You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
- Added USmartObjectSubsystem::FindEntryLocationForSlot() which allows to query entry points which are on navigable surface - Improved debug visualizations - Added visualization shape and size for slots - Added gameplay interaction state tree task to query entry location #jira UE-174418 #preflight 63ff4702437ce3e7f3f60cf4 [CL 24462168 by mikko mononen in ue5-main branch]
54 lines
2.1 KiB
C++
54 lines
2.1 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
|
|
#include "Annotations/SmartObjectSlotLinkAnnotation.h"
|
|
#include "SmartObjectDefinition.h"
|
|
#include "SmartObjectVisualizationContext.h"
|
|
|
|
#include UE_INLINE_GENERATED_CPP_BY_NAME(SmartObjectSlotLinkAnnotation)
|
|
|
|
#if WITH_EDITOR
|
|
|
|
void FSmartObjectSlotLinkAnnotation::DrawVisualization(FSmartObjectVisualizationContext& VisContext) const
|
|
{
|
|
if (!LinkedSlot.IsValid() || !VisContext.Definition.IsValidSlotIndex(LinkedSlot.GetIndex()))
|
|
{
|
|
return;
|
|
}
|
|
|
|
const FSmartObjectSlotIndex SlotIndex(VisContext.SlotIndex);
|
|
const FSmartObjectSlotIndex LinkedSlotIndex(LinkedSlot.GetIndex());
|
|
const TOptional<FTransform> Transform = VisContext.Definition.GetSlotTransform(VisContext.OwnerLocalToWorld, SlotIndex);
|
|
const TOptional<FTransform> TargetTransform = VisContext.Definition.GetSlotTransform(VisContext.OwnerLocalToWorld, LinkedSlotIndex);
|
|
|
|
if (Transform.IsSet() && TargetTransform.IsSet())
|
|
{
|
|
FLinearColor Color = FLinearColor::White;
|
|
if (VisContext.bIsSlotSelected)
|
|
{
|
|
Color = VisContext.SelectedColor;
|
|
}
|
|
VisContext.DrawArrow(Transform.GetValue().GetLocation(), TargetTransform.GetValue().GetLocation(), Color, 15.0f, 15.0f, /*DepthPrioGroup*/0, /*Thickness*/1.0f, /*DepthBias*/2.0);
|
|
}
|
|
}
|
|
|
|
void FSmartObjectSlotLinkAnnotation::DrawVisualizationHUD(FSmartObjectVisualizationContext& VisContext) const
|
|
{
|
|
if (!LinkedSlot.IsValid() || !VisContext.Definition.IsValidSlotIndex(LinkedSlot.GetIndex()))
|
|
{
|
|
return;
|
|
}
|
|
const FSmartObjectSlotIndex SlotIndex(VisContext.SlotIndex);
|
|
const FSmartObjectSlotIndex LinkedSlotIndex(LinkedSlot.GetIndex());
|
|
const TOptional<FTransform> Transform = VisContext.Definition.GetSlotTransform(VisContext.OwnerLocalToWorld, SlotIndex);
|
|
const TOptional<FTransform> TargetTransform = VisContext.Definition.GetSlotTransform(VisContext.OwnerLocalToWorld, LinkedSlotIndex);
|
|
|
|
if (VisContext.bIsSlotSelected
|
|
&& Transform.IsSet() && TargetTransform.IsSet())
|
|
{
|
|
const FVector LabelPos = FMath::Lerp(Transform.GetValue().GetLocation(), TargetTransform.GetValue().GetLocation(), 0.3f);
|
|
VisContext.DrawString(LabelPos, *Tag.ToString(), FLinearColor::White);
|
|
}
|
|
}
|
|
|
|
#endif // WITH_EDITOR
|