartyMembers)
|
|
|
|
{
|
|
|
|
for(auto i = 0; i < Unit->GetAllocated(); i++)
|
|
|
|
{
|
|
|
|
SpawnQueue.Add(Unit->UnitInfo->GetCharacterClass());
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
const int32 NumUnits = SpawnQueue.Num();
|
|
|
|
|
|
|
|
SpawnUnits();
|
|
|
|
GetWorld()->GetTimerManager().SetTimer(
|
|
|
|
SpawnTimerHandle,
|
|
|
|
this,
|
|
|
|
&UPartySubsystem::SpawnUnits,
|
|
|
|
0.5f,
|
|
|
|
true);
|
|
|
|
|
|
|
|
return NumUnits;
|
|
|
|
}
|
|
|
|
|
|
|
|
void UPartySubsystem::SpawnUnits()
|
|
|
|
{
|
|
|
|
for(auto i = 0; i < NumRows; i++)
|
|
|
|
{
|
|
|
|
if(i + LastSpawnIndex >= SpawnQueue.Num())
|
|
|
|
{
|
|
|
|
GetWorld()->GetTimerManager().ClearTimer(SpawnTimerHandle);
|
|
|
|
LastSpawnIndex += i;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
FActorSpawnParameters SpawnActorParameters = {};
|
|
|
|
SpawnActorParameters.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButAlwaysSpawn;
|
|
|
|
|
|
|
|
FVector Location = SpawnPoint->GetActorLocation() + FVector(i * -VerticalSpacing + FMath::RandRange(-500.0f, 500.0f), -HorizontalOffset * CurrentColumn + FMath::RandRange(-500.0f, 500.0f), 300);
|
|
|
|
FRotator Rotation = FRotator(0, 90.0f, 0);
|
|
|
|
|
|
|
|
AActor* NewActor = GetWorld()->SpawnActor(SpawnQueue[i + LastSpawnIndex], &Location, &Rotation, SpawnActorParameters);
|
|
|
|
|
|
|
|
if(NewActor != nullptr)
|
|
|
|
{
|
|
|
|
NewActor->Tags.Add(TEXT("player"));
|
|
|
|
TObjectPtr<AUnit> NewUnit = Cast<AUnit>(NewActor);
|
|
|
|
if(NewUnit != nullptr)
|
|
|
|
{
|
|
|
|
GetWorld()->GetFirstLocalPlayerFromController()->GetSubsystem<UUpgradeSubsystem>()->ApplyUnitUpgrades(NewUnit);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
FHitResult Hit;
|
|
|
|
FVector TraceStart = NewActor->GetActorLocation();
|
|
|
|
FVector TraceEnd = -NewActor->GetActorUpVector() * 10000.0f;
|
|
|
|
FCollisionQueryParams QueryParams;
|
|
|
|
QueryParams.AddIgnoredActor(NewActor);
|
|
|
|
|
|
|
|
NewActor->GetWorld()->LineTraceSingleByChannel(Hit, TraceStart, TraceEnd, ECC_WorldStatic, QueryParams);
|
|
|
|
if(Hit.bBlockingHit)
|
|
|
|
{
|
|
|
|
NewActor->SetActorLocation(Hit.Location, true, nullptr, ETeleportType::ResetPhysics);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
LastSpawnIndex += NumRows;
|
|
|
|
CurrentColumn++;
|
|
|
|
}
|
|
|
|
|
|
|
|
void UPartySubsystem::SetCredits(const int32 Amount)
|
|
|
|
{
|
|
|
|
Credits = Amount;
|
|
|
|
}
|
|
|
|
|
|
|
|
int32 UPartySubsystem::GetTotalAvailablePartyMembers()
|
|
|
|
{
|
|
|
|
int32 Total = 0;
|
|
|
|
for(auto const Member : PartyMembers)
|
|
|
|
{
|
|
|
|
Total += Member->GetAvailable();
|
|
|
|
}
|
|
|
|
|
|
|
|
return Total;
|
|
|
|
}
|
|
|
|
|
|
|
|
int32 UPartySubsystem::GetTotalAllocatedPartyMembers()
|
|
|
|
{
|
|
|
|
int32 Total = 0;
|
|
|
|
for(auto const Member : PartyMembers)
|
|
|
|
{
|
|
|
|
Total += Member->GetAllocated();
|
|
|
|
}
|
|
|
|
|
|
|
|
return Total;
|
|
|
|
}
|
|
|
|
|
|
|
|
TArray<UPartyMember*> UPartySubsystem::GetMembersInTier(const int32 Tier)
|
|
|
|
{
|
|
|
|
TArray<UPartyMember*> TierMembers;
|
|
|
|
for(auto Member : PartyMembers)
|
|
|
|
{
|
|
|
|
if (Member->UnitInfo->GetTier() == Tier)
|
|
|
|
{
|
|
|
|
TierMembers.Add(Member);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return TierMembers;
|
|
|
|
}
|