Add ToggleLight class to trigger lights in radius

+ Followed UE4 tutoial on mixing C++ and Blueprints
+ https://docs.unrealengine.com/4.27/en-US/ProgrammingAndScripting/ClassCreation/CodeAndBlueprints/
+ Added an in-editor and blueprint field ToggleLight::Radius to adjust
  trigger radius
+ Made stairs light up as you walk up them
This commit is contained in:
Shaun Reed 2022-01-12 23:10:44 -05:00
parent 059f73a19f
commit d43d032b4a
5 changed files with 112 additions and 0 deletions

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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);
}
}

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// All content (c) Shaun Reed 2021, all rights reserved
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "ToggleLight.generated.h"
UCLASS()
class THIRDPERSON_API AToggleLight : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
AToggleLight();
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Switch Components")
class UPointLightComponent* PointLight1;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Switch Components")
class USphereComponent* Sphere1;
// Radius of the trigger to toggle the light
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Switch Variables")
float Radius = 50.0f;
/** the desired intensity for the light */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Switch Variables")
float DesiredIntensity;
/** Toggles the light component's visibility*/
UFUNCTION()
void ToggleLight();
//
// Trigger functions
/** called when something enters the sphere component */
UFUNCTION(BlueprintNativeEvent, Category = "Switch Functions")
void OnOverlapBegin(class UPrimitiveComponent* OverlappedComp, class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult);
void OnOverlapBegin_Implementation(class UPrimitiveComponent* OverlappedComp, class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult);
/** called when something leaves the sphere component */
UFUNCTION(BlueprintNativeEvent, Category = "Switch Functions")
void OnOverlapEnd(class UPrimitiveComponent* OverlappedComp, class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex);
void OnOverlapEnd_Implementation(class UPrimitiveComponent* OverlappedComp, class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex);
//
// Update functions
virtual void Tick(float DeltaTime) override;
};