Files
DTFluxAPI/Source/DTFluxAPI/Private/DTFluxCountDown/DTFluxCountDownComponent.cpp

93 lines
2.1 KiB
C++

// Fill out your copyright notice in the Description page of Project Settings.
#include "DTFluxCountDown/DTFluxCountDownComponent.h"
#include "DTFluxAPILog.h"
#include "DTFluxSubsystem/DTFluxSubsystem.h"
// Sets default values for this component's properties
UDTFluxCountDownComponent::UDTFluxCountDownComponent()
{
// Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features
// off to improve performance if you don't need them.
PrimaryComponentTick.bCanEverTick = true;
if(FModuleManager::Get().IsModuleLoaded("DTFluxApi"))
{
DataStorage = GEngine->GetEngineSubsystem<UDTFluxSubsystem>()->GetDataStorage();
UE_LOG(LogDTFluxAPI, Log, TEXT("DTFluxApi loaded"))
}else
{
UE_LOG(LogDTFluxAPI, Error, TEXT("DTFluxApi Not Loaded"))
}
// ...
}
// Called when the game starts
void UDTFluxCountDownComponent::BeginPlay()
{
Super::BeginPlay();
UWorld* World = GetWorld();
if(World)
{
World->GetTimerManager().
SetTimer(WaitingTimer, this,
&UDTFluxCountDownComponent::WaitingTimerFn, WaitingRate, true);
}
// ...
}
// Called every frame
void UDTFluxCountDownComponent::TickComponent(float DeltaTime, ELevelTick TickType,
FActorComponentTickFunction* ThisTickFunction)
{
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
// ...
}
void UDTFluxCountDownComponent::SetGoTime(FDateTime NewGoTime)
{
GoTime = NewGoTime;
}
void UDTFluxCountDownComponent::SetDuration(int32 NewDuration)
{
// Need to be protected while counting
Duration = NewDuration;
}
void UDTFluxCountDownComponent::SetTarget(UAvaText3DComponent* TextComponent)
{
// Need to be protected while counting
TextRef = TextComponent;
if(IsValid(TextRef))
{
FText WaitingText = FText::FromString("WAITING !!!");
TextRef->SetText(WaitingText);
UE_LOG(LogDTFluxAPI, Log, TEXT("Setting TextRef to %s"), *TextRef->GetText().ToString());
}
}
void UDTFluxCountDownComponent::CountUpTimerFn()
{
}
void UDTFluxCountDownComponent::WaitingTimerFn()
{
// UE_LOG(LogDTFluxAPI, Log, TEXT("WAITING"));
}