86 lines
2.4 KiB
C++
86 lines
2.4 KiB
C++
// Fill out your copyright notice in the Description page of Project Settings.
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#include "BlasterCharacter.h"
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#include "Camera/CameraComponent.h"
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#include "Components/WidgetComponent.h"
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#include "GameFramework/CharacterMovementComponent.h"
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#include "GameFramework/SpringArmComponent.h"
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ABlasterCharacter::ABlasterCharacter()
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{
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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 = true;
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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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bUseControllerRotationYaw = false;
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GetCharacterMovement()->bOrientRotationToMovement = true;
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OverheadWidget = CreateDefaultSubobject<UWidgetComponent>(TEXT("OverheadWidget"));
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OverheadWidget->SetupAttachment(RootComponent);
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}
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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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void ABlasterCharacter::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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}
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void ABlasterCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
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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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