mirror of
https://github.com/storytold/ActorSpawningPlugin.git
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cleanup
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@@ -12,10 +12,6 @@ DEFINE_LOG_CATEGORY(SpawningActorLog);
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ASpawningActor::ASpawningActor()
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{
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UE_LOG(SpawningActorLog, Log, TEXT("CTOR()"));
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// Set this actor to call Tick() every frame.
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// You can turn this off to improve performance if you don't need it.
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PrimaryActorTick.bCanEverTick = true;
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}
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ASpawningActor::~ASpawningActor()
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@@ -32,58 +28,13 @@ void ASpawningActor::BeginDestroy()
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Super::BeginDestroy();
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}
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void ASpawningActor::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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}
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ASpawnableActor* ASpawningActor::Spawn()
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{
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// Spawn actor
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// TODO(bt): This will memory leak.
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ASpawnableActor* spawnedActor = (ASpawnableActor*)GetWorld()->SpawnActor(ASpawnableActor::StaticClass());
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// Get player location
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FVector playerLocation = GetWorld()->GetFirstPlayerController()->GetPawn()->GetActorLocation();
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// Teleport actor randomly
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// TODO(bt): Put this in front of the camera, or on the (camera -> player) arc!
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float x = FMath::RandRange(-4000.0f, 4000.0f);
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float y = FMath::RandRange(-4000.0f, 4000.0f);
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float z = FMath::RandRange(3000.0f, 10000.0f);
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FVector location(
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playerLocation.X + x,
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playerLocation.Y + y,
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playerLocation.Z + z
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);
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FRotator rotation;
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spawnedActor->SetActorLocationAndRotation(
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location,
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rotation,
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false,
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0,
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ETeleportType::ResetPhysics
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);
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// We don't want to keep the actor around indefinitely since they may pile up unused.
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// Optionally, we could maintain a queue and cull the oldest actors.
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spawnedActor->StartDestroyTimer(100.0);
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return spawnedActor;
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}
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ASpawnableStaticMeshActor* ASpawningActor::SpawnStaticMeshActor()
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{
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// Spawn actor
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// TODO(bt): This will memory leak.
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ASpawnableStaticMeshActor* spawnedActor = (ASpawnableStaticMeshActor*)GetWorld()->SpawnActor(ASpawnableStaticMeshActor::StaticClass());
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// Get player location
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FVector playerLocation = GetWorld()->GetFirstPlayerController()->GetPawn()->GetActorLocation();
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FVector playerLocation = LookupPlayerLocation();
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// Teleport actor randomly
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// TODO(bt): Put this in front of the camera, or on the (camera -> player) arc!
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@@ -118,12 +69,6 @@ ASpawnableSkeletalMeshActor* ASpawningActor::SpawnSkeletalMeshActor()
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FActorSpawnParameters actorSpawnParams;
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actorSpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
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// Spawn actor
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// TODO(bt): This will memory leak.
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//ASpawnableSkeletalMeshActor* spawnedActor =
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// (ASpawnableSkeletalMeshActor*)GetWorld()->SpawnActor(ASpawnableSkeletalMeshActor::StaticClass());
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// Get player location
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FVector playerLocation = LookupPlayerLocation();
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// Teleport actor randomly
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@@ -187,13 +132,6 @@ ASoundSpawnActor* ASpawningActor::SpawnSoundActor(USoundBase* sound)
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return actor;
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}
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void ASpawningActor::SpawnCallback(FString Channel, FString Message)
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{
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UE_LOG(SpawningActorLog, Log, TEXT("SpawnCallback()"));
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Spawn();
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}
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FVector ASpawningActor::LookupPlayerLocation()
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{
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return GetWorld()->GetFirstPlayerController()->GetPawn()->GetActorLocation();
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@@ -24,22 +24,14 @@ public:
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ASpawningActor();
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~ASpawningActor();
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/** Create actor. */
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UFUNCTION(BlueprintCallable, Category = "SpawningActor")
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ASpawnableActor* Spawn();
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/** Create actor. */
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/** Create static mesh actor. */
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UFUNCTION(BlueprintCallable, Category = "SpawningActor")
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ASpawnableStaticMeshActor* SpawnStaticMeshActor();
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/** Create actor. */
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/** Create skeletal mesh actor. */
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UFUNCTION(BlueprintCallable, Category = "SpawningActor")
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ASpawnableSkeletalMeshActor* SpawnSkeletalMeshActor();
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/** Create actor with delegation callback. */
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UFUNCTION(BlueprintCallable, Category = "SpawningActor")
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void SpawnCallback(FString Channel, FString Message);
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/** Create sound actor. */
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UFUNCTION(BlueprintCallable, Category = "SpawningActor")
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ASoundSpawnActor* SpawnSoundActor(USoundBase* sound);
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@@ -56,8 +48,4 @@ protected:
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// Lookup the player's location.
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FVector LookupPlayerLocation();
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public:
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// Called every frame
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virtual void Tick(float DeltaTime) override;
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};
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