added session loss sequence, added energy and stamina to HUD, added home location trigger

This commit is contained in:
2026-06-04 18:59:04 +03:00
parent f2fcd42edf
commit 034694695a
26 changed files with 404 additions and 24 deletions
@@ -1,4 +1,4 @@
// © 2025 Naked People Team. All Rights Reserved.
// © 2025 Naked People Team. All Rights Reserved.
#include "LocationTrigger.h"
@@ -6,6 +6,7 @@
#include "Components/BoxComponent.h"
#include "LocationSubsystem.h"
#include "NakedDesire/Player/NakedDesireCharacter.h"
#include "TimerManager.h"
ALocationTrigger::ALocationTrigger()
@@ -27,16 +28,26 @@ void ALocationTrigger::BeginPlay()
BoxTrigger->OnComponentBeginOverlap.AddDynamic(this, &ALocationTrigger::OnTriggerBeginOverlap);
BoxTrigger->OnComponentEndOverlap.AddDynamic(this, &ALocationTrigger::OnTriggerEndOverlap);
// Defer to next tick so the player pawn is spawned and positioned and physics overlaps
// have been computed before we check whether it started out inside this volume.
GetWorld()->GetTimerManager().SetTimerForNextTick(this, &ALocationTrigger::SeedInitialPlayerOverlap);
}
void ALocationTrigger::OnConstruction(const FTransform& Transform)
{
Super::OnConstruction(Transform);
BoxTrigger->SetBoxExtent(TriggerSize);
}
void ALocationTrigger::OnTriggerBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
{
if (!OtherActor || !OtherActor->IsA<ANakedDesireCharacter>())
return;
if (ULocationSubsystem* Locations = GetWorld()->GetSubsystem<ULocationSubsystem>())
Locations->EnterLocation(LocationData);
SetPlayerInside(true);
}
void ALocationTrigger::OnTriggerEndOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
@@ -45,6 +56,39 @@ void ALocationTrigger::OnTriggerEndOverlap(UPrimitiveComponent* OverlappedCompon
if (!OtherActor || !OtherActor->IsA<ANakedDesireCharacter>())
return;
// Another of the player's components may still overlap the box (capsule vs. mesh); only
// report the exit once the player has fully left, so we fire exactly one Exit per Enter.
if (IsPlayerOverlapping())
return;
SetPlayerInside(false);
}
void ALocationTrigger::SeedInitialPlayerOverlap()
{
if (IsPlayerOverlapping())
SetPlayerInside(true);
}
void ALocationTrigger::SetPlayerInside(const bool bInside)
{
if (bInside == bPlayerInside)
return;
bPlayerInside = bInside;
if (ULocationSubsystem* Locations = GetWorld()->GetSubsystem<ULocationSubsystem>())
Locations->ExitLocation(LocationData);
{
if (bInside)
Locations->EnterLocation(LocationData);
else
Locations->ExitLocation(LocationData);
}
}
bool ALocationTrigger::IsPlayerOverlapping() const
{
TArray<AActor*> Overlapping;
BoxTrigger->GetOverlappingActors(Overlapping, ANakedDesireCharacter::StaticClass());
return Overlapping.Num() > 0;
}