From d96c540bcfb3c5e9753c7d05df7f9dce826a59f1 Mon Sep 17 00:00:00 2001 From: MH261677 Date: Thu, 10 Nov 2022 10:15:43 +0000 Subject: [PATCH] Cleaned Up Project Deleted Old enemycollision script and deleted thirdperson content --- Source/the_twilight_abyss/EnemyCollision.cpp | 11 -- Source/the_twilight_abyss/EnemyCollision.h | 19 --- .../TP_ThirdPerson/TP_ThirdPerson.h | 5 - .../TP_ThirdPersonCharacter.cpp | 129 ------------------ .../TP_ThirdPerson/TP_ThirdPersonCharacter.h | 65 --------- .../TP_ThirdPerson/TP_ThirdPersonGameMode.cpp | 15 -- .../TP_ThirdPerson/TP_ThirdPersonGameMode.h | 19 --- 7 files changed, 263 deletions(-) delete mode 100644 Source/the_twilight_abyss/EnemyCollision.cpp delete mode 100644 Source/the_twilight_abyss/EnemyCollision.h delete mode 100644 Source/the_twilight_abyss/TP_ThirdPerson/TP_ThirdPerson.h delete mode 100644 Source/the_twilight_abyss/TP_ThirdPerson/TP_ThirdPersonCharacter.cpp delete mode 100644 Source/the_twilight_abyss/TP_ThirdPerson/TP_ThirdPersonCharacter.h delete mode 100644 Source/the_twilight_abyss/TP_ThirdPerson/TP_ThirdPersonGameMode.cpp delete mode 100644 Source/the_twilight_abyss/TP_ThirdPerson/TP_ThirdPersonGameMode.h diff --git a/Source/the_twilight_abyss/EnemyCollision.cpp b/Source/the_twilight_abyss/EnemyCollision.cpp deleted file mode 100644 index d6ce825..0000000 --- a/Source/the_twilight_abyss/EnemyCollision.cpp +++ /dev/null @@ -1,11 +0,0 @@ -// Fill out your copyright notice in the Description page of Project Settings. - - -#include "EnemyCollision.h" - -void UEnemyCollision::BeginPlay() -{ - Super::BeginPlay(); - - UE_LOG(LogTemp, Display, TEXT("TRIGGER COLLISION BOX SPAWNED IN")); -} \ No newline at end of file diff --git a/Source/the_twilight_abyss/EnemyCollision.h b/Source/the_twilight_abyss/EnemyCollision.h deleted file mode 100644 index 97b9357..0000000 --- a/Source/the_twilight_abyss/EnemyCollision.h +++ /dev/null @@ -1,19 +0,0 @@ -// Fill out your copyright notice in the Description page of Project Settings. - -#pragma once - -#include "CoreMinimal.h" -#include "Components/BoxComponent.h" -#include "EnemyCollision.generated.h" - -/** - * - */ -UCLASS(ClassGroup = (Custom), meta = (BlueprintSpawnableComponent)) -class THE_TWILIGHT_ABYSS_API UEnemyCollision : public UBoxComponent -{ - GENERATED_BODY() - - protected: - virtual void BeginPlay() override; -}; diff --git a/Source/the_twilight_abyss/TP_ThirdPerson/TP_ThirdPerson.h b/Source/the_twilight_abyss/TP_ThirdPerson/TP_ThirdPerson.h deleted file mode 100644 index ddbf2e2..0000000 --- a/Source/the_twilight_abyss/TP_ThirdPerson/TP_ThirdPerson.h +++ /dev/null @@ -1,5 +0,0 @@ -// Copyright Epic Games, Inc. All Rights Reserved. - -#pragma once - -#include "CoreMinimal.h" diff --git a/Source/the_twilight_abyss/TP_ThirdPerson/TP_ThirdPersonCharacter.cpp b/Source/the_twilight_abyss/TP_ThirdPerson/TP_ThirdPersonCharacter.cpp deleted file mode 100644 index 9a21f9b..0000000 --- a/Source/the_twilight_abyss/TP_ThirdPerson/TP_ThirdPersonCharacter.cpp +++ /dev/null @@ -1,129 +0,0 @@ -// Copyright Epic Games, Inc. All Rights Reserved. - -#include "TP_ThirdPersonCharacter.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" - -////////////////////////////////////////////////////////////////////////// -// ATP_ThirdPersonCharacter - -ATP_ThirdPersonCharacter::ATP_ThirdPersonCharacter() -{ - // Set size for collision capsule - GetCapsuleComponent()->InitCapsuleSize(42.f, 96.0f); - - // set our turn rate for input - TurnRateGamepad = 50.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, 500.0f, 0.0f); // ...at this rotation rate - - // Note: For faster iteration times these variables, and many more, can be tweaked in the Character Blueprint - // instead of recompiling to adjust them - GetCharacterMovement()->JumpZVelocity = 700.f; - GetCharacterMovement()->AirControl = 0.35f; - GetCharacterMovement()->MaxWalkSpeed = 500.f; - GetCharacterMovement()->MinAnalogWalkSpeed = 20.f; - GetCharacterMovement()->BrakingDecelerationWalking = 2000.f; - - // Create a camera boom (pulls in towards the player if there is a collision) - CameraBoom = CreateDefaultSubobject(TEXT("CameraBoom")); - CameraBoom->SetupAttachment(RootComponent); - CameraBoom->TargetArmLength = 400.0f; // 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(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 ThirdPersonCharacter (to avoid direct content references in C++) -} - -////////////////////////////////////////////////////////////////////////// -// Input - -void ATP_ThirdPersonCharacter::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("Move Forward / Backward", this, &ATP_ThirdPersonCharacter::MoveForward); - PlayerInputComponent->BindAxis("Move Right / Left", this, &ATP_ThirdPersonCharacter::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 Right / Left Mouse", this, &APawn::AddControllerYawInput); - PlayerInputComponent->BindAxis("Turn Right / Left Gamepad", this, &ATP_ThirdPersonCharacter::TurnAtRate); - PlayerInputComponent->BindAxis("Look Up / Down Mouse", this, &APawn::AddControllerPitchInput); - PlayerInputComponent->BindAxis("Look Up / Down Gamepad", this, &ATP_ThirdPersonCharacter::LookUpAtRate); - - // handle touch devices - PlayerInputComponent->BindTouch(IE_Pressed, this, &ATP_ThirdPersonCharacter::TouchStarted); - PlayerInputComponent->BindTouch(IE_Released, this, &ATP_ThirdPersonCharacter::TouchStopped); -} - -void ATP_ThirdPersonCharacter::TouchStarted(ETouchIndex::Type FingerIndex, FVector Location) -{ - Jump(); -} - -void ATP_ThirdPersonCharacter::TouchStopped(ETouchIndex::Type FingerIndex, FVector Location) -{ - StopJumping(); -} - -void ATP_ThirdPersonCharacter::TurnAtRate(float Rate) -{ - // calculate delta for this frame from the rate information - AddControllerYawInput(Rate * TurnRateGamepad * GetWorld()->GetDeltaSeconds()); -} - -void ATP_ThirdPersonCharacter::LookUpAtRate(float Rate) -{ - // calculate delta for this frame from the rate information - AddControllerPitchInput(Rate * TurnRateGamepad * GetWorld()->GetDeltaSeconds()); -} - -void ATP_ThirdPersonCharacter::MoveForward(float Value) -{ - if ((Controller != nullptr) && (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 ATP_ThirdPersonCharacter::MoveRight(float Value) -{ - if ( (Controller != nullptr) && (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); - } -} diff --git a/Source/the_twilight_abyss/TP_ThirdPerson/TP_ThirdPersonCharacter.h b/Source/the_twilight_abyss/TP_ThirdPerson/TP_ThirdPersonCharacter.h deleted file mode 100644 index 6be7f4e..0000000 --- a/Source/the_twilight_abyss/TP_ThirdPerson/TP_ThirdPersonCharacter.h +++ /dev/null @@ -1,65 +0,0 @@ -// Copyright Epic Games, Inc. All Rights Reserved. - -#pragma once - -#include "CoreMinimal.h" -#include "GameFramework/Character.h" -#include "TP_ThirdPersonCharacter.generated.h" - -UCLASS(config=Game) -class ATP_ThirdPersonCharacter : public ACharacter -{ - GENERATED_BODY() - - /** Camera boom positioning the camera behind the character */ - UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true")) - class USpringArmComponent* CameraBoom; - - /** Follow camera */ - UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true")) - class UCameraComponent* FollowCamera; -public: - ATP_ThirdPersonCharacter(); - - /** Base turn rate, in deg/sec. Other scaling may affect final turn rate. */ - UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Input) - float TurnRateGamepad; - -protected: - - /** Called for forwards/backward input */ - void MoveForward(float Value); - - /** Called for side to side input */ - void MoveRight(float Value); - - /** - * Called via input to turn at a given rate. - * @param Rate This is a normalized rate, i.e. 1.0 means 100% of desired turn rate - */ - void TurnAtRate(float Rate); - - /** - * Called via input to turn look up/down at a given rate. - * @param Rate This is a normalized rate, i.e. 1.0 means 100% of desired turn rate - */ - void LookUpAtRate(float Rate); - - /** Handler for when a touch input begins. */ - void TouchStarted(ETouchIndex::Type FingerIndex, FVector Location); - - /** Handler for when a touch input stops. */ - void TouchStopped(ETouchIndex::Type FingerIndex, FVector Location); - -protected: - // APawn interface - virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override; - // End of APawn interface - -public: - /** Returns CameraBoom subobject **/ - FORCEINLINE class USpringArmComponent* GetCameraBoom() const { return CameraBoom; } - /** Returns FollowCamera subobject **/ - FORCEINLINE class UCameraComponent* GetFollowCamera() const { return FollowCamera; } -}; - diff --git a/Source/the_twilight_abyss/TP_ThirdPerson/TP_ThirdPersonGameMode.cpp b/Source/the_twilight_abyss/TP_ThirdPerson/TP_ThirdPersonGameMode.cpp deleted file mode 100644 index aa7ce00..0000000 --- a/Source/the_twilight_abyss/TP_ThirdPerson/TP_ThirdPersonGameMode.cpp +++ /dev/null @@ -1,15 +0,0 @@ -// Copyright Epic Games, Inc. All Rights Reserved. - -#include "TP_ThirdPersonGameMode.h" -#include "TP_ThirdPersonCharacter.h" -#include "UObject/ConstructorHelpers.h" - -ATP_ThirdPersonGameMode::ATP_ThirdPersonGameMode() -{ - // set default pawn class to our Blueprinted character - static ConstructorHelpers::FClassFinder PlayerPawnBPClass(TEXT("/Game/ThirdPerson/Blueprints/BP_ThirdPersonCharacter")); - if (PlayerPawnBPClass.Class != NULL) - { - DefaultPawnClass = PlayerPawnBPClass.Class; - } -} diff --git a/Source/the_twilight_abyss/TP_ThirdPerson/TP_ThirdPersonGameMode.h b/Source/the_twilight_abyss/TP_ThirdPerson/TP_ThirdPersonGameMode.h deleted file mode 100644 index bf3f690..0000000 --- a/Source/the_twilight_abyss/TP_ThirdPerson/TP_ThirdPersonGameMode.h +++ /dev/null @@ -1,19 +0,0 @@ -// Copyright Epic Games, Inc. All Rights Reserved. - -#pragma once - -#include "CoreMinimal.h" -#include "GameFramework/GameModeBase.h" -#include "TP_ThirdPersonGameMode.generated.h" - -UCLASS(minimalapi) -class ATP_ThirdPersonGameMode : public AGameModeBase -{ - GENERATED_BODY() - -public: - ATP_ThirdPersonGameMode(); -}; - - -