Cleaned Up Project
Deleted Old enemycollision script and deleted thirdperson content
This commit is contained in:
parent
25fa3d3414
commit
d96c540bcf
@ -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"));
|
|
||||||
}
|
|
@ -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;
|
|
||||||
};
|
|
@ -1,5 +0,0 @@
|
|||||||
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
||||||
|
|
||||||
#pragma once
|
|
||||||
|
|
||||||
#include "CoreMinimal.h"
|
|
@ -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<USpringArmComponent>(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<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 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);
|
|
||||||
}
|
|
||||||
}
|
|
@ -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; }
|
|
||||||
};
|
|
||||||
|
|
@ -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<APawn> PlayerPawnBPClass(TEXT("/Game/ThirdPerson/Blueprints/BP_ThirdPersonCharacter"));
|
|
||||||
if (PlayerPawnBPClass.Class != NULL)
|
|
||||||
{
|
|
||||||
DefaultPawnClass = PlayerPawnBPClass.Class;
|
|
||||||
}
|
|
||||||
}
|
|
@ -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();
|
|
||||||
};
|
|
||||||
|
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue
Block a user