Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- #include "GASCharacter.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 "GASAbilitySystemComponent.h"
- #include "GASAttributeSet.h"
- #include "AbilitySystemGlobals.h"
- #include "GASGameplayAbility.h"
- #include <GameplayEffectTypes.h>
- //////////////////////////////////////////////////////////////////////////
- // AGASCharacter
- AGASCharacter::AGASCharacter()
- {
- // 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
- AbilitySystemComponent = CreateDefaultSubobject<UGASAbilitySystemComponent>("AbilitySystemComp");
- AbilitySystemComponent->SetIsReplicated(true);
- AbilitySystemComponent->SetReplicationMode(EGameplayEffectReplicationMode::Minimal);
- Attributes = CreateDefaultSubobject<UGASAttributeSet>("Attributes");
- // 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++)
- }
- class UAbilitySystemComponent* AGASCharacter::GetAbilitySystemComponent() const
- {
- return AbilitySystemComponent;
- }
- void AGASCharacter::InitializeAttributes()
- {
- if (AbilitySystemComponent && DefaultAttributeEffect)
- {
- FGameplayEffectContextHandle EffectContext = AbilitySystemComponent->MakeEffectContext();
- EffectContext.AddSourceObject(this);
- FGameplayEffectSpecHandle SpecHandle = AbilitySystemComponent->MakeOutgoingSpec(DefaultAttributeEffect, 1, EffectContext);
- if (SpecHandle.IsValid())
- {
- FActiveGameplayEffectHandle GEHandle = AbilitySystemComponent->ApplyGameplayEffectSpecToSelf(*SpecHandle.Data.Get());
- }
- }
- }
- void AGASCharacter::GiveAbilities()
- {
- if (HasAuthority() && AbilitySystemComponent)
- {
- for (TSubclassOf<UGASGameplayAbility>& StartupAbility : DefaultAbilities)
- {
- AbilitySystemComponent->GiveAbility(
- FGameplayAbilitySpec(StartupAbility, 1, static_cast<int32>(StartupAbility.GetDefaultObject()->AbilityInputID), this));
- }
- }
- }
- void AGASCharacter::PossessedBy(AController* NewController)
- {
- Super::PossessedBy(NewController);
- //Server GAS init
- AbilitySystemComponent->InitAbilityActorInfo(this, this);
- InitializeAttributes();
- GiveAbilities();
- }
- void AGASCharacter::OnRep_PlayerState()
- {
- Super::OnRep_PlayerState();
- AbilitySystemComponent->InitAbilityActorInfo(this, this);
- InitializeAttributes();
- }
- //////////////////////////////////////////////////////////////////////////
- // Input
- void AGASCharacter::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, &AGASCharacter::MoveForward);
- PlayerInputComponent->BindAxis("MoveRight", this, &AGASCharacter::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, &AGASCharacter::TurnAtRate);
- PlayerInputComponent->BindAxis("LookUp", this, &APawn::AddControllerPitchInput);
- PlayerInputComponent->BindAxis("LookUpRate", this, &AGASCharacter::LookUpAtRate);
- // handle touch devices
- PlayerInputComponent->BindTouch(IE_Pressed, this, &AGASCharacter::TouchStarted);
- PlayerInputComponent->BindTouch(IE_Released, this, &AGASCharacter::TouchStopped);
- // VR headset functionality
- PlayerInputComponent->BindAction("ResetVR", IE_Pressed, this, &AGASCharacter::OnResetVR);
- if (AbilitySystemComponent && InputComponent)
- {
- const FGameplayAbilityInputBinds Binds("Confirm", "Cancel", "EGASAbilityInputID", static_cast<int32>(EGASAbilityInputID::Confirm), static_cast<int32>(EGASAbilityInputID::Cancel));
- AbilitySystemComponent->BindAbilityActivationToInputComponent(InputComponent, Binds);
- }
- }
- void AGASCharacter::OnResetVR()
- {
- UHeadMountedDisplayFunctionLibrary::ResetOrientationAndPosition();
- }
- void AGASCharacter::TouchStarted(ETouchIndex::Type FingerIndex, FVector Location)
- {
- Jump();
- }
- void AGASCharacter::TouchStopped(ETouchIndex::Type FingerIndex, FVector Location)
- {
- StopJumping();
- }
- void AGASCharacter::TurnAtRate(float Rate)
- {
- // calculate delta for this frame from the rate information
- AddControllerYawInput(Rate * BaseTurnRate * GetWorld()->GetDeltaSeconds());
- }
- void AGASCharacter::LookUpAtRate(float Rate)
- {
- // calculate delta for this frame from the rate information
- AddControllerPitchInput(Rate * BaseLookUpRate * GetWorld()->GetDeltaSeconds());
- }
- void AGASCharacter::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 AGASCharacter::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);
- }
- }
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement