// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "MyCharacter.generated.h"
UCLASS()
class PACMAN_API AMyCharacter : public ACharacter
{
GENERATED_BODY()
public:
// Sets default values for this character's properties
AMyCharacter();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
// Called to bind functionality to input
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
UFUNCTION()
void OnCollision( UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit);
UFUNCTION()
void OnOverLap( UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult & SweepResult);
};
// Fill out your copyright notice in the Description page of Project Settings.
#include "MyCharacter.h"
#include "Components/CapsuleComponent.h"
#include "Collecable.h"
// Sets default values
AMyCharacter::AMyCharacter()
{
// Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
}
// Called when the game starts or when spawned
void AMyCharacter::BeginPlay()
{
Super::BeginPlay();
//怎么查看回调函数的参数,对OnComponentHit右键转到定义,去掉第一个参数
GetCapsuleComponent()->OnComponentHit.AddDynamic(this,&AMyCharacter::OnCollision);
GetCapsuleComponent()->OnComponentBeginOverlap.AddDynamic(this, &AMyCharacter::OnOverLap);
}
// Called every frame
void AMyCharacter::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
// Called to bind functionality to input
void AMyCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
}
void AMyCharacter::OnCollision(UPrimitiveComponent * HitComponent, AActor * OtherActor, UPrimitiveComponent * OtherComp, FVector NormalImpulse, const FHitResult & Hit)
{
UE_LOG(LogTemp, Warning, TEXT("Collision"));
}
void AMyCharacter::OnOverLap(UPrimitiveComponent * OverlappedComponent, AActor * OtherActor, UPrimitiveComponent * OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult & SweepResult)
{
UE_LOG(LogTemp, Warning, TEXT("OverLap"));
//ACollecable 一个自定义类
if (OtherActor->IsA(ACollecable::StaticClass()))
{
OtherActor->Destroy();
}
}