Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- // Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
- #include "BatteryGame.h"
- #include "BatteryGameCharacter.h"
- #include "Pickup.h"
- //////////////////////////////////////////////////////////////////////////
- // ABatteryGameCharacter
- ABatteryGameCharacter::ABatteryGameCharacter()
- {
- // 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->AttachTo(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->AttachTo(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
- // 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++)
- CollectionSphere = CreateDefaultSubobject<USphereComponent>(TEXT("CollectionSphere"));
- CollectionSphere->AttachTo(RootComponent);
- CollectionSphere->SetSphereRadius(200.0f);
- }
- //////////////////////////////////////////////////////////////////////////
- // Input
- void ABatteryGameCharacter::SetupPlayerInputComponent(class UInputComponent* InputComponent)
- {
- // Set up gameplay key bindings
- check(InputComponent);
- InputComponent->BindAction("Jump", IE_Pressed, this, &ACharacter::Jump);
- InputComponent->BindAction("Jump", IE_Released, this, &ACharacter::StopJumping);
- InputComponent->BindAction("Collect", IE_Pressed, this, &ABatteryGameCharacter::CollectPickups);
- InputComponent->BindAxis("MoveForward", this, &ABatteryGameCharacter::MoveForward);
- InputComponent->BindAxis("MoveRight", this, &ABatteryGameCharacter::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
- InputComponent->BindAxis("Turn", this, &APawn::AddControllerYawInput);
- InputComponent->BindAxis("TurnRate", this, &ABatteryGameCharacter::TurnAtRate);
- InputComponent->BindAxis("LookUp", this, &APawn::AddControllerPitchInput);
- InputComponent->BindAxis("LookUpRate", this, &ABatteryGameCharacter::LookUpAtRate);
- // handle touch devices
- InputComponent->BindTouch(IE_Pressed, this, &ABatteryGameCharacter::TouchStarted);
- InputComponent->BindTouch(IE_Released, this, &ABatteryGameCharacter::TouchStopped);
- }
- void ABatteryGameCharacter::TouchStarted(ETouchIndex::Type FingerIndex, FVector Location)
- {
- // jump, but only on the first touch
- if (FingerIndex == ETouchIndex::Touch1)
- {
- Jump();
- }
- }
- void ABatteryGameCharacter::TouchStopped(ETouchIndex::Type FingerIndex, FVector Location)
- {
- if (FingerIndex == ETouchIndex::Touch1)
- {
- StopJumping();
- }
- }
- void ABatteryGameCharacter::TurnAtRate(float Rate)
- {
- // calculate delta for this frame from the rate information
- AddControllerYawInput(Rate * BaseTurnRate * GetWorld()->GetDeltaSeconds());
- }
- void ABatteryGameCharacter::LookUpAtRate(float Rate)
- {
- // calculate delta for this frame from the rate information
- AddControllerPitchInput(Rate * BaseLookUpRate * GetWorld()->GetDeltaSeconds());
- }
- void ABatteryGameCharacter::MoveForward(float Value)
- {
- if ((Controller != NULL) && (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 ABatteryGameCharacter::MoveRight(float Value)
- {
- if ( (Controller != NULL) && (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 ABatteryGameCharacter::CollectPickups()
- {
- TArray<AActor*> CollectedItems;
- CollectionSphere->GetOverlappingActors(CollectedItems);
- for (int32 iCollected = 0; iCollected < CollectedItems.Num(); ++iCollected)
- {
- APickup* TestPickup = Cast<APickup>(CollectedItems[iCollected]);
- if (TestPickup && !TestPickup->IsPendingKill() && TestPickup->IsActive())
- {
- TestPickup->Collect();
- TestPickup->SetActive(false);
- }
- }
- }
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement