Changes related to ray-collision, and luprex global variable stuff

This commit is contained in:
2025-01-14 18:37:31 -05:00
parent cd3e78a206
commit a01f6f4e7b
24 changed files with 180 additions and 317 deletions

View File

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