#include "CogSamplePlayerController.h" #include "CogDefines.h" #include "CogSampleCharacter.h" #include "CogSampleTargetAcquisition.h" #include "Net/UnrealNetwork.h" #if USE_COG #include "CogAbilityReplicator.h" #include "CogDebugDefines.h" #include "CogDebugReplicator.h" #include "CogEngineReplicator.h" #endif //USE_COG //-------------------------------------------------------------------------------------------------------------------------- ACogSamplePlayerController::ACogSamplePlayerController() { } //-------------------------------------------------------------------------------------------------------------------------- void ACogSamplePlayerController::BeginPlay() { Super::BeginPlay(); #if USE_COG ACogDebugReplicator::Create(this); ACogAbilityReplicator::Create(this); ACogEngineReplicator::Create(this); #endif //USE_COG } //-------------------------------------------------------------------------------------------------------------------------- void ACogSamplePlayerController::AcknowledgePossession(APawn* P) { Super::AcknowledgePossession(P); if (ACogSampleCharacter* PossessedCharacter = Cast(P)) { PossessedCharacter->OnAcknowledgePossession(this); } } //-------------------------------------------------------------------------------------------------------------------------- void ACogSamplePlayerController::Tick(float DeltaSeconds) { Super::Tick(DeltaSeconds); if (TargetAcquisition != nullptr) { TArray TagretToIgnore; FCogSampleTargetAcquisitionResult Result; TargetAcquisition->FindBestTarget(this, TagretToIgnore, nullptr, true, FVector2D::ZeroVector, false, Result); Target = Result.Target; } }