Game loop finished
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@@ -12,6 +12,7 @@ ASpawnManager::ASpawnManager()
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}
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void ASpawnManager::GenerateBoard(const TSubclassOf<ALevelTemplate> Template) {
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SpawnedBlocks = 0;
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FVector ActorLocation = this->GetActorLocation();
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CurrentLevel = GetWorld()->SpawnActor<ALevelTemplate>(Template, this->GetActorTransform());
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UPaperTileMapComponent* Tilemap = CurrentLevel->Template;
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@@ -20,19 +21,40 @@ void ASpawnManager::GenerateBoard(const TSubclassOf<ALevelTemplate> Template) {
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for (int32 i = 0; i < BlocksY; i++) {
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for (int32 o = 0; o < BlocksX; o++) {
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// Make transform
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FTransform SpawnTransform;
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SpawnTransform.SetLocation(FVector((ActorLocation.X - (Distance * BlocksX / 2) + (o * Distance)), (ActorLocation.Y - (Distance * (BlocksY / 2)) + (i * Distance)), ActorLocation.Z));
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// Spawn block
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int32 TileId = Tilemap->GetTile(i, o, 0).GetTileIndex();
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TSubclassOf<ABuildingBlock> TileClass = *BlockTemplates.Find(TileId);
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ABuildingBlock* ThisBlock = GetWorld()->SpawnActor<ABuildingBlock>(TileClass, SpawnTransform);
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ThisBlock->Index = (10 * i) + o;
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if (ThisBlock->HasVariants) {
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ThisBlock->Variant = FMath::RandRange(1, MaxVariants);
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// If TileId == 4 means, that there should be no tile at this location
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if (TileId != 4) {
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// Make transform
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FTransform SpawnTransform;
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SpawnTransform.SetLocation(FVector((ActorLocation.X - (Distance * BlocksX / 2) + (o * Distance)), (ActorLocation.Y - (Distance * (BlocksY / 2)) + (i * Distance)), ActorLocation.Z));
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// Spawn block
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TSubclassOf<ABuildingBlock> TileClass = *BlockTemplates.Find(TileId);
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ABuildingBlock* ThisBlock = GetWorld()->SpawnActor<ABuildingBlock>(TileClass, SpawnTransform);
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ThisBlock->Index = (10 * i) + o;
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if (ThisBlock->HasVariants) {
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ThisBlock->Variant = FMath::RandRange(1, MaxVariants);
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}
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if (TileId != 5) {
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SpawnedBlocks++;
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ThisBlock->OnBlockDestroyed.BindUFunction(this, TEXT("RemoveBlock"));
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}
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ThisBlock->FadeIn();
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}
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ThisBlock->FadeIn();
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}
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}
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}
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void ASpawnManager::RemoveBlock() {
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SpawnedBlocks--;
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UE_LOG(LogTemp, Warning, TEXT("Removed Block --- %i left"), SpawnedBlocks);
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if (SpawnedBlocks <= 0)
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{
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UE_LOG(LogTemp, Warning, TEXT("All blocks destroyed, calling OnLevelCompleted"));
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float Playtime = CurrentLevel->StopGame();
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int32 AcquiredStars = CurrentLevel->GetAwardStars();
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OnLevelCompleted(Playtime, AcquiredStars);
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}
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}
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