Merged PR #13: no-blocking-collision release check Co-authored-by: Zwitschi <zwitschi82@gmail.com>
91 lines
2.3 KiB
C++
91 lines
2.3 KiB
C++
#include "GigLineShotActor.h"
|
|
|
|
#include "Camera/CameraActor.h"
|
|
#include "Engine/World.h"
|
|
#include "GameFramework/PlayerController.h"
|
|
#include "UnrealClient.h"
|
|
|
|
AGigLineShotActor::AGigLineShotActor()
|
|
{
|
|
PrimaryActorTick.bCanEverTick = true;
|
|
PrimaryActorTick.bStartWithTickEnabled = true;
|
|
}
|
|
|
|
void AGigLineShotActor::BeginPlay()
|
|
{
|
|
Super::BeginPlay();
|
|
NextShot();
|
|
}
|
|
|
|
void AGigLineShotActor::Tick(float DeltaSeconds)
|
|
{
|
|
Super::Tick(DeltaSeconds);
|
|
|
|
// QA mode: the -qaselftest run owns the process (it walks, resets, pauses,
|
|
// transects, then quits on its own). Skip the screenshot rounds so the game
|
|
// does not exit mid-test via bQuitWhenDone.
|
|
if (FParse::Param(FCommandLine::Get(), TEXT("qaselftest")))
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (bWaitingForSettle)
|
|
{
|
|
SettleCountdown -= DeltaSeconds;
|
|
if (SettleCountdown <= 0.f)
|
|
{
|
|
bWaitingForSettle = false;
|
|
// Use the stable custom name only (no list-index prefix): inserting or
|
|
// reordering cameras must not renumber files and orphan the old ones.
|
|
const FString Name = CurrentShot < ShotNames.Num()
|
|
? ShotNames[CurrentShot]
|
|
: FString::FromInt(CurrentShot);
|
|
const FString FileName = FString::Printf(TEXT("review-%s"), *Name);
|
|
// Resolution is the game window's; the runner passes -ResX/-ResY.
|
|
FScreenshotRequest::RequestScreenshot(FileName, /*bInShowUI=*/true, false);
|
|
bWaitingForScreenshot = true;
|
|
}
|
|
return;
|
|
}
|
|
|
|
if (bWaitingForScreenshot && !FScreenshotRequest::IsScreenshotRequested())
|
|
{
|
|
bWaitingForScreenshot = false;
|
|
UE_LOG(LogTemp, Log, TEXT("GigLineShotActor: captured %s"), *FScreenshotRequest::GetFilename());
|
|
++CurrentShot;
|
|
NextShot();
|
|
}
|
|
}
|
|
|
|
void AGigLineShotActor::NextShot()
|
|
{
|
|
if (!PlayerController)
|
|
{
|
|
PlayerController = GetWorld()->GetFirstPlayerController();
|
|
}
|
|
|
|
if (CurrentShot >= ShotLocations.Num() || !PlayerController)
|
|
{
|
|
UE_LOG(LogTemp, Log, TEXT("GigLineShotActor: done (%d shots)"), CurrentShot);
|
|
if (bQuitWhenDone)
|
|
{
|
|
PlayerController->ConsoleCommand(TEXT("quit"));
|
|
}
|
|
return;
|
|
}
|
|
|
|
if (CurrentCamera)
|
|
{
|
|
CurrentCamera->Destroy();
|
|
}
|
|
|
|
FActorSpawnParameters Params;
|
|
Params.ObjectFlags |= RF_Transient;
|
|
CurrentCamera = GetWorld()->SpawnActor<ACameraActor>(
|
|
ACameraActor::StaticClass(), ShotLocations[CurrentShot], ShotRotations[CurrentShot], Params);
|
|
PlayerController->SetViewTarget(CurrentCamera);
|
|
|
|
SettleCountdown = SettleSeconds;
|
|
bWaitingForSettle = true;
|
|
}
|