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2.79 kB
| // Copyright Epic Games, Inc. All Rights Reserved. | |
| UInteractionStatics::UInteractionStatics() | |
| : Super(FObjectInitializer::Get()) | |
| { | |
| } | |
| AActor* UInteractionStatics::GetActorFromInteractableTarget(TScriptInterface<IInteractableTarget> InteractableTarget) | |
| { | |
| if (UObject* Object = InteractableTarget.GetObject()) | |
| { | |
| if (AActor* Actor = Cast<AActor>(Object)) | |
| { | |
| return Actor; | |
| } | |
| else if (UActorComponent* ActorComponent = Cast<UActorComponent>(Object)) | |
| { | |
| return ActorComponent->GetOwner(); | |
| } | |
| else | |
| { | |
| unimplemented(); | |
| } | |
| } | |
| return nullptr; | |
| } | |
| void UInteractionStatics::GetInteractableTargetsFromActor(AActor* Actor, TArray<TScriptInterface<IInteractableTarget>>& OutInteractableTargets) | |
| { | |
| // If the actor is directly interactable, return that. | |
| TScriptInterface<IInteractableTarget> InteractableActor(Actor); | |
| if (InteractableActor) | |
| { | |
| OutInteractableTargets.Add(InteractableActor); | |
| } | |
| // If the actor isn't interactable, it might have a component that has a interactable interface. | |
| TArray<UActorComponent*> InteractableComponents = Actor ? Actor->GetComponentsByInterface(UInteractableTarget::StaticClass()) : TArray<UActorComponent*>(); | |
| for (UActorComponent* InteractableComponent : InteractableComponents) | |
| { | |
| OutInteractableTargets.Add(TScriptInterface<IInteractableTarget>(InteractableComponent)); | |
| } | |
| } | |
| void UInteractionStatics::AppendInteractableTargetsFromOverlapResults(const TArray<FOverlapResult>& OverlapResults, TArray<TScriptInterface<IInteractableTarget>>& OutInteractableTargets) | |
| { | |
| for (const FOverlapResult& Overlap : OverlapResults) | |
| { | |
| TScriptInterface<IInteractableTarget> InteractableActor(Overlap.GetActor()); | |
| if (InteractableActor) | |
| { | |
| OutInteractableTargets.AddUnique(InteractableActor); | |
| } | |
| TScriptInterface<IInteractableTarget> InteractableComponent(Overlap.GetComponent()); | |
| if (InteractableComponent) | |
| { | |
| OutInteractableTargets.AddUnique(InteractableComponent); | |
| } | |
| } | |
| } | |
| void UInteractionStatics::AppendInteractableTargetsFromHitResult(const FHitResult& HitResult, TArray<TScriptInterface<IInteractableTarget>>& OutInteractableTargets) | |
| { | |
| TScriptInterface<IInteractableTarget> InteractableActor(HitResult.GetActor()); | |
| if (InteractableActor) | |
| { | |
| OutInteractableTargets.AddUnique(InteractableActor); | |
| } | |
| TScriptInterface<IInteractableTarget> InteractableComponent(HitResult.GetComponent()); | |
| if (InteractableComponent) | |
| { | |
| OutInteractableTargets.AddUnique(InteractableComponent); | |
| } | |
| } | |