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integration/Source/Integration/PlayerControllerBase.cpp

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#include "PlayerControllerBase.h"
#include "Common.h"
#include "Tangible.h"
#include "TangibleManager.h"
#include "Kismet/GameplayStatics.h"
#include "Engine/GameInstance.h"
AlxPlayerControllerBase *AlxPlayerControllerBase::FromContext(const UObject *Context)
{
APlayerController *PC = Context->GetWorld()->GetFirstPlayerController();
AlxPlayerControllerBase *Result = Cast<AlxPlayerControllerBase>(PC);
if (Result == nullptr)
{
UE_LOG(LogLuprexIntegration, Fatal, TEXT("Not currently using a Luprex Player Controller."));
}
return Result;
}
const FHitResult &AlxPlayerControllerBase::GetLookAt(const UObject *Context)
{
return FromContext(Context)->CurrentLookAt;
}
const AActor *AlxPlayerControllerBase::GetLookAtActor(const UObject *Context)
{
return FromContext(Context)->CurrentLookAt.GetActor();
}
void AlxPlayerControllerBase::SetLookAt(const UObject *Context, const FHitResult &HitResult)
{
AlxPlayerControllerBase *PC = FromContext(Context);
if (PC->CurrentLookAt.HitObjectHandle != HitResult.HitObjectHandle)
{
PC->MustCallLookAtChanged = true;
}
PC->CurrentLookAt = HitResult;
}
void AlxPlayerControllerBase::SetLookAtChanged(const UObject *Context)
{
AlxPlayerControllerBase *PC = FromContext(Context);
PC->MustCallLookAtChanged = true;
}
FVector2D AlxPlayerControllerBase::GetLookAtPixel(const UObject *Context)
{
AlxPlayerControllerBase *PC = FromContext(Context);
FVector2D ScreenPosition;
if (!UGameplayStatics::ProjectWorldToScreen(PC, PC->CurrentLookAt.Location, ScreenPosition, false))
{
return FVector2D();
}
return ScreenPosition;
}
void AlxPlayerControllerBase::UpdateLookAt()
{
UlxTangibleManager *TM = GetGameInstance()->GetSubsystem<UlxTangibleManager>();
if (TM == nullptr) return;
UlxTangible *Possessed = TM->GetPossessedTangible();
if (Possessed == nullptr) return;
APawn *Pawn = GetPawn();
if (Pawn == nullptr) return;
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if (Possessed->GetActor() != Cast<AActor>(Pawn)) return;
if (PlayerCameraManager == nullptr) return;
CalculateLookAt();
if (MustCallLookAtChanged)
{
MustCallLookAtChanged = false;
LookAtChanged();
}
}