// Fill out your copyright notice in the Description page of Project Settings. #include "BlasterCharacter.h" #include "Camera/CameraComponent.h" #include "Components/WidgetComponent.h" #include "GameFramework/CharacterMovementComponent.h" #include "GameFramework/SpringArmComponent.h" ABlasterCharacter::ABlasterCharacter() { PrimaryActorTick.bCanEverTick = true; CameraBoom = CreateDefaultSubobject(TEXT("CameraBoom")); CameraBoom->SetupAttachment(GetMesh()); CameraBoom->TargetArmLength = 600.f; CameraBoom->bUsePawnControlRotation = true; FollowCamera = CreateDefaultSubobject(TEXT("FollowCamera")); FollowCamera->SetupAttachment(CameraBoom, USpringArmComponent::SocketName); FollowCamera->bUsePawnControlRotation = false; bUseControllerRotationYaw = false; GetCharacterMovement()->bOrientRotationToMovement = true; OverheadWidget = CreateDefaultSubobject(TEXT("OverheadWidget")); OverheadWidget->SetupAttachment(RootComponent); } void ABlasterCharacter::BeginPlay() { Super::BeginPlay(); } void ABlasterCharacter::Tick(float DeltaTime) { Super::Tick(DeltaTime); } void ABlasterCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent) { Super::SetupPlayerInputComponent(PlayerInputComponent); PlayerInputComponent->BindAction("Jump", IE_Pressed, this, &ACharacter::Jump); PlayerInputComponent->BindAxis("MoveForward", this, &ABlasterCharacter::MoveForward); PlayerInputComponent->BindAxis("MoveRight", this, &ABlasterCharacter::MoveRight); PlayerInputComponent->BindAxis("Turn", this, &ABlasterCharacter::Turn); PlayerInputComponent->BindAxis("LookUp", this, &ABlasterCharacter::LookUp); } void ABlasterCharacter::MoveForward(float Value) { if (Controller != nullptr && Value != 0.f) { const FRotator YawRotation(0.f, Controller->GetControlRotation().Yaw, 0.f); const FVector Direction(FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X)); AddMovementInput(Direction, Value); } } void ABlasterCharacter::MoveRight(float Value) { if (Controller != nullptr && Value != 0.f) { const FRotator YawRotation(0.f, Controller->GetControlRotation().Yaw, 0.f); const FVector Direction(FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y)); AddMovementInput(Direction, Value); } } void ABlasterCharacter::Turn(float Value) { AddControllerYawInput(Value); } void ABlasterCharacter::LookUp(float Value) { AddControllerPitchInput(Value); }