unrealgame4/Source/ThirdPerson/Private/ToggleLight.cpp

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// All content (c) Shaun Reed 2021, all rights reserved
#include "ToggleLight.h"
#include "Components/PointLightComponent.h"
#include "Components/SphereComponent.h"
// Sets default values
AToggleLight::AToggleLight()
{
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
DesiredIntensity = 3000.0f;
PointLight1 = CreateDefaultSubobject<UPointLightComponent>(TEXT("PointLight1"));
PointLight1->Intensity = DesiredIntensity;
// PointLight1->bVisible = true;
RootComponent = PointLight1;
Sphere1 = CreateDefaultSubobject<USphereComponent>(TEXT("Sphere1"));
Sphere1->InitSphereRadius(Radius);
Sphere1->SetupAttachment(RootComponent);
Sphere1->OnComponentBeginOverlap.AddDynamic(this, &AToggleLight::OnOverlapBegin); // set up a notification for when this component overlaps something
Sphere1->OnComponentEndOverlap.AddDynamic(this, &AToggleLight::OnOverlapEnd); // set up a notification for when this component overlaps something
}
void AToggleLight::OnOverlapBegin_Implementation(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
{
if (OtherActor && (OtherActor != this) && OtherComp)
{
ToggleLight();
}
}
void AToggleLight::OnOverlapEnd_Implementation(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex)
{
if (OtherActor && (OtherActor != this) && OtherComp)
{
ToggleLight();
}
}
void AToggleLight::ToggleLight()
{
PointLight1->ToggleVisibility();
}
void AToggleLight::Tick(float DeltaTime)
{
if (Radius != Sphere1->GetUnscaledSphereRadius())
{
Sphere1->SetSphereRadius(Radius);
}
}