AzureAbyss/Source/the_twilight_abyss/PlayerTemp/TempCharacter.cpp

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// Fill out your copyright notice in the Description page of Project Settings.
#include "TempCharacter.h"
#include "../../../Plugins/Developer/RiderLink/Source/RD/thirdparty/clsocket/src/ActiveSocket.h"
// Sets default values
ATempCharacter::ATempCharacter()
{
// Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
}
// Called when the game starts or when spawned
void ATempCharacter::BeginPlay()
{
Super::BeginPlay();
}
void ATempCharacter::ForwardInput(float Axis)
{
AddMovementInput(GetActorForwardVector()* Axis);
}
void ATempCharacter::RightMoveInput(float Axis)
{
AddMovementInput(GetActorRightVector()* Axis);
}
// Called every frame
void ATempCharacter::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
// Called to bind functionality to input
void ATempCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
PlayerInputComponent->BindAxis(TEXT("Move Forward / Backward"), this, &ATempCharacter::ForwardInput);
PlayerInputComponent->BindAxis(TEXT("Move Right / Left"), this, &ATempCharacter::RightMoveInput);
PlayerInputComponent->BindAxis(TEXT("Turn Right / Left Mouse"), this, &ATempCharacter::AddControllerYawInput);
PlayerInputComponent->BindAxis(TEXT("Look Up / Down Mouse"), this, &ATempCharacter::AddControllerPitchInput);
PlayerInputComponent->BindAction("Interact", IE_Pressed, this, &ATempCharacter::KeyPressed);
}
void ATempCharacter::KeyPressed(FKey Interact)
{
UE_LOG(LogTemp, Display, TEXT("Interact key is being pressed"));
}