Initial Agrarian Unreal project
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// Copyright Epic Games, Inc. All Rights Reserved.
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#include "SideScrollingSoftPlatform.h"
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#include "Components/SceneComponent.h"
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#include "Components/StaticMeshComponent.h"
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#include "Components/BoxComponent.h"
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#include "SideScrollingCharacter.h"
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ASideScrollingSoftPlatform::ASideScrollingSoftPlatform()
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{
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PrimaryActorTick.bCanEverTick = true;
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// create the root component
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RootComponent = Root = CreateDefaultSubobject<USceneComponent>(TEXT("Root"));
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// create the mesh
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Mesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Mesh"));
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Mesh->SetupAttachment(Root);
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Mesh->SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics);
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Mesh->SetCollisionObjectType(ECC_WorldStatic);
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Mesh->SetCollisionResponseToAllChannels(ECR_Block);
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// create the collision check box
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CollisionCheckBox = CreateDefaultSubobject<UBoxComponent>(TEXT("Collision Check Box"));
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CollisionCheckBox->SetupAttachment(Mesh);
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CollisionCheckBox->SetRelativeLocation(FVector(0.0f, 0.0f, -40.0f));
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CollisionCheckBox->SetCollisionEnabled(ECollisionEnabled::QueryOnly);
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CollisionCheckBox->SetCollisionObjectType(ECC_WorldDynamic);
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CollisionCheckBox->SetCollisionResponseToAllChannels(ECR_Ignore);
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CollisionCheckBox->SetCollisionResponseToChannel(ECC_Pawn, ECR_Overlap);
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// subscribe to the overlap events
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CollisionCheckBox->OnComponentBeginOverlap.AddDynamic(this, &ASideScrollingSoftPlatform::OnSoftCollisionOverlap);
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}
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void ASideScrollingSoftPlatform::OnSoftCollisionOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
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{
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// have we overlapped a character?
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if (ASideScrollingCharacter* Char = Cast<ASideScrollingCharacter>(OtherActor))
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{
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// disable the soft collision channel
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Char->SetSoftCollision(true);
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}
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}
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void ASideScrollingSoftPlatform::NotifyActorEndOverlap(AActor* OtherActor)
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{
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Super::NotifyActorEndOverlap(OtherActor);
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// have we overlapped a character?
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if (ASideScrollingCharacter* Char = Cast<ASideScrollingCharacter>(OtherActor))
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{
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// enable the soft collision channel
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Char->SetSoftCollision(false);
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}
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}
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