130 lines
5.3 KiB
C++
130 lines
5.3 KiB
C++
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// Copyright Epic Games, Inc. All Rights Reserved.
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#include "TP_ThirdPersonCharacter.h"
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#include "Camera/CameraComponent.h"
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#include "Components/CapsuleComponent.h"
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#include "Components/InputComponent.h"
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#include "GameFramework/CharacterMovementComponent.h"
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#include "GameFramework/Controller.h"
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#include "GameFramework/SpringArmComponent.h"
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//////////////////////////////////////////////////////////////////////////
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// ATP_ThirdPersonCharacter
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ATP_ThirdPersonCharacter::ATP_ThirdPersonCharacter()
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{
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// Set size for collision capsule
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GetCapsuleComponent()->InitCapsuleSize(42.f, 96.0f);
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// set our turn rate for input
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TurnRateGamepad = 50.f;
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// Don't rotate when the controller rotates. Let that just affect the camera.
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bUseControllerRotationPitch = false;
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bUseControllerRotationYaw = false;
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bUseControllerRotationRoll = false;
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// Configure character movement
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GetCharacterMovement()->bOrientRotationToMovement = true; // Character moves in the direction of input...
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GetCharacterMovement()->RotationRate = FRotator(0.0f, 500.0f, 0.0f); // ...at this rotation rate
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// Note: For faster iteration times these variables, and many more, can be tweaked in the Character Blueprint
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// instead of recompiling to adjust them
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GetCharacterMovement()->JumpZVelocity = 700.f;
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GetCharacterMovement()->AirControl = 0.35f;
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GetCharacterMovement()->MaxWalkSpeed = 500.f;
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GetCharacterMovement()->MinAnalogWalkSpeed = 20.f;
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GetCharacterMovement()->BrakingDecelerationWalking = 2000.f;
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// Create a camera boom (pulls in towards the player if there is a collision)
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CameraBoom = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraBoom"));
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CameraBoom->SetupAttachment(RootComponent);
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CameraBoom->TargetArmLength = 400.0f; // The camera follows at this distance behind the character
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CameraBoom->bUsePawnControlRotation = true; // Rotate the arm based on the controller
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// Create a follow camera
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FollowCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("FollowCamera"));
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FollowCamera->SetupAttachment(CameraBoom, USpringArmComponent::SocketName); // Attach the camera to the end of the boom and let the boom adjust to match the controller orientation
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FollowCamera->bUsePawnControlRotation = false; // Camera does not rotate relative to arm
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// Note: The skeletal mesh and anim blueprint references on the Mesh component (inherited from Character)
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// are set in the derived blueprint asset named ThirdPersonCharacter (to avoid direct content references in C++)
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}
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//////////////////////////////////////////////////////////////////////////
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// Input
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void ATP_ThirdPersonCharacter::SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent)
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{
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// Set up gameplay key bindings
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check(PlayerInputComponent);
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PlayerInputComponent->BindAction("Jump", IE_Pressed, this, &ACharacter::Jump);
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PlayerInputComponent->BindAction("Jump", IE_Released, this, &ACharacter::StopJumping);
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PlayerInputComponent->BindAxis("Move Forward / Backward", this, &ATP_ThirdPersonCharacter::MoveForward);
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PlayerInputComponent->BindAxis("Move Right / Left", this, &ATP_ThirdPersonCharacter::MoveRight);
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// We have 2 versions of the rotation bindings to handle different kinds of devices differently
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// "turn" handles devices that provide an absolute delta, such as a mouse.
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// "turnrate" is for devices that we choose to treat as a rate of change, such as an analog joystick
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PlayerInputComponent->BindAxis("Turn Right / Left Mouse", this, &APawn::AddControllerYawInput);
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PlayerInputComponent->BindAxis("Turn Right / Left Gamepad", this, &ATP_ThirdPersonCharacter::TurnAtRate);
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PlayerInputComponent->BindAxis("Look Up / Down Mouse", this, &APawn::AddControllerPitchInput);
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PlayerInputComponent->BindAxis("Look Up / Down Gamepad", this, &ATP_ThirdPersonCharacter::LookUpAtRate);
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// handle touch devices
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PlayerInputComponent->BindTouch(IE_Pressed, this, &ATP_ThirdPersonCharacter::TouchStarted);
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PlayerInputComponent->BindTouch(IE_Released, this, &ATP_ThirdPersonCharacter::TouchStopped);
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}
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void ATP_ThirdPersonCharacter::TouchStarted(ETouchIndex::Type FingerIndex, FVector Location)
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{
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Jump();
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}
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void ATP_ThirdPersonCharacter::TouchStopped(ETouchIndex::Type FingerIndex, FVector Location)
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{
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StopJumping();
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}
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void ATP_ThirdPersonCharacter::TurnAtRate(float Rate)
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{
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// calculate delta for this frame from the rate information
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AddControllerYawInput(Rate * TurnRateGamepad * GetWorld()->GetDeltaSeconds());
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}
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void ATP_ThirdPersonCharacter::LookUpAtRate(float Rate)
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{
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// calculate delta for this frame from the rate information
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AddControllerPitchInput(Rate * TurnRateGamepad * GetWorld()->GetDeltaSeconds());
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}
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void ATP_ThirdPersonCharacter::MoveForward(float Value)
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{
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if ((Controller != nullptr) && (Value != 0.0f))
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{
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// find out which way is forward
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const FRotator Rotation = Controller->GetControlRotation();
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const FRotator YawRotation(0, Rotation.Yaw, 0);
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// get forward vector
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const FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X);
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AddMovementInput(Direction, Value);
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}
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}
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void ATP_ThirdPersonCharacter::MoveRight(float Value)
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{
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if ( (Controller != nullptr) && (Value != 0.0f) )
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{
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// find out which way is right
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const FRotator Rotation = Controller->GetControlRotation();
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const FRotator YawRotation(0, Rotation.Yaw, 0);
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// get right vector
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const FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y);
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// add movement in that direction
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AddMovementInput(Direction, Value);
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}
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}
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