31 lines
1.1 KiB
C++
31 lines
1.1 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "Movement/MassMovementTrait.h"
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#include "MassEntityTemplateRegistry.h"
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#include "MassCommonFragments.h"
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#include "MassMovementFragments.h"
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#include "MassMovementTypes.h"
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#include "Engine/World.h"
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#include "MassEntityUtils.h"
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void UMassMovementTrait::BuildTemplate(FMassEntityTemplateBuildContext& BuildContext, const UWorld& World) const
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{
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FMassEntityManager& EntityManager = UE::Mass::Utils::GetEntityManagerChecked(World);
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BuildContext.RequireFragment<FAgentRadiusFragment>();
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BuildContext.RequireFragment<FTransformFragment>();
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BuildContext.AddFragment<FMassVelocityFragment>();
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BuildContext.AddFragment<FMassForceFragment>();
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BuildContext.AddFragment<FMassDesiredMovementFragment>();
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const FMassMovementParameters MovementValidated = Movement.GetValidated();
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const FConstSharedStruct MovementFragment = EntityManager.GetOrCreateConstSharedFragment(MovementValidated);
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BuildContext.AddConstSharedFragment(MovementFragment);
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if (Movement.bIsCodeDrivenMovement)
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{
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BuildContext.AddTag<FMassCodeDrivenMovementTag>();
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}
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}
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