GASATHON/Project/Source/Gasa/Game/GasaLevelScriptActor.cpp

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#include "GasaLevelScriptActor.h"
#include "GasaDevOptions.h"
#include "GasaGameInstance.h"
#include "Engine/PostProcessVolume.h"
#include "Kismet/GameplayStatics.h"
#include "Materials/MaterialInstance.h"
#include "Materials/MaterialInstanceDynamic.h"
#include "Networking/GasaNetLibrary_Inlines.h"
using namespace Gasa;
#pragma region Game Framework
AGasaLevelScriptActor::AGasaLevelScriptActor()
{
// Replication
bReplicates = true;
bNetLoadOnClient = true;
NetDormancy = DORM_Awake;
NetCullDistanceSquared = NetCullDist_Default;
NetUpdateFrequency = 10.0f;
MinNetUpdateFrequency = 1.0f;
NetPriority = 1.0f;
}
void AGasaLevelScriptActor::OnGameFrameworkInitialized()
{
NetLog("Received game framework initialization.");
BP_OnGameFrameworkInitialized();
}
#pragma endregion Game Framework
#pragma region Actor
void AGasaLevelScriptActor::BeginPlay()
{
Super::BeginPlay();
NetLog("BeginPlay");
using namespace Gasa;
TArray<AActor*> TaggedActors;
UGameplayStatics::GetAllActorsWithTag(GetWorld(), GetDevOptions()->Tag_GlobalPPV, TaggedActors);
for (AActor* Actor : TaggedActors)
{
GlobalPPV = Cast<APostProcessVolume>(Actor);
APostProcessVolume* PPV = GetLevelActor(this)->GlobalPPV;
UMaterialInstance* Blendable = Cast<UMaterialInstance>(PPV->Settings.WeightedBlendables.Array[0].Object);
UMaterialInstanceDynamic* MID = UMaterialInstanceDynamic::Create(Blendable, this);
PPV->Settings.WeightedBlendables.Array[0].Object = MID;
break;
}
UGasaGameInstance* GI = GetGameInstance<UGasaGameInstance>();
if(GI)
GI->Event_OnGameFrameworkInitialized.AddUniqueDynamic(this, & ThisClass::OnGameFrameworkInitialized);
if (!bOverrideGameFrameworkReady)
GI->NotifyGameFrameworkClassReady(EGameFrameworkClassFlag::Levels);
}
#pragma endregion Actor