test/Source/MyProject/MyProjectCharacter.cpp

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2026-03-10 14:53:35 +00:00
// Copyright Epic Games, Inc. All Rights Reserved.
#include "MyProjectCharacter.h"
#include "Engine/LocalPlayer.h"
#include "Camera/CameraComponent.h"
#include "Components/CapsuleComponent.h"
#include "GameFramework/CharacterMovementComponent.h"
#include "GameFramework/SpringArmComponent.h"
#include "GameFramework/Controller.h"
#include "EnhancedInputComponent.h"
#include "EnhancedInputSubsystems.h"
#include "InputActionValue.h"
#include "MyProject.h"
AMyProjectCharacter::AMyProjectCharacter()
{
// Set size for collision capsule
GetCapsuleComponent()->InitCapsuleSize(42.f, 96.0f);
// 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;
GetCharacterMovement()->RotationRate = FRotator(0.0f, 500.0f, 0.0f);
// 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 = 500.f;
GetCharacterMovement()->AirControl = 0.35f;
GetCharacterMovement()->MaxWalkSpeed = 500.f;
GetCharacterMovement()->MinAnalogWalkSpeed = 20.f;
GetCharacterMovement()->BrakingDecelerationWalking = 2000.f;
GetCharacterMovement()->BrakingDecelerationFalling = 1500.0f;
// Create a camera boom (pulls in towards the player if there is a collision)
CameraBoom = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraBoom"));
CameraBoom->SetupAttachment(RootComponent);
CameraBoom->TargetArmLength = 400.0f;
CameraBoom->bUsePawnControlRotation = true;
// Create a follow camera
FollowCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("FollowCamera"));
FollowCamera->SetupAttachment(CameraBoom, USpringArmComponent::SocketName);
FollowCamera->bUsePawnControlRotation = false;
// 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++)
}
void AMyProjectCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
// Set up action bindings
if (UEnhancedInputComponent* EnhancedInputComponent = Cast<UEnhancedInputComponent>(PlayerInputComponent)) {
// Jumping
EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Started, this, &ACharacter::Jump);
EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Completed, this, &ACharacter::StopJumping);
// Moving
EnhancedInputComponent->BindAction(MoveAction, ETriggerEvent::Triggered, this, &AMyProjectCharacter::Move);
EnhancedInputComponent->BindAction(MouseLookAction, ETriggerEvent::Triggered, this, &AMyProjectCharacter::Look);
// Looking
EnhancedInputComponent->BindAction(LookAction, ETriggerEvent::Triggered, this, &AMyProjectCharacter::Look);
}
else
{
UE_LOG(LogMyProject, Error, TEXT("'%s' Failed to find an Enhanced Input component! This template is built to use the Enhanced Input system. If you intend to use the legacy system, then you will need to update this C++ file."), *GetNameSafe(this));
}
}
void AMyProjectCharacter::Move(const FInputActionValue& Value)
{
// input is a Vector2D
FVector2D MovementVector = Value.Get<FVector2D>();
// route the input
DoMove(MovementVector.X, MovementVector.Y);
}
void AMyProjectCharacter::Look(const FInputActionValue& Value)
{
// input is a Vector2D
FVector2D LookAxisVector = Value.Get<FVector2D>();
// route the input
DoLook(LookAxisVector.X, LookAxisVector.Y);
}
void AMyProjectCharacter::DoMove(float Right, float Forward)
{
if (GetController() != nullptr)
{
// find out which way is forward
const FRotator Rotation = GetController()->GetControlRotation();
const FRotator YawRotation(0, Rotation.Yaw, 0);
// get forward vector
const FVector ForwardDirection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X);
// get right vector
const FVector RightDirection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y);
// add movement
AddMovementInput(ForwardDirection, Forward);
AddMovementInput(RightDirection, Right);
}
}
void AMyProjectCharacter::DoLook(float Yaw, float Pitch)
{
if (GetController() != nullptr)
{
// add yaw and pitch input to controller
AddControllerYawInput(Yaw);
AddControllerPitchInput(Pitch);
}
}
void AMyProjectCharacter::DoJumpStart()
{
// signal the character to jump
Jump();
}
void AMyProjectCharacter::DoJumpEnd()
{
// signal the character to stop jumping
StopJumping();
}