Files
FireKrackers/Source/FireworkDuels/SpawnManager.cpp

38 lines
1.3 KiB
C++

// All rights reserved.
#include "SpawnManager.h"
// Sets default values
ASpawnManager::ASpawnManager()
{
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = false;
}
void ASpawnManager::GenerateBoard(const TSubclassOf<ALevelTemplate> Template) {
FVector ActorLocation = this->GetActorLocation();
CurrentLevel = GetWorld()->SpawnActor<ALevelTemplate>(Template, this->GetActorTransform());
UPaperTileMapComponent* Tilemap = CurrentLevel->Template;
TArray<TSubclassOf<ABuildingBlock>> Classes;
for (int32 i = 0; i < BlocksY; i++) {
for (int32 o = 0; o < BlocksX; o++) {
// Make transform
FTransform SpawnTransform;
SpawnTransform.SetLocation(FVector((ActorLocation.X - (Distance * BlocksX / 2) + (o * Distance)), (ActorLocation.Y - (Distance * (BlocksY / 2)) + (i * Distance)), ActorLocation.Z));
// Spawn block
int32 TileId = Tilemap->GetTile(i, o, 0).GetTileIndex();
TSubclassOf<ABuildingBlock> TileClass = *BlockTemplates.Find(TileId);
ABuildingBlock* ThisBlock = GetWorld()->SpawnActor<ABuildingBlock>(TileClass, SpawnTransform);
ThisBlock->Index = (10 * i) + o;
if (ThisBlock->HasVariants) {
ThisBlock->Variant = FMath::RandRange(1, MaxVariants);
}
ThisBlock->FadeIn();
}
}
}