149 lines
5.0 KiB
C++
149 lines
5.0 KiB
C++
// Fill out your copyright notice in the Description page of Project Settings.
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#include "UtilityLibrary.h"
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#include "GameFramework/PlayerController.h"
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#include "EnhancedInputSubsystems.h"
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#include "Kismet/KismetSystemLibrary.h"
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#include "Kismet/GameplayStatics.h"
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#define LOCTEXT_NAMESPACE "Luprex Utility"
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void UlxUtilityLibrary::CallFunctionByName(UObject *object, const FString &namepart1, const FString &namepart2, const FString &fallback, bool bFailIfNotFound) {
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FString fullname = namepart1 + namepart2;
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if (!IsValid(object)) {
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UE_LOG(LogBlueprint, Error, TEXT("In CallFunctionByName, object passed in is not valid."));
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return;
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}
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UFunction* function = object->FindFunction(FName(*fullname));
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if (function == nullptr) {
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function = object->FindFunction(FName(*fallback));
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if (function == nullptr) {
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if (!bFailIfNotFound) {
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return;
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}
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UE_LOG(LogBlueprint, Error, TEXT("In CallFunctionByName, cannot find the named function or the fallback function"));
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return;
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}
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}
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if (function->ParmsSize != 0) {
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UE_LOG(LogBlueprint, Error, TEXT("CallFunctionByName can only call functions that have no parameters and no return values"));
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return;
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}
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object->ProcessEvent(function, nullptr);
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}
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FBox UlxUtilityLibrary::GetActorBounds(const AActor *target, bool bOnlyCollidingComponents, bool bIncludeFromChildActors)
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{
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FVector ActorOrigin;
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FVector BoxExtent;
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// First argument is bOnlyCollidingComponents - if you want to get the bounds for components that don't have collision enabled then set to false
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// Last argument is bIncludeFromChildActors. Usually this won't do anything but if we've child-ed an actor - like a gun child-ed to a character
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// then we wouldn't want the gun to be part of the bounds so set to false
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target->GetActorBounds(bOnlyCollidingComponents, ActorOrigin, BoxExtent, bIncludeFromChildActors);
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return FBox::BuildAABB(ActorOrigin, BoxExtent);
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}
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void UlxUtilityLibrary::AddMovementInputRightward(APawn *target, double ScaleValue, bool Force) {
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FRotator rotator = target->GetControlRotation();
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rotator.Pitch = 0.0;
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rotator.Roll = 0.0;
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rotator.Yaw += 90.0;
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FVector vector = rotator.Vector();
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target->AddMovementInput(vector, ScaleValue, Force);
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}
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void UlxUtilityLibrary::AddMovementInputForward(APawn *target, double ScaleValue, bool Force) {
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FRotator rotator = target->GetControlRotation();
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rotator.Roll = 0.0;
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rotator.Pitch = 0.0;
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FVector vector = rotator.Vector();
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target->AddMovementInput(vector, ScaleValue, Force);
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}
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UEnhancedInputLocalPlayerSubsystem *UlxUtilityLibrary::GetEnhancedInputLocalPlayerSubsystem(AController *Controller) {
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APlayerController *pc = Cast<APlayerController>(Controller);
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if (pc != nullptr) {
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UEnhancedInputLocalPlayerSubsystem* subsys =
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ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(pc->GetLocalPlayer());
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if (subsys != nullptr) {
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return subsys;
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}
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}
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return nullptr;
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}
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FVector2D UlxUtilityLibrary::PixelToViewportPosition(FVector2D Pixel)
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{
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FVector2D ViewportSize;
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GEngine->GameViewport->GetViewportSize(ViewportSize);
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return Pixel / ViewportSize;
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}
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FVector2D UlxUtilityLibrary::ViewportPositionToPixel(FVector2D Fraction, bool Snap)
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{
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FVector2D ViewportSize;
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GEngine->GameViewport->GetViewportSize(ViewportSize);
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FVector2D Pixel = Fraction * ViewportSize;
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if (Snap)
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{
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Pixel.X = FMath::FloorToDouble(Pixel.X) + 0.5;
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Pixel.Y = FMath::FloorToDouble(Pixel.Y) + 0.5;
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Pixel.X = FMath::Min(ViewportSize.X - 0.5, FMath::Max(0.5, Pixel.X));
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Pixel.Y = FMath::Min(ViewportSize.Y - 0.5, FMath::Max(0.5, Pixel.Y));
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}
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else
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{
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Pixel.X = FMath::Min(ViewportSize.X, FMath::Max(0.0, Pixel.X));
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Pixel.Y = FMath::Min(ViewportSize.Y, FMath::Max(0.0, Pixel.Y));
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}
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return Pixel;
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}
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bool UlxUtilityLibrary::LineTraceThroughPixel(const APlayerController* PlayerController,
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FVector2D PixelXY, double MaxDistanceFromCamera,
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ETraceTypeQuery TraceChannel, bool bTraceComplex, EDrawDebugTrace::Type DrawDebugType, bool bIgnorePlayerPawn,
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const TArray<AActor*>& ActorsToIgnore, FHitResult& HitResult)
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{
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const FLinearColor TraceColor = FLinearColor::Red;
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const FLinearColor TraceHitColor = FLinearColor::Green;
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const double DrawTime = 1.0;
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// Zero out the return values.
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HitResult.Init();
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// Sanity check the distance.
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if (MaxDistanceFromCamera <= 0.0)
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{
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return false;
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}
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// Make sure there's a player pawn.
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AActor *PlayerPawn = PlayerController->GetPawn();
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if (!PlayerPawn) return false;
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// Calculate the trace start and trace end positions in world space.
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FVector WorldStart, WorldDirection, WorldEnd;
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if (!UGameplayStatics::DeprojectScreenToWorld(PlayerController, PixelXY, WorldStart, WorldDirection))
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{
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return false;
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}
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WorldEnd = WorldStart + (WorldDirection * MaxDistanceFromCamera);
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// Find the hit.
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if (UKismetSystemLibrary::LineTraceSingle(PlayerPawn, WorldStart, WorldEnd, TraceChannel, bTraceComplex,
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ActorsToIgnore, DrawDebugType, HitResult, bIgnorePlayerPawn, TraceColor, TraceHitColor, DrawTime))
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{
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return true;
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}
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// Fail.
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HitResult.Init();
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return false;
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}
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