The whole of Pilot Movement :)
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Content/FirstPerson/Blueprints/BP_FirstPersonCharacter.uasset
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Content/FirstPerson/Blueprints/BP_FirstPersonCharacter.uasset
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Content/FirstPerson/Blueprints/CameraShakes/CSB_Floating.uasset
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Content/FirstPerson/Blueprints/CameraShakes/CSB_Floating.uasset
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Content/FirstPerson/Blueprints/CameraShakes/CSB_Idling.uasset
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Content/FirstPerson/Blueprints/CameraShakes/CSB_Running.uasset
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Content/FirstPerson/Input/Actions/Dashes/IA_HORIZONTAL_DASH.uasset
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Content/FirstPerson/Input/Actions/Dashes/IA_VERTICAL_DASH.uasset
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Content/FirstPerson/Input/Actions/IA_Sprint.uasset
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Content/FirstPersonArms/Animations/FirstPerson_AnimBP.uasset
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@ -1,46 +1,63 @@
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// Copyright Epic Games, Inc. All Rights Reserved.
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#include "MonolithCharacter.h"
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#include "Animation/AnimInstance.h"
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#include "PilotCamera.h"
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#include "Components/CapsuleComponent.h"
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#include "Components/SkeletalMeshComponent.h"
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#include "Engine/LocalPlayer.h"
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#include "GameFramework/CharacterMovementComponent.h"
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#include "EnhancedInputComponent.h"
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#include "EnhancedInputSubsystems.h"
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#include "InputActionValue.h"
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#include "Engine/LocalPlayer.h"
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DEFINE_LOG_CATEGORY(LogTemplateCharacter);
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//////////////////////////////////////////////////////////////////////////
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// AMonolithCharacter
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void AMonolithCharacter::StartRechargingDash()
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{
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if (DashRechargeHandle.IsValid()) return;
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GetWorld()->GetTimerManager().SetTimer(DashRechargeHandle, this
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, &AMonolithCharacter::DashRecharged, DashRechargeTime);
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}
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void AMonolithCharacter::DashRecharged()
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{
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DashesRemaining++;
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UpdateDashUI(DashesRemaining);
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DashRechargeHandle.Invalidate();
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if (DashesRemaining < 4)
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{
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StartRechargingDash();
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}
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}
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AMonolithCharacter::AMonolithCharacter()
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{
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// Set size for collision capsule
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GetCapsuleComponent()->InitCapsuleSize(55.f, 96.0f);
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// Create a CameraComponent
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FirstPersonCameraComponent = CreateDefaultSubobject<UPilotCamera>(TEXT("FirstPersonCamera"));
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FirstPersonCameraComponent->SetupAttachment(GetCapsuleComponent());
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FirstPersonCameraComponent->SetRelativeLocation(FVector(-10.f, 0.f, 60.f)); // Position the camera
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FirstPersonCameraComponent->bUsePawnControlRotation = true;
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// Create a mesh component that will be used when being viewed from a '1st person' view (when controlling this pawn)
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Mesh1P = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("CharacterMesh1P"));
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Mesh1P->SetOnlyOwnerSee(true);
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Mesh1P->SetupAttachment(FirstPersonCameraComponent);
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Mesh1P->bCastDynamicShadow = false;
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Mesh1P->CastShadow = false;
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//Mesh1P->SetRelativeRotation(FRotator(0.9f, -19.19f, 5.2f));
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Mesh1P->SetRelativeLocation(FVector(-30.f, 0.f, -150.f));
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}
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void AMonolithCharacter::BeginPlay()
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{
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// Call the base class
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Super::BeginPlay();
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Mesh1P = Cast<USkeletalMeshComponent>(GetComponentByClass(USkeletalMeshComponent::StaticClass()));
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CharMove = Cast<UCharacterMovementComponent>(GetComponentByClass(UCharacterMovementComponent::StaticClass()));
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if (CharMove) WalkSpeed = CharMove->MaxWalkSpeed;
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}
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void AMonolithCharacter::Tick(float DeltaSeconds)
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{
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Super::Tick(DeltaSeconds);
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if (CharMove == nullptr) return;
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CharMove->IsFalling() ? MoveState.Remove(GROUNDED) : MoveState.Add(GROUNDED);
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MoveState.VelocityMag = CharMove->Velocity.Length();
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MoveState.VelocityMag < VelocityTolerance ? MoveState.Add(STILL) : MoveState.Remove(STILL);
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}
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//////////////////////////////////////////////////////////////////////////// Input
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@ -56,6 +73,15 @@ void AMonolithCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputC
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// Moving
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EnhancedInputComponent->BindAction(MoveAction, ETriggerEvent::Triggered, this, &AMonolithCharacter::Move);
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EnhancedInputComponent->BindAction(MoveAction, ETriggerEvent::Completed, this, &AMonolithCharacter::StopMove);
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// Sprinting
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EnhancedInputComponent->BindAction(SprintAction, ETriggerEvent::Triggered, this, &AMonolithCharacter::Sprint);
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EnhancedInputComponent->BindAction(SprintAction, ETriggerEvent::Completed, this, &AMonolithCharacter::StopSprint);
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// Dashing
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EnhancedInputComponent->BindAction(HorDashAction, ETriggerEvent::Triggered, this, &AMonolithCharacter::HorizontalDash);
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EnhancedInputComponent->BindAction(VerDashAction, ETriggerEvent::Triggered, this, &AMonolithCharacter::VerticalDash);
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// Looking
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EnhancedInputComponent->BindAction(LookAction, ETriggerEvent::Triggered, this, &AMonolithCharacter::Look);
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@ -66,21 +92,112 @@ void AMonolithCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputC
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}
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}
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static void UpdateMoveState(FMoveState& MoveState, int Forwards, int Sideways)
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{
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if (Sideways && !Forwards)
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{ // STRAFING
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if (Sideways > 0)
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{
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MoveState.Add(STRAFE_R);
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MoveState.Remove(STRAFE_L);
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}
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else
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{
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MoveState.Add(STRAFE_L);
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MoveState.Remove(STRAFE_R);
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}
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MoveState.Remove(FORWARD);
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}
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else if (Forwards > 0)
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{ // GOING ROUGHLY FORWARD
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MoveState.Add(FORWARD);
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MoveState.Remove(STRAFE_L);
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MoveState.Remove(STRAFE_R);
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}
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else
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{
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MoveState.Remove(FORWARD);
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MoveState.Remove(STRAFE_L);
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MoveState.Remove(STRAFE_R);
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}
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}
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void AMonolithCharacter::Move(const FInputActionValue& Value)
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{
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// input is a Vector2D
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FVector2D MovementVector = Value.Get<FVector2D>();
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MovementVector = Value.Get<FVector2D>();
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if (Controller != nullptr)
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{
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// add movement
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AddMovementInput(GetActorForwardVector(), MovementVector.Y);
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AddMovementInput(GetActorRightVector(), MovementVector.X);
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UE_LOG(LogTemp, Warning, TEXT("X: %f, Y: %f"), (float)MovementVector.X, (float)MovementVector.Y);
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UpdateMoveState(MoveState, MovementVector.Y, MovementVector.X);
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}
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}
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void AMonolithCharacter::StopMove()
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{
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MoveState.Remove(STRAFE_L);
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MoveState.Remove(STRAFE_R);
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MoveState.Remove(FORWARD);
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MoveState.Remove(SPRINT);
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}
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void AMonolithCharacter::Sprint(const FInputActionValue& Value)
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{
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if (CharMove == nullptr || MoveState.Is(SPRINT)) return;
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if (!MoveState.Is(FORWARD)
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|| !MoveState.Is(GROUNDED))
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{
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StopSprint();
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}
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else
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{
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MoveState.Add(SPRINT);
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CharMove->MaxWalkSpeed = SprintSpeed;
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}
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}
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void AMonolithCharacter::StopSprint()
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{
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MoveState.Remove(SPRINT);
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CharMove->MaxWalkSpeed = WalkSpeed;
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}
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void AMonolithCharacter::HorizontalDash(const FInputActionValue& Value)
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{
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if (DashesRemaining <= 0) return;
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DashesRemaining--;
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UpdateDashUI(DashesRemaining);
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FVector Impulse;
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if (MovementVector.Y)
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{
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Impulse = MovementVector.Y > 0
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? GetActorForwardVector() : -GetActorForwardVector();
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}
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else
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{
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Impulse = MovementVector.X > 0
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? GetActorRightVector() : -GetActorRightVector();
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}
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Impulse *= DashImpulse;
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Impulse.Z += DashImpulse * 0.25f;
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CharMove->AddImpulse(Impulse, true);
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StartRechargingDash();
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}
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void AMonolithCharacter::VerticalDash(const FInputActionValue& Value)
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{
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if (DashesRemaining <= 0) return;
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DashesRemaining--;
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UpdateDashUI(DashesRemaining);
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FVector Impulse(0, 0, DashImpulse * 0.55f);
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CharMove->AddImpulse(Impulse, true);
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StartRechargingDash();
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}
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void AMonolithCharacter::Look(const FInputActionValue& Value)
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{
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// input is a Vector2D
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@ -92,4 +209,4 @@ void AMonolithCharacter::Look(const FInputActionValue& Value)
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AddControllerYawInput(LookAxisVector.X);
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AddControllerPitchInput(LookAxisVector.Y);
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}
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}
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}
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@ -5,12 +5,15 @@
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#include "CoreMinimal.h"
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#include "GameFramework/Character.h"
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#include "Logging/LogMacros.h"
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#include "MoveState.h"
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#include "PilotCamera.h"
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#include "PilotCameraShake.h"
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#include "MonolithCharacter.generated.h"
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class UInputComponent;
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class UCharacterMovementComponent;
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class USkeletalMeshComponent;
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class UPilotCamera;
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class UInputAction;
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class UInputComponent;
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class UInputMappingContext;
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struct FInputActionValue;
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@ -21,14 +24,9 @@ class AMonolithCharacter : public ACharacter
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{
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GENERATED_BODY()
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/** Pawn mesh: 1st person view (arms; seen only by self) */
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Mesh, meta = (AllowPrivateAccess = "true"))
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USkeletalMeshComponent* Mesh1P;
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/** First person camera */
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
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UPilotCamera* FirstPersonCameraComponent;
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friend UPilotCamera;
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friend UPilotCameraShake;
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/** Jump Input Action */
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = "true"))
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UInputAction* JumpAction;
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@ -37,34 +35,82 @@ class AMonolithCharacter : public ACharacter
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = "true"))
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UInputAction* MoveAction;
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int fortnite = 69;
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/** Sprint Input Action */
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = "true"))
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UInputAction* SprintAction;
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/** Horizontal Dash Input Action */
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = "true"))
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UInputAction* HorDashAction;
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/** Vertical Dash Input Action */
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = "true"))
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UInputAction* VerDashAction;
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UPROPERTY(EditDefaultsOnly, Category=Input, meta=(AllowPrivateAccess = "true"))
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float SprintSpeed = 750.f;
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float WalkSpeed = 600.f;
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// Velocity Below this Value will be Ignored for Camera Effects
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UPROPERTY(EditAnywhere, Category = "MoveState", meta=(AllowPrivateAccess = "true"))
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float VelocityTolerance = 300.f;
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// Amount of impulse to add when dashing
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UPROPERTY(EditAnywhere, Category = "MoveState", meta=(AllowPrivateAccess = "true"))
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float DashImpulse = 600.f;
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public:
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AMonolithCharacter();
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USkeletalMeshComponent* Mesh1P;
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UCharacterMovementComponent* CharMove;
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FMoveState MoveState;
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FVector2D MovementVector;
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protected:
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virtual void BeginPlay();
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void BeginPlay();
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void Tick(float DeltaSeconds) override;
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public:
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/** Look Input Action */
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
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class UInputAction* LookAction;
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protected:
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/** Called for movement input */
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void Move(const FInputActionValue& Value);
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void StopMove();
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/** Called for SPRINT input */
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void Sprint(const FInputActionValue& Value);
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void StopSprint();
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/** Called for Dashing inputs */
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void HorizontalDash(const FInputActionValue& Value);
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void VerticalDash(const FInputActionValue& Value);
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/** Called for looking input */
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void Look(const FInputActionValue& Value);
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protected:
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// APawn interface
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virtual void SetupPlayerInputComponent(UInputComponent* InputComponent) override;
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// End of APawn interface
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// Time to recharge 1 dash
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UPROPERTY(EditDefaultsOnly, Category = "MoveState", meta = (AllowPrivateAccess = "true"))
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float DashRechargeTime = 2.5f;
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FTimerHandle DashRechargeHandle;
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int DashesRemaining = 4;
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void StartRechargingDash();
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void DashRecharged();
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UFUNCTION(BlueprintImplementableEvent)
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void UpdateDashUI(int dashesRemaining);
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public:
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/** Returns Mesh1P subobject **/
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USkeletalMeshComponent* GetMesh1P() const { return Mesh1P; }
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AMonolithCharacter();
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/** Look Input Action */
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
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class UInputAction* LookAction;
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USkeletalMeshComponent* GetMesh1P()
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{
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if (Mesh1P) return Mesh1P;
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Mesh1P = Cast<USkeletalMeshComponent>(GetComponentByClass(USkeletalMeshComponent::StaticClass()));
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return Mesh1P;
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}
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};
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33
Source/Monolith/MoveState.h
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33
Source/Monolith/MoveState.h
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@ -0,0 +1,33 @@
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#pragma once
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using State = unsigned short;
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#define STRAFE_L 0x1
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#define STRAFE_R 0x2
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#define SPRINT 0x4
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#define GROUNDED 0x8
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#define FORWARD 0x10
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#define STILL 0x20
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class FMoveState
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{
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State MoveState = 0;
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public:
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bool Is(State state) const
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{
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return MoveState & state;
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}
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void Add(State state)
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{
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MoveState += Is(state) ? 0 : state;
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}
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void Remove(State state)
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{
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MoveState -= Is(state) ? state : 0;
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}
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double VelocityMag = 0;
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};
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@ -1,23 +1,82 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "PilotCamera.h"
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#include "MonolithPlayerController.h"
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#include "MonolithCharacter.h"
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#include "GameFramework/CharacterMovementComponent.h"
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#include "MoveState.h"
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void UPilotCamera::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
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{
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Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
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if (m_Movement == nullptr)
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{
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AMonolithCharacter* PlayerChar = Cast<AMonolithCharacter>
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if (TickType == LEVELTICK_ViewportsOnly
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|| (!isMoveStateSet() && !TrySetMoveState())) return;
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// TODO - Set FOV based on Velocity mag
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UpdateFOV(DeltaTime);
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// TODO - Add Camera Roll if Strafing
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UpdateRoll(DeltaTime);
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// if (MoveState->Is(STRAFE_L)) UE_LOG(LogTemp, Warning, TEXT("Strafing Left"));
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// if (MoveState->Is(STRAFE_R)) UE_LOG(LogTemp, Warning, TEXT("Strafing Right"));
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// if (MoveState->Is(SPRINT)) UE_LOG(LogTemp, Warning, TEXT("Sprinting"));
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// if (MoveState->Is(GROUNDED)) UE_LOG(LogTemp, Warning, TEXT("On the floor"));
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// if (MoveState->Is(FORWARD)) UE_LOG(LogTemp, Warning, TEXT("Going FORWARD"));
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}
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bool UPilotCamera::TrySetMoveState()
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{
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AMonolithCharacter* PlayerChar = Cast<AMonolithCharacter>
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(
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Cast<AMonolithPlayerController>(GetWorld()->GetFirstPlayerController())->GetPawn()
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);
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if (PlayerChar == nullptr) return;
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m_Movement = PlayerChar->GetComponentByClass<UCharacterMovementComponent>();
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if (m_Movement == nullptr) return;
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}
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UE_LOG(LogTemp, Warning, TEXT("Acc: %f, Vel: %f"), m_Movement->GetCurrentAcceleration().X, m_Movement->Velocity.X);
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if ( PlayerChar == nullptr) return false;
|
||||
MoveState = &PlayerChar->MoveState;
|
||||
return MoveState != nullptr;
|
||||
}
|
||||
|
||||
void UPilotCamera::UpdateFOV(float DeltaTime)
|
||||
{
|
||||
const float targetFOV = GetTargetFOV();
|
||||
if (FieldOfView == targetFOV) return;
|
||||
|
||||
float linearModifier = 1 - (FMath::Abs(targetFOV - FieldOfView)) / targetFOV;
|
||||
float rateOfChange = RateOfChange * DeltaTime * linearModifier;
|
||||
bool increasing = targetFOV > FieldOfView;
|
||||
rateOfChange *= increasing ? 1 : -1;
|
||||
|
||||
float newFOV = FieldOfView + rateOfChange;
|
||||
if ((increasing && newFOV > targetFOV) || (!increasing && newFOV < targetFOV))
|
||||
{
|
||||
newFOV = targetFOV;
|
||||
}
|
||||
SetFieldOfView(newFOV);
|
||||
}
|
||||
|
||||
void UPilotCamera::UpdateRoll(float DeltaTime)
|
||||
{
|
||||
FRotator rot = GetRelativeRotation();
|
||||
if (MoveState->Is(STRAFE_R))
|
||||
{
|
||||
TargetRoll = MaxStrafeRoll;
|
||||
}
|
||||
else if (MoveState->Is(STRAFE_L))
|
||||
{
|
||||
TargetRoll = -MaxStrafeRoll;
|
||||
}
|
||||
else
|
||||
{
|
||||
TargetRoll = 0;
|
||||
}
|
||||
float rateOfChange = RollRateOfChange * DeltaTime;
|
||||
bool increasing = TargetRoll > rot.Roll;
|
||||
rateOfChange *= increasing ? 1 : -1;
|
||||
rot.Roll += rateOfChange;
|
||||
if ((increasing && rot.Roll > TargetRoll) || (!increasing && rot.Roll < TargetRoll))
|
||||
{
|
||||
rot.Roll = TargetRoll;
|
||||
}
|
||||
|
||||
SetRelativeRotation(rot);
|
||||
}
|
||||
|
||||
|
@ -3,19 +3,59 @@
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "MoveState.h"
|
||||
#include "Camera/CameraComponent.h"
|
||||
#include "PilotCamera.generated.h"
|
||||
|
||||
class UCharacterMovementComponent;
|
||||
class FMoveState;
|
||||
|
||||
UCLASS()
|
||||
|
||||
UCLASS(Blueprintable, ClassGroup=Camera, meta=(BlueprintSpawnableComponent))
|
||||
class MONOLITH_API UPilotCamera : public UCameraComponent
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
private:
|
||||
void TickComponent(float DeltaTime
|
||||
, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction);
|
||||
using FOVs = std::tuple<float, float, float>;
|
||||
#define ARE(Stand, Walk, Sprint) std::make_tuple(Stand, Walk, Sprint)
|
||||
|
||||
UCharacterMovementComponent* m_Movement;
|
||||
void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction);
|
||||
inline bool isMoveStateSet() const;
|
||||
bool TrySetMoveState();
|
||||
|
||||
// FOV
|
||||
FOVs TargetFOVs = ARE(87.f, 92.f, 100.f);
|
||||
const float RateOfChange = 30;
|
||||
float GetTargetFOV() const;
|
||||
void UpdateFOV(float DeltaTime);
|
||||
|
||||
// Roll
|
||||
float TargetRoll = 0;
|
||||
// Max amount of roll applied when strafing
|
||||
UPROPERTY(EditDefaultsOnly, Category = "Move State", meta = (AllowPrivateAccess = "true"))
|
||||
float MaxStrafeRoll = 3;
|
||||
// Amount of roll applied per second
|
||||
UPROPERTY(EditDefaultsOnly, Category = "Move State", meta = (AllowPrivateAccess = "true"))
|
||||
float RollRateOfChange = 15;
|
||||
void UpdateRoll(float DeltaTime);
|
||||
|
||||
// TODO - Implement these
|
||||
void ApplyImpulseFOV();
|
||||
void ImpactCameraShake();
|
||||
|
||||
FMoveState* MoveState;
|
||||
};
|
||||
|
||||
inline float UPilotCamera::GetTargetFOV() const
|
||||
{
|
||||
auto[stand, walk, sprint] = TargetFOVs;
|
||||
if (MoveState->Is(SPRINT)) return sprint;
|
||||
if (!MoveState->Is(STILL)
|
||||
&& !MoveState->Is(STRAFE_R)
|
||||
&& !MoveState->Is(STRAFE_L)) return walk;
|
||||
return stand;
|
||||
}
|
||||
|
||||
inline bool UPilotCamera::isMoveStateSet() const
|
||||
{
|
||||
return MoveState != nullptr;
|
||||
}
|
||||
|
||||
|
62
Source/Monolith/PilotCameraShake.cpp
Normal file
62
Source/Monolith/PilotCameraShake.cpp
Normal file
@ -0,0 +1,62 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
|
||||
#include "PilotCameraShake.h"
|
||||
#include "MonolithCharacter.h"
|
||||
#include "MonolithPlayerController.h"
|
||||
#include "MoveState.h"
|
||||
|
||||
void UPilotCameraShake::BeginPlay()
|
||||
{
|
||||
Super::BeginPlay();
|
||||
// For some reason camera shakes dont override tick :((
|
||||
GetWorld()->GetTimerManager().SetTimer(TickHandle, this
|
||||
, &UPilotCameraShake::UpdateCameraShake, 0.25f, true);
|
||||
}
|
||||
|
||||
bool UPilotCameraShake::TrySetMoveState()
|
||||
{
|
||||
AMonolithCharacter* PlayerChar = Cast<AMonolithCharacter>
|
||||
(
|
||||
Cast<AMonolithPlayerController>(GetWorld()->GetFirstPlayerController())->GetPawn()
|
||||
);
|
||||
if ( PlayerChar == nullptr) return false;
|
||||
MoveState = &PlayerChar->MoveState;
|
||||
return MoveState != nullptr;
|
||||
}
|
||||
|
||||
void UPilotCameraShake::UpdateCameraShake()
|
||||
{
|
||||
if (CantUpdate()) return;
|
||||
|
||||
if (!MoveState->Is(GROUNDED))
|
||||
{
|
||||
if (CurrentState == Floating) return;
|
||||
CurrentState = Floating;
|
||||
SetCameraShakeBase(FloatingShake);
|
||||
}
|
||||
else if (MoveState->Is(SPRINT))
|
||||
{
|
||||
if (CurrentState == Running) return;
|
||||
CurrentState = Running;
|
||||
SetCameraShakeBase(RunningShake);
|
||||
}
|
||||
else if (MoveState->Is(STILL))
|
||||
{
|
||||
if (CurrentState == Idling) return;
|
||||
CurrentState = Idling;
|
||||
SetCameraShakeBase(IdleShake);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (CurrentState == Walking) return;
|
||||
CurrentState = Walking;
|
||||
SetCameraShakeBase(WalkingShake);
|
||||
}
|
||||
}
|
||||
|
||||
void UPilotCameraShake::SetCameraShakeBase(TSubclassOf<UCameraShakeBase> ShakeBase)
|
||||
{
|
||||
StopAllCameraShakes();
|
||||
StartCameraShake(ShakeBase);
|
||||
}
|
55
Source/Monolith/PilotCameraShake.h
Normal file
55
Source/Monolith/PilotCameraShake.h
Normal file
@ -0,0 +1,55 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "Camera/CameraShakeSourceComponent.h"
|
||||
#include "PilotCameraShake.generated.h"
|
||||
|
||||
class FMoveState;
|
||||
|
||||
|
||||
UCLASS(Blueprintable, ClassGroup=Camera, meta=(BlueprintSpawnableComponent))
|
||||
class MONOLITH_API UPilotCameraShake : public UCameraShakeSourceComponent
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
enum EState{Idling, Walking, Running, Floating};
|
||||
|
||||
void BeginPlay() override;
|
||||
|
||||
bool CantUpdate();
|
||||
bool isMoveStateSet() const;
|
||||
bool TrySetMoveState();
|
||||
UFUNCTION(BlueprintCallable)
|
||||
void UpdateCameraShake();
|
||||
void SetCameraShakeBase(TSubclassOf<UCameraShakeBase> ShakeBase);
|
||||
|
||||
FTimerHandle TickHandle;
|
||||
|
||||
FMoveState* MoveState;
|
||||
EState CurrentState = Idling;
|
||||
|
||||
UPROPERTY(EditDefaultsOnly, Category = "Cam Shake", meta=(AllowPrivateAccess = "true"))
|
||||
TSubclassOf<UCameraShakeBase> RunningShake;
|
||||
|
||||
UPROPERTY(EditDefaultsOnly, Category = "Cam Shake", meta=(AllowPrivateAccess = "true"))
|
||||
TSubclassOf<UCameraShakeBase> WalkingShake;
|
||||
|
||||
UPROPERTY(EditDefaultsOnly, Category = "Cam Shake", meta=(AllowPrivateAccess = "true"))
|
||||
TSubclassOf<UCameraShakeBase> FloatingShake;
|
||||
|
||||
UPROPERTY(EditDefaultsOnly, Category = "Cam Shake", meta=(AllowPrivateAccess = "true"))
|
||||
TSubclassOf<UCameraShakeBase> IdleShake;
|
||||
};
|
||||
|
||||
inline bool UPilotCameraShake::CantUpdate()
|
||||
{
|
||||
return !isMoveStateSet() && !TrySetMoveState();
|
||||
}
|
||||
|
||||
|
||||
inline bool UPilotCameraShake::isMoveStateSet() const
|
||||
{
|
||||
return MoveState != nullptr;
|
||||
}
|
Loading…
Reference in New Issue
Block a user