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2025-05-18 13:04:45 +08:00

63 lines
1.8 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "MassEntityTraitBase.h"
#include "MassObserverProcessor.h"
#include "MassVelocityRandomizerTrait.generated.h"
#define UE_API MASSMOVEMENT_API
class UMassRandomVelocityInitializer;
UCLASS(MinimalAPI, meta = (DisplayName = "Velocity Randomizer"))
class UMassVelocityRandomizerTrait : public UMassEntityTraitBase
{
GENERATED_BODY()
protected:
UE_API virtual void BuildTemplate(FMassEntityTemplateBuildContext& BuildContext, const UWorld& World) const override;
/** The speed is expressed in UnrealUnits per second, which usually translates to 0.01m/s */
UPROPERTY(Category = "Velocity", EditAnywhere, meta = (UIMin = 0.0, ClampMin = 0.0))
float MinSpeed = 0.f;
/** The speed is expressed in UnrealUnits per second, which usually translates to 0.01m/s */
UPROPERTY(Category = "Velocity", EditAnywhere, meta = (UIMin = 1.0, ClampMin = 1.0))
float MaxSpeed = 200.f;
UPROPERTY(Category = "Velocity", EditAnywhere)
bool bSetZComponent = false;
};
UCLASS(MinimalAPI)
class UMassRandomVelocityInitializer : public UMassObserverProcessor
{
GENERATED_BODY()
public:
UE_API UMassRandomVelocityInitializer();
UE_API void SetParameters(const float InMinSpeed, const float InMaxSpeed, const bool bInSetZComponent);
protected:
UE_API virtual void ConfigureQueries(const TSharedRef<FMassEntityManager>& EntityManager) override;
UE_API virtual void Execute(FMassEntityManager& EntityManager, FMassExecutionContext& Context) override;
FMassEntityQuery EntityQuery;
UPROPERTY()
float MinSpeed = 0.f;
/** The default max is set to 0 to enforce explicit configuration via SetParameters call. */
UPROPERTY()
float MaxSpeed = 0.f;
UPROPERTY()
bool bSetZComponent = false;
FRandomStream RandomStream;
};
#undef UE_API