37 - Character Movement
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@ -74,18 +74,13 @@ DefaultViewportMouseCaptureMode=CapturePermanently_IncludingInitialMouseDown
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DefaultViewportMouseLockMode=LockOnCapture
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FOVScale=0.011110
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DoubleClickTime=0.200000
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+ActionMappings=(ActionName="Jump",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_FaceButton_Bottom)
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+ActionMappings=(ActionName="Jump",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=SpaceBar)
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+AxisMappings=(AxisName="Look Up / Down Gamepad",Scale=1.000000,Key=Gamepad_RightY)
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+AxisMappings=(AxisName="Look Up / Down Mouse",Scale=-1.000000,Key=MouseY)
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+AxisMappings=(AxisName="Move Forward / Backward",Scale=1.000000,Key=Gamepad_LeftY)
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+AxisMappings=(AxisName="Move Forward / Backward",Scale=-1.000000,Key=S)
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+AxisMappings=(AxisName="Move Forward / Backward",Scale=1.000000,Key=W)
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+AxisMappings=(AxisName="Move Right / Left",Scale=-1.000000,Key=A)
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+AxisMappings=(AxisName="Move Right / Left",Scale=1.000000,Key=D)
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+AxisMappings=(AxisName="Move Right / Left",Scale=1.000000,Key=Gamepad_LeftX)
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+AxisMappings=(AxisName="Turn Right / Left Gamepad",Scale=1.000000,Key=Gamepad_RightX)
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+AxisMappings=(AxisName="Turn Right / Left Mouse",Scale=1.000000,Key=MouseX)
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+AxisMappings=(AxisName="MoveForward",Scale=1.000000,Key=W)
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+AxisMappings=(AxisName="MoveForward",Scale=-1.000000,Key=S)
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+AxisMappings=(AxisName="MoveRight",Scale=1.000000,Key=D)
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+AxisMappings=(AxisName="MoveRight",Scale=-1.000000,Key=A)
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+AxisMappings=(AxisName="Turn",Scale=1.000000,Key=MouseX)
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+AxisMappings=(AxisName="LookUp",Scale=-1.000000,Key=MouseY)
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DefaultPlayerInputClass=/Script/Engine.PlayerInput
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DefaultInputComponentClass=/Script/Engine.InputComponent
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DefaultTouchInterface=/Engine/MobileResources/HUD/DefaultVirtualJoysticks.DefaultVirtualJoysticks
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@ -0,0 +1,31 @@
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[/Script/HoloLensPlatformEditor.HoloLensTargetSettings]
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bBuildForEmulation=False
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bBuildForDevice=True
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bUseNameForLogo=True
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bBuildForRetailWindowsStore=False
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bAutoIncrementVersion=False
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bShouldCreateAppInstaller=False
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AppInstallerInstallationURL=
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HoursBetweenUpdateChecks=0
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bEnablePIXProfiling=False
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TileBackgroundColor=(B=64,G=0,R=0,A=255)
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SplashScreenBackgroundColor=(B=64,G=0,R=0,A=255)
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+PerCultureResources=(CultureId="",Strings=(PackageDisplayName="",PublisherDisplayName="",PackageDescription="",ApplicationDisplayName="",ApplicationDescription=""),Images=())
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TargetDeviceFamily=Windows.Holographic
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MinimumPlatformVersion=
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MaximumPlatformVersionTested=10.0.18362.0
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MaxTrianglesPerCubicMeter=500.000000
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SpatialMeshingVolumeSize=20.000000
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CompilerVersion=Default
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Windows10SDKVersion=10.0.18362.0
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+CapabilityList=internetClientServer
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+CapabilityList=privateNetworkClientServer
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+Uap2CapabilityList=spatialPerception
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bSetDefaultCapabilities=False
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SpatializationPlugin=
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ReverbPlugin=
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OcclusionPlugin=
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SoundCueCookQualityIndex=-1
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@ -14,7 +14,7 @@ ABlasterCharacter::ABlasterCharacter()
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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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CameraBoom->bUsePawnControlRotation = true;
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FollowCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("FollowCamera"));
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FollowCamera->SetupAttachment(CameraBoom, USpringArmComponent::SocketName);
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@ -37,5 +37,41 @@ void ABlasterCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputCo
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{
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Super::SetupPlayerInputComponent(PlayerInputComponent);
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PlayerInputComponent->BindAction("Jump", IE_Pressed, this, &ACharacter::Jump);
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PlayerInputComponent->BindAxis("MoveForward", this, &ABlasterCharacter::MoveForward);
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PlayerInputComponent->BindAxis("MoveRight", this, &ABlasterCharacter::MoveRight);
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PlayerInputComponent->BindAxis("Turn", this, &ABlasterCharacter::Turn);
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PlayerInputComponent->BindAxis("LookUp", this, &ABlasterCharacter::LookUp);
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}
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void ABlasterCharacter::MoveForward(float Value)
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{
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if (Controller != nullptr && Value != 0.f)
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{
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const FRotator YawRotation(0.f, Controller->GetControlRotation().Yaw, 0.f);
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const FVector Direction(FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X));
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AddMovementInput(Direction, Value);
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}
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}
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void ABlasterCharacter::MoveRight(float Value)
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{
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if (Controller != nullptr && Value != 0.f)
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{
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const FRotator YawRotation(0.f, Controller->GetControlRotation().Yaw, 0.f);
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const FVector Direction(FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y));
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AddMovementInput(Direction, Value);
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}
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}
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void ABlasterCharacter::Turn(float Value)
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{
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AddControllerYawInput(Value);
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}
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void ABlasterCharacter::LookUp(float Value)
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{
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AddControllerPitchInput(Value);
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}
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@ -19,6 +19,11 @@ public:
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protected:
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virtual void BeginPlay() override;
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void MoveForward(float Value);
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void MoveRight(float Value);
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void Turn(float Value);
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void LookUp(float Value);
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private:
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UPROPERTY(VisibleAnywhere, Category="Camera")
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class USpringArmComponent* CameraBoom;
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