36 - Camera and Spring Arm
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@ -3,29 +3,36 @@
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#include "BlasterCharacter.h"
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// Sets default values
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#include "Camera/CameraComponent.h"
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#include "GameFramework/SpringArmComponent.h"
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ABlasterCharacter::ABlasterCharacter()
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{
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// Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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PrimaryActorTick.bCanEverTick = true;
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CameraBoom = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraBoom"));
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CameraBoom->SetupAttachment(GetMesh());
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CameraBoom->TargetArmLength = 600.f;
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CameraBoom->bUsePawnControlRotation = false;
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FollowCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("FollowCamera"));
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FollowCamera->SetupAttachment(CameraBoom, USpringArmComponent::SocketName);
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FollowCamera->bUsePawnControlRotation = false;
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}
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// Called when the game starts or when spawned
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void ABlasterCharacter::BeginPlay()
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{
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Super::BeginPlay();
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}
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// Called every frame
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void ABlasterCharacter::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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}
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// Called to bind functionality to input
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void ABlasterCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
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{
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Super::SetupPlayerInputComponent(PlayerInputComponent);
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@ -12,18 +12,19 @@ class BLASTER_API ABlasterCharacter : public ACharacter
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GENERATED_BODY()
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public:
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// Sets default values for this character's properties
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ABlasterCharacter();
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protected:
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// Called when the game starts or when spawned
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virtual void BeginPlay() override;
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public:
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// Called every frame
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virtual void Tick(float DeltaTime) override;
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// Called to bind functionality to input
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virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
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protected:
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virtual void BeginPlay() override;
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private:
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UPROPERTY(VisibleAnywhere, Category="Camera")
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class USpringArmComponent* CameraBoom;
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UPROPERTY(VisibleAnywhere, Category="Camera")
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class UCameraComponent* FollowCamera;
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public:
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};
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