// 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); } }