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MyProjectCharacter.cpp
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// Copyright Epic Games, Inc. All Rights Reserved.
#include "MyProjectCharacter.h"
#include "HeadMountedDisplayFunctionLibrary.h"
#include "Camera/CameraComponent.h"
#include "Components/CapsuleComponent.h"
#include "Components/InputComponent.h"
#include "GameFramework/CharacterMovementComponent.h"
#include "GameFramework/Controller.h"
#include "GameFramework/SpringArmComponent.h"
#include "MyAnimInstance.h"
#include "MyWeapon.h"
//////////////////////////////////////////////////////////////////////////
// AMyProjectCharacter
AMyProjectCharacter::AMyProjectCharacter()
{
// Set size for collision capsule
GetCapsuleComponent()->InitCapsuleSize(42.f, 96.0f);
// set our turn rates for input
BaseTurnRate = 45.f;
BaseLookUpRate = 45.f;
// Don't rotate when the controller rotates. Let that just affect the camera.
bUseControllerRotationPitch = false;
bUseControllerRotationYaw = false;
bUseControllerRotationRoll = false;
// Configure character movement
GetCharacterMovement()->bOrientRotationToMovement = true; // Character moves in the direction of input...
GetCharacterMovement()->RotationRate = FRotator(0.0f, 540.0f, 0.0f); // ...at this rotation rate
GetCharacterMovement()->JumpZVelocity = 600.f;
GetCharacterMovement()->AirControl = 0.2f;
// Create a camera boom (pulls in towards the player if there is a collision)
CameraBoom = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraBoom"));
CameraBoom->SetupAttachment(RootComponent);
CameraBoom->TargetArmLength = 300.0f; // The camera follows at this distance behind the character
CameraBoom->bUsePawnControlRotation = true; // Rotate the arm based on the controller
// Create a follow camera
FollowCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("FollowCamera"));
FollowCamera->SetupAttachment(CameraBoom, USpringArmComponent::SocketName); // Attach the camera to the end of the boom and let the boom adjust to match the controller orientation
FollowCamera->bUsePawnControlRotation = false; // Camera does not rotate relative to arm
Pistol = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("Pistol"));
Pistol->SetupAttachment(RootComponent);
Pistol->AttachToComponent(GetMesh(), FAttachmentTransformRules::SnapToTargetNotIncludingScale, FName(TEXT("spine_pistol")));
Rifle = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("Rifle"));
Rifle->SetupAttachment(RootComponent);
Rifle->AttachToComponent(GetMesh(), FAttachmentTransformRules::SnapToTargetNotIncludingScale, FName(TEXT("spine_rifle")));
// Note: The skeletal mesh and anim blueprint references on the Mesh component (inherited from Character)
// are set in the derived blueprint asset named MyCharacter (to avoid direct content references in C++)
}
//////////////////////////////////////////////////////////////////////////
// Input
void AMyProjectCharacter::SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent)
{
// Set up gameplay key bindings
check(PlayerInputComponent);
PlayerInputComponent->BindAction("Jump", IE_Pressed, this, &ACharacter::Jump);
PlayerInputComponent->BindAction("Jump", IE_Released, this, &ACharacter::StopJumping);
PlayerInputComponent->BindAxis("MoveForward", this, &AMyProjectCharacter::MoveForward);
PlayerInputComponent->BindAxis("MoveRight", this, &AMyProjectCharacter::MoveRight);
// We have 2 versions of the rotation bindings to handle different kinds of devices differently
// "turn" handles devices that provide an absolute delta, such as a mouse.
// "turnrate" is for devices that we choose to treat as a rate of change, such as an analog joystick
PlayerInputComponent->BindAxis("Turn", this, &APawn::AddControllerYawInput);
PlayerInputComponent->BindAxis("TurnRate", this, &AMyProjectCharacter::TurnAtRate);
PlayerInputComponent->BindAxis("LookUp", this, &APawn::AddControllerPitchInput);
PlayerInputComponent->BindAxis("LookUpRate", this, &AMyProjectCharacter::LookUpAtRate);
// handle touch devices
PlayerInputComponent->BindTouch(IE_Pressed, this, &AMyProjectCharacter::TouchStarted);
PlayerInputComponent->BindTouch(IE_Released, this, &AMyProjectCharacter::TouchStopped);
// VR headset functionality
PlayerInputComponent->BindAction("ResetVR", IE_Pressed, this, &AMyProjectCharacter::OnResetVR);
// Equip Weapons
PlayerInputComponent->BindAction("Sidearm", IE_Pressed, this, &AMyProjectCharacter::EquipSidearm);
PlayerInputComponent->BindAction("Rifle", IE_Pressed, this, &AMyProjectCharacter::EquipRifle);
}
void AMyProjectCharacter::OnResetVR()
{
// If MyProject is added to a project via 'Add Feature' in the Unreal Editor the dependency on HeadMountedDisplay in MyProject.Build.cs is not automatically propagated
// and a linker error will result.
// You will need to either:
// Add "HeadMountedDisplay" to [YourProject].Build.cs PublicDependencyModuleNames in order to build successfully (appropriate if supporting VR).
// or:
// Comment or delete the call to ResetOrientationAndPosition below (appropriate if not supporting VR)
UHeadMountedDisplayFunctionLibrary::ResetOrientationAndPosition();
}
void AMyProjectCharacter::TouchStarted(ETouchIndex::Type FingerIndex, FVector Location)
{
Jump();
}
void AMyProjectCharacter::TouchStopped(ETouchIndex::Type FingerIndex, FVector Location)
{
StopJumping();
}
void AMyProjectCharacter::TurnAtRate(float Rate)
{
// calculate delta for this frame from the rate information
AddControllerYawInput(Rate * BaseTurnRate * GetWorld()->GetDeltaSeconds());
}
void AMyProjectCharacter::LookUpAtRate(float Rate)
{
// calculate delta for this frame from the rate information
AddControllerPitchInput(Rate * BaseLookUpRate * GetWorld()->GetDeltaSeconds());
}
void AMyProjectCharacter::MoveForward(float Value)
{
if ((Controller != nullptr) && (Value != 0.0f))
{
// find out which way is forward
const FRotator Rotation = Controller->GetControlRotation();
const FRotator YawRotation(0, Rotation.Yaw, 0);
// get forward vector
const FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X);
AddMovementInput(Direction, Value);
}
}
void AMyProjectCharacter::MoveRight(float Value)
{
if ( (Controller != nullptr) && (Value != 0.0f) )
{
// find out which way is right
const FRotator Rotation = Controller->GetControlRotation();
const FRotator YawRotation(0, Rotation.Yaw, 0);
// get right vector
const FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y);
// add movement in that direction
AddMovementInput(Direction, Value);
}
}
void AMyProjectCharacter::EquipSidearm()
{
if (MyWeapons.Contains("Pistol") == false)
{
UE_LOG(LogTemp, Warning, TEXT("No Pistol"));
return;
}
UMyAnimInstance* AnimInstance = Cast<UMyAnimInstance>(GetMesh()->GetAnimInstance());
if (AnimInstance != nullptr && EquipSidearmMontage != nullptr)
{
AnimInstance->bHoldingSidearmAnim = !AnimInstance->bHoldingSidearmAnim;
if (AnimInstance->bHoldingSidearmAnim)
{
// I could set current weapon here
// I don't like having the current weapon depend on an animation instance boolean, but that'll be something I can refactor in the future.
AMyWeapon* CurrentWeapon = *MyWeapons.Find("Pistol");
UE_LOG(LogTemp, Warning, TEXT("Damage, %d"), CurrentWeapon->Damage);
}
PlayAnimMontage(EquipSidearmMontage, 1.5f);
}
}
void AMyProjectCharacter::EquipRifle()
{
if (MyWeapons.Contains("Rifle") == false)
{
UE_LOG(LogTemp, Warning, TEXT("No Rifle"));
return;
}
UMyAnimInstance* AnimInstance = Cast<UMyAnimInstance>(GetMesh()->GetAnimInstance());
if (AnimInstance != nullptr && EquipRifleMontage != nullptr)
{
AnimInstance->bHoldingRifleAnim = !AnimInstance->bHoldingRifleAnim;
PlayAnimMontage(EquipRifleMontage, 1.5f);
}
}