Changes related to ray-collision, and luprex global variable stuff
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@@ -47,13 +47,13 @@ public:
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int64 GetPlayerId();
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UFUNCTION(BlueprintCallable, Category = "Luprex|Look-At Detection")
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void SetLookAt(AActor *actor) { CurrentLookAt = actor; }
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void SetLookAt(const FHitResult &hit) { CurrentLookAt = hit; }
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UFUNCTION(BlueprintCallable, Category = "Luprex|Look-At Detection")
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AActor *GetLookAt() const { return CurrentLookAt; }
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const FHitResult &GetLookAt() const { return CurrentLookAt; }
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UFUNCTION(BlueprintCallable, Category = "Luprex|Look-At Detection")
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bool LookAtChanged() const { return CurrentLookAt != PreviousLookAt; }
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bool LookAtChanged() const { return CurrentLookAt.HitObjectHandle != PreviousLookAt.HitObjectHandle; }
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UFUNCTION(BlueprintImplementableEvent, Category = "Luprex|Look-At Detection")
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void CalculateLookAt(AActor *Player, APlayerController *PlayerController, APlayerCameraManager *Camera);
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@@ -111,13 +111,13 @@ public:
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UPROPERTY()
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UlxTangibleManager *TangibleManager;
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// The actor that the player is looking at, previous frame.
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// The actor that the player was looking at, previous frame.
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UPROPERTY()
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AActor *PreviousLookAt;
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FHitResult PreviousLookAt;
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// The actor that the player is looking at, current frame.
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UPROPERTY()
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AActor *CurrentLookAt;
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FHitResult CurrentLookAt;
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// The sensitivity level at which a log message triggers a debugger breakpoint.
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UPROPERTY(EditAnywhere, Category="Debugging Tools")
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