61 lines
2.1 KiB
C++
61 lines
2.1 KiB
C++
|
// All content (c) Shaun Reed 2021, all rights reserved
|
||
|
|
||
|
|
||
|
#include "BallActor.h"
|
||
|
|
||
|
|
||
|
#include "Components/SphereComponent.h"
|
||
|
#include "Particles/ParticleSystemComponent.h"
|
||
|
|
||
|
// Sets default values
|
||
|
ABallActor::ABallActor()
|
||
|
{
|
||
|
// 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;
|
||
|
|
||
|
|
||
|
// Attach a sphere with the name 'Sphere'
|
||
|
SphereComp = CreateDefaultSubobject<USphereComponent>(TEXT("Sphere"));
|
||
|
// Attach a static mesh component with the name 'MeshComp'; etc..
|
||
|
StaticMeshComp = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("MeshComp"));
|
||
|
ParticleComp = CreateDefaultSubobject<UParticleSystemComponent>(TEXT("ParticleComp"));
|
||
|
|
||
|
// Attach the sphere to the root position of this Actor and configure settings
|
||
|
SphereComp->SetupAttachment(RootComponent);
|
||
|
SphereComp->SetSimulatePhysics(true);
|
||
|
SphereComp->SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics);
|
||
|
|
||
|
// Attach the static mesh to the sphere
|
||
|
StaticMeshComp->AttachToComponent(SphereComp, FAttachmentTransformRules::KeepRelativeTransform);
|
||
|
// Attach the particle system to the static mesh
|
||
|
ParticleComp->AttachToComponent(StaticMeshComp, FAttachmentTransformRules::KeepRelativeTransform);
|
||
|
|
||
|
// Set sphere radius to be smaller size in line with the static mesh (?)
|
||
|
SphereComp->SetSphereRadius(16.0f * this->sizeScale);
|
||
|
|
||
|
StaticMeshComp->SetRelativeLocation(FVector(0.0f, 0.0f, -12.0f));
|
||
|
StaticMeshComp->SetRelativeScale3D(FVector(0.25f, 0.25f, 0.25f));
|
||
|
|
||
|
static ConstructorHelpers::FObjectFinder<UStaticMesh>SphereMeshAsset(TEXT("StaticMesh'/Game/StarterContent/Shapes/Shape_Sphere.Shape_Sphere'"));
|
||
|
StaticMeshComp->SetStaticMesh(SphereMeshAsset.Object);
|
||
|
|
||
|
static ConstructorHelpers::FObjectFinder<UParticleSystem>ParticleCompAsset(TEXT("ParticleSystem'/Game/StarterContent/Particles/P_Fire.P_Fire'"));
|
||
|
ParticleComp->SetTemplate(ParticleCompAsset.Object);
|
||
|
}
|
||
|
|
||
|
// Called when the game starts or when spawned
|
||
|
void ABallActor::BeginPlay()
|
||
|
{
|
||
|
Super::BeginPlay();
|
||
|
|
||
|
|
||
|
}
|
||
|
|
||
|
// Called every frame
|
||
|
void ABallActor::Tick(float DeltaTime)
|
||
|
{
|
||
|
Super::Tick(DeltaTime);
|
||
|
|
||
|
}
|
||
|
|