67 lines
1.4 KiB
C++
67 lines
1.4 KiB
C++
// Fill out your copyright notice in the Description page of Project Settings.
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#include "BuildingProcedural.h"
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// Sets default values
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ABuildingProcedural::ABuildingProcedural()
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{
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// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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PrimaryActorTick.bCanEverTick = true;
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RootComponent = CreateDefaultSubobject<USceneComponent>(TEXT("RootComponent"));
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}
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// Called when the game starts or when spawned
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void ABuildingProcedural::BeginPlay()
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{
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Super::BeginPlay();
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}
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// Called every frame
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void ABuildingProcedural::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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}
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void ABuildingProcedural::ShowCurrentIndex(int32 Index, TArray<UProceduralMeshComponent*> ProceduralMeshes)
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{
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int32 i;
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for (i = 0; i < ProceduralMeshes.Num(); ++i)
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{
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if (i <= Index)
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{
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ProceduralMeshes[i]->SetHiddenInGame(false);
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}
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}
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for (i = 0; i < ProceduralMeshes.Num(); ++i)
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{
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if (i >= Index)
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{
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ProceduralMeshes[i]->SetHiddenInGame(true);
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}
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}
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}
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void ABuildingProcedural::ResetMeshSections(TArray<UProceduralMeshComponent*> ProceduralMeshes)
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{
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//ProceduralMeshes[i]->GetProcMeshSection(0);
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for (auto& ProcMesh : ProceduralMeshes)
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{
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for (int i = 0; i < ProcMesh->GetNumSections(); ++i)
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{
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ProcMesh->GetProcMeshSection(i)->Reset();
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//ProcMesh->GetProcMeshSection(i)->
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//ProcMesh->SetProcMeshSection
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//ProcMesh->SetProcMeshSection();
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//FProcMeshSection ProcMeshSection;
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//StaticMesh
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}
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}
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}
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