Files
Fortis/Source/FORTIS_Taktika/Private/BuildingProcedural.cpp
T
2022-05-26 18:32:27 +05:00

67 lines
1.4 KiB
C++

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