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- .cpp
- // Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
- #include "lilknightgameCharacter.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"
- //////////////////////////////////////////////////////////////////////////
- // AlilknightgameCharacter
- AlilknightgameCharacter::AlilknightgameCharacter()
- {
- // 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
- // 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 AlilknightgameCharacter::SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent)
- {
- InputComponent->BindAction("Attack", IE_Pressed, this, &AlilknightgameCharacter::Attack);
- InputComponent->BindAction("Shield", IE_Pressed, this, &AlilknightgameCharacter::Shield);
- // 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, &AlilknightgameCharacter::MoveForward);
- PlayerInputComponent->BindAxis("MoveRight", this, &AlilknightgameCharacter::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, &AlilknightgameCharacter::TurnAtRate);
- PlayerInputComponent->BindAxis("LookUp", this, &APawn::AddControllerPitchInput);
- PlayerInputComponent->BindAxis("LookUpRate", this, &AlilknightgameCharacter::LookUpAtRate);
- // handle touch devices
- PlayerInputComponent->BindTouch(IE_Pressed, this, &AlilknightgameCharacter::TouchStarted);
- PlayerInputComponent->BindTouch(IE_Released, this, &AlilknightgameCharacter::TouchStopped);
- // VR headset functionality
- PlayerInputComponent->BindAction("ResetVR", IE_Pressed, this, &AlilknightgameCharacter::OnResetVR);
- }
- void AlilknightgameCharacter::OnResetVR()
- {
- UHeadMountedDisplayFunctionLibrary::ResetOrientationAndPosition();
- }
- void AlilknightgameCharacter::TouchStarted(ETouchIndex::Type FingerIndex, FVector Location)
- {
- Jump();
- }
- void AlilknightgameCharacter::TouchStopped(ETouchIndex::Type FingerIndex, FVector Location)
- {
- StopJumping();
- }
- void AlilknightgameCharacter::TurnAtRate(float Rate)
- {
- // calculate delta for this frame from the rate information
- AddControllerYawInput(Rate * BaseTurnRate * GetWorld()->GetDeltaSeconds());
- }
- void AlilknightgameCharacter::LookUpAtRate(float Rate)
- {
- // calculate delta for this frame from the rate information
- AddControllerPitchInput(Rate * BaseLookUpRate * GetWorld()->GetDeltaSeconds());
- }
- void AlilknightgameCharacter::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 AlilknightgameCharacter::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 AlilknightgameCharacter::Attack() {
- isAttacking = true;
- GetWorld()->GetTimerManager().SetTimer(AttackHandle, this, &AlilknightgameCharacter::StopAttack, 1.5f,false);
- }
- void AlilknightgameCharacter::StopAttack() {
- isAttacking = false;
- }
- void AlilknightgameCharacter::Shield() {
- isShielding = true;
- GetWorld()->GetTimerManager().SetTimer(AttackHandle, this, &AlilknightgameCharacter::StopShield, 1.5f, false);
- }
- void AlilknightgameCharacter::StopShield() {
- isShielding = false;
- }
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