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ObservationPlayerCameraManager.cpp
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231 lines (186 loc) · 7.67 KB
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#include "ObservationPlayerCameraManager.h"
#include "Components/SceneCaptureComponent2D.h"
#include "Kismet/GameplayStatics.h"
#include "Components/AudioComponent.h"
AObservationPlayerCameraManager::AObservationPlayerCameraManager(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
PrimaryActorTick.bCanEverTick = true;
}
void AObservationPlayerCameraManager::SwitchToNextCamera()
{
UE_LOG(LogTemp, Warning, TEXT("Attempting to switch to the next camera. Current index: %d"), CurrentCameraIndex);
if (Cameras.Num() > 0 )
{
UE_LOG(LogTemp, Warning, TEXT("Number of cameras available: %d"), Cameras.Num());
CurrentCameraIndex = (CurrentCameraIndex + 1) % Cameras.Num();
UE_LOG(LogTemp, Warning, TEXT("Switching to camera at index: %d"), CurrentCameraIndex);
// SOUND NOT WORKING
if (CameraSwitchSound)
{
UGameplayStatics::PlaySound2D(this, CameraSwitchSound);
UE_LOG(LogTemp, Warning, TEXT("Sound played for camera switch."));
}
else
{
UE_LOG(LogTemp, Error, TEXT("CameraSwitchSound is null, cannot play sound."));
}
SwitchToCamera(CurrentCameraIndex);
}
else
{
UE_LOG(LogTemp, Error, TEXT("No cameras available to switch."));
}
}
void AObservationPlayerCameraManager::SwitchToPreviousCamera()
{
UE_LOG(LogTemp, Warning, TEXT("이전 카메라로 전환 시도 중. 현재 인덱스: %d"), CurrentCameraIndex);
if (Cameras.Num() > 0)
{
UE_LOG(LogTemp, Warning, TEXT("사용 가능한 카메라 수: %d"), Cameras.Num());
// 현재 인덱스를 이전 카메라로 업데이트합니다.
CurrentCameraIndex = (CurrentCameraIndex - 1 + Cameras.Num()) % Cameras.Num();
UE_LOG(LogTemp, Warning, TEXT("인덱스 %d의 카메라로 전환합니다."), CurrentCameraIndex);
// SOUND NOT WORKING
if (CameraSwitchSound)
{
UGameplayStatics::PlaySound2D(this, CameraSwitchSound);
UE_LOG(LogTemp, Warning, TEXT("Sound played for camera switch."));
}
else
{
UE_LOG(LogTemp, Error, TEXT("CameraSwitchSound is null, cannot play sound."));
}
// 카메라 전환
SwitchToCamera(CurrentCameraIndex);
}
else
{
UE_LOG(LogTemp, Error, TEXT("전환할 수 있는 카메라가 없습니다."));
}
}
void AObservationPlayerCameraManager::SwitchToCamera(int32 CameraIndex)
{
UE_LOG(LogTemp, Warning, TEXT("Attempting to switch to camera at index: %d"), CameraIndex);
if (Cameras.IsValidIndex(CameraIndex))
{
ACameraActor* NewCamera = Cast<ACameraActor>(Cameras[CameraIndex]);
if (NewCamera)
{
UE_LOG(LogTemp, Warning, TEXT("Successfully cast to ACameraActor: %s"), *NewCamera->GetName());
// Camera switching with a blend time
SetViewTarget(NewCamera);
AActor* NewViewTarget = this->GetViewTarget();
// Check if the camera switch was successful
if(NewViewTarget == NewCamera)
{
UE_LOG(LogTemp, Warning, TEXT("Successfully switched to camera: %s"), *NewCamera->GetName());
// Update SceneCaptureComponent2D if it exists
USceneCaptureComponent2D* CaptureComponent = NewCamera->FindComponentByClass<USceneCaptureComponent2D>();
if (CaptureComponent)
{
CaptureComponent->CaptureScene();
UE_LOG(LogTemp, Warning, TEXT("Updated SceneCaptureComponent2D for camera: %s"), *NewCamera->GetName());
}
else
{
UE_LOG(LogTemp, Warning, TEXT("No SceneCaptureComponent2D found for camera: %s"), *NewCamera->GetName());
}
// Add on-screen debug message
GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Green, FString::Printf(TEXT("Switched to camera: %s"), *NewCamera->GetName()));
// TODO: Add logic here to check if the render target has been updated
// This might involve checking a specific property of your render target or material
}
else
{
UE_LOG(LogTemp, Error, TEXT("Failed to set new view target. Current view target: %s"), *NewViewTarget->GetName());
}
}
else
{
UE_LOG(LogTemp, Error, TEXT("Failed to cast to ACameraActor for index: %d"), CameraIndex);
}
}
else
{
UE_LOG(LogTemp, Error, TEXT("Invalid CameraIndex: %d"), CameraIndex);
}
IsCameraSwitched = true;
}
void AObservationPlayerCameraManager::BeginPlay()
{
Super::BeginPlay();
IsCameraSwitched = false;
PlayerController = GetOwningPlayerController();
if (!PlayerController)
{
UE_LOG(LogTemp, Error, TEXT("Failed to get PlayerController"));
}
else
{
UE_LOG(LogTemp, Warning, TEXT("Successfully obtained PlayerController: %s"), *PlayerController->GetName());
}
// 모든 ACameraActor를 찾아서 Cameras 배열에 추가
UGameplayStatics::GetAllActorsOfClass(GetWorld(), ACameraActor::StaticClass(), Cameras);
if (Cameras.Num() > 0)
{
CurrentCameraIndex = 0;
UE_LOG(LogTemp, Warning, TEXT("Found %d cameras"), Cameras.Num());
// 각 카메라의 정보를 로그로 출력
for (int32 i = 0; i < Cameras.Num(); ++i)
{
ACameraActor* Camera = Cast<ACameraActor>(Cameras[i]);
if (Camera)
{
FVector Location = Camera->GetActorLocation();
FRotator Rotation = Camera->GetActorRotation();
UE_LOG(LogTemp, Warning, TEXT("Camera %d: Name=%s, Location=(X=%.2f, Y=%.2f, Z=%.2f), Rotation=(Pitch=%.2f, Yaw=%.2f, Roll=%.2f)"),
i, *Camera->GetName(), Location.X, Location.Y, Location.Z, Rotation.Pitch, Rotation.Yaw, Rotation.Roll);
}
else
{
UE_LOG(LogTemp, Error, TEXT("Camera %d: Invalid camera actor"), i);
}
}
}
else
{
UE_LOG(LogTemp, Error, TEXT("No cameras found"));
}
}
float AObservationPlayerCameraManager::CurrentCamera()
{
return CurrentCameraIndex;
}
//
FVector2D AObservationPlayerCameraManager::GetMousePosition2D() const
{
if (PlayerController) // PlayerController가 유효한지 확인
{
float MouseX, MouseY;
if (PlayerController->GetMousePosition(MouseX, MouseY)) // PlayerController에서 마우스 위치를 가져옴
{
return FVector2D(MouseX, MouseY);
}
}
return FVector2D(0.f, 0.f); // PlayerController가 없거나 마우스 위치가 유효하지 않으면 기본값 반환
}
void AObservationPlayerCameraManager::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
// 매 프레임마다 로그를 출력하면 너무 많은 정보가 생성되므로, 일정 간격으로 로그를 출력합니다.
static float TimeSinceLastLog = 0.0f;
TimeSinceLastLog += DeltaTime;
if (TimeSinceLastLog >= 1.0f) // 1초마다 로그 출력
{
if (Cameras.IsValidIndex(CurrentCameraIndex))
{
AActor* CurrentCamera = Cameras[CurrentCameraIndex];
}
else
{
UE_LOG(LogTemp, Warning, TEXT("Current Camera Index: %d (Invalid)"), CurrentCameraIndex);
}
TimeSinceLastLog = 0.0f;
}
}