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- // Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
- #include "Athena.h"
- #include "AthenaCharacter.h"
- //////////////////////////////////////////////////////////////////////////
- // AAthenaCharacter
- void AAthenaCharacter::ZoomIn()
- {
- if (CameraBoom->TargetArmLength > 75.0)
- {
- bIsInFPS = false;
- CameraBoom->TargetArmLength -= 75.0;
- CameraBoom->SetRelativeLocation(FVector(0.f, 50.f, 50.f));
- }
- else
- {
- bIsInFPS = true;
- CameraBoom->SetRelativeLocation(FVector(0.f, 50.f, 0.f));
- }
- }
- void AAthenaCharacter::ZoomOut()
- {
- if (CameraBoom->TargetArmLength < 225.0)
- {
- bIsInFPS = false;
- CameraBoom->TargetArmLength += 75.0;
- CameraBoom->SetRelativeLocation(FVector(0.f, 50.f, 50.f));
- }
- else
- {
- CameraBoom->TargetArmLength = 300.0;
- }
- }
- void AAthenaCharacter::CameraSwitch()
- {
- bCameraSpot = false;
- }
- AAthenaCharacter::AAthenaCharacter(const class FPostConstructInitializeProperties& PCIP)
- : Super(PCIP)
- {
- // Set size for collision capsule
- CapsuleComponent->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
- CharacterMovement->bOrientRotationToMovement = true; // Character moves in the direction of input...
- CharacterMovement->RotationRate = FRotator(0.0f, 540.0f, 0.0f); // ...at this rotation rate
- CharacterMovement->JumpZVelocity = 600.f;
- CharacterMovement->AirControl = 0.2f;
- // Create a camera boom (pulls in towards the player if there is a collision)
- CameraBoom = PCIP.CreateDefaultSubobject<USpringArmComponent>(this, TEXT("CameraBoom"));
- CameraBoom->AttachTo(RootComponent);
- CameraBoom->TargetArmLength = 300.0f; // The camera follows at this distance behind the character
- CameraBoom->bUseControllerViewRotation = true; // Rotate the arm based on the controller
- // Create a follow camera
- FollowCamera = PCIP.CreateDefaultSubobject<UCameraComponent>(this, 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->bUseControllerViewRotation = 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++)
- }
- void AAthenaCharacter::BeginPlay()
- {
- bIsInFPS = false;
- }
- void AAthenaCharacter::Tick(float DeltaTime)
- {
- if (bIsInFPS)
- {
- CameraBoom->TargetArmLength = 0.0f;
- CameraBoom->AttachTo(Mesh, "sHead");
- bUseControllerRotationPitch = false;
- bUseControllerRotationYaw = true;
- bUseControllerRotationRoll = true;
- }
- else
- {
- bUseControllerRotationPitch = false;
- bUseControllerRotationYaw = false;
- bUseControllerRotationRoll = false;
- CameraBoom->AttachTo(RootComponent);
- }
- if (bCameraSpot)
- {
- CameraBoom->SetRelativeLocation(FVector(0.f, 50.f, 50.f));
- }
- else if (bCameraSpot == false)
- {
- CameraBoom->SetRelativeLocation(FVector(0.f, -50.f, 50.f));
- }
- }
- //////////////////////////////////////////////////////////////////////////
- // Input
- void AAthenaCharacter::SetupPlayerInputComponent(class UInputComponent* InputComponent)
- {
- // Set up gameplay key bindings
- check(InputComponent);
- InputComponent->BindAction("Jump", IE_Pressed, this, &ACharacter::Jump);
- InputComponent->BindAction("ZoomIn", IE_Pressed, this, &AAthenaCharacter::ZoomIn);
- InputComponent->BindAction("ZoomOut", IE_Pressed, this, &AAthenaCharacter::ZoomOut);
- InputComponent->BindAction("CameraSwitch", IE_Pressed, this, &AAthenaCharacter::CameraSwitch);
- InputComponent->BindAxis("MoveForward", this, &AAthenaCharacter::MoveForward);
- InputComponent->BindAxis("MoveRight", this, &AAthenaCharacter::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, &AAthenaCharacter::TurnAtRate);
- InputComponent->BindAxis("LookUp", this, &APawn::AddControllerPitchInput);
- InputComponent->BindAxis("LookUpRate", this, &AAthenaCharacter::LookUpAtRate);
- // handle touch devices
- InputComponent->BindTouch(EInputEvent::IE_Pressed, this, &AAthenaCharacter::TouchStarted);
- }
- void AAthenaCharacter::TouchStarted(ETouchIndex::Type FingerIndex, FVector Location)
- {
- // jump, but only on the first touch
- if (FingerIndex == ETouchIndex::Touch1)
- {
- Jump();
- }
- }
- void AAthenaCharacter::TurnAtRate(float Rate)
- {
- // calculate delta for this frame from the rate information
- AddControllerYawInput(Rate * BaseTurnRate * GetWorld()->GetDeltaSeconds());
- }
- void AAthenaCharacter::LookUpAtRate(float Rate)
- {
- // calculate delta for this frame from the rate information
- AddControllerPitchInput(Rate * BaseLookUpRate * GetWorld()->GetDeltaSeconds());
- }
- void AAthenaCharacter::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 AAthenaCharacter::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);
- }
- }
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