test/Source/MyProject/Variant_Platforming/PlatformingCharacter.cpp

368 lines
10 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "PlatformingCharacter.h"
#include "Components/CapsuleComponent.h"
#include "Engine/World.h"
#include "GameFramework/CharacterMovementComponent.h"
#include "GameFramework/SpringArmComponent.h"
#include "Components/SkeletalMeshComponent.h"
#include "Camera/CameraComponent.h"
#include "EnhancedInputSubsystems.h"
#include "EnhancedInputComponent.h"
#include "TimerManager.h"
#include "Engine/LocalPlayer.h"
APlatformingCharacter::APlatformingCharacter()
{
PrimaryActorTick.bCanEverTick = true;
// initialize the flags
bHasWallJumped = false;
bHasDoubleJumped = false;
bHasDashed = false;
bIsDashing = false;
// bind the dash montage ended delegate
OnDashMontageEnded.BindUObject(this, &APlatformingCharacter::DashMontageEnded);
// enable press and hold jump
JumpMaxHoldTime = 0.4f;
// set the jump max count to 3 so we can double jump and check for coyote time jumps
JumpMaxCount = 3;
// Set size for collision capsule
GetCapsuleComponent()->InitCapsuleSize(35.0f, 90.0f);
// don't rotate the mesh when the controller rotates
bUseControllerRotationYaw = false;
// Configure character movement
GetCharacterMovement()->GravityScale = 2.5f;
GetCharacterMovement()->MaxAcceleration = 1500.0f;
GetCharacterMovement()->BrakingFrictionFactor = 1.0f;
GetCharacterMovement()->bUseSeparateBrakingFriction = true;
GetCharacterMovement()->GroundFriction = 4.0f;
GetCharacterMovement()->MaxWalkSpeed = 750.0f;
GetCharacterMovement()->MinAnalogWalkSpeed = 20.0f;
GetCharacterMovement()->BrakingDecelerationWalking = 2500.0f;
GetCharacterMovement()->PerchRadiusThreshold = 15.0f;
GetCharacterMovement()->JumpZVelocity = 350.0f;
GetCharacterMovement()->BrakingDecelerationFalling = 750.0f;
GetCharacterMovement()->AirControl = 1.0f;
GetCharacterMovement()->RotationRate = FRotator(0.0f, 500.0f, 0.0f);
GetCharacterMovement()->bOrientRotationToMovement = true;
GetCharacterMovement()->NavAgentProps.AgentRadius = 42.0;
GetCharacterMovement()->NavAgentProps.AgentHeight = 192.0;
// create the camera boom
CameraBoom = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraBoom"));
CameraBoom->SetupAttachment(RootComponent);
CameraBoom->TargetArmLength = 400.0f;
CameraBoom->bUsePawnControlRotation = true;
CameraBoom->bEnableCameraLag = true;
CameraBoom->CameraLagSpeed = 8.0f;
CameraBoom->bEnableCameraRotationLag = true;
CameraBoom->CameraRotationLagSpeed = 8.0f;
// create the orbiting camera
FollowCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("FollowCamera"));
FollowCamera->SetupAttachment(CameraBoom, USpringArmComponent::SocketName);
FollowCamera->bUsePawnControlRotation = false;
}
void APlatformingCharacter::Move(const FInputActionValue& Value)
{
FVector2D MovementVector = Value.Get<FVector2D>();
// route the input
DoMove(MovementVector.X, MovementVector.Y);
}
void APlatformingCharacter::Look(const FInputActionValue& Value)
{
FVector2D LookAxisVector = Value.Get<FVector2D>();
// route the input
DoLook(LookAxisVector.X, LookAxisVector.Y);
}
void APlatformingCharacter::Dash()
{
// route the input
DoDash();
}
void APlatformingCharacter::MultiJump()
{
// ignore jumps while dashing
if(bIsDashing)
return;
// are we already in the air?
if (GetCharacterMovement()->IsFalling())
{
// have we already wall jumped?
if (!bHasWallJumped)
{
// run a sphere sweep to check if we're in front of a wall
FHitResult OutHit;
const FVector TraceStart = GetActorLocation();
const FVector TraceEnd = TraceStart + (GetActorForwardVector() * WallJumpTraceDistance);
const FCollisionShape TraceShape = FCollisionShape::MakeSphere(WallJumpTraceRadius);
FCollisionQueryParams QueryParams;
QueryParams.AddIgnoredActor(this);
if (GetWorld()->SweepSingleByChannel(OutHit, TraceStart, TraceEnd, FQuat(), ECollisionChannel::ECC_Visibility, TraceShape, QueryParams))
{
// rotate the character to face away from the wall, so we're correctly oriented for the next wall jump
FRotator WallOrientation = OutHit.ImpactNormal.ToOrientationRotator();
WallOrientation.Pitch = 0.0f;
WallOrientation.Roll = 0.0f;
SetActorRotation(WallOrientation);
// apply a launch impulse to the character to perform the actual wall jump
const FVector WallJumpImpulse = (OutHit.ImpactNormal * WallJumpBounceImpulse) + (FVector::UpVector * WallJumpVerticalImpulse);
LaunchCharacter(WallJumpImpulse, true, true);
// enable the jump trail
SetJumpTrailState(true);
// raise the wall jump flag to prevent an immediate second wall jump
bHasWallJumped = true;
GetWorld()->GetTimerManager().SetTimer(WallJumpTimer, this, &APlatformingCharacter::ResetWallJump, DelayBetweenWallJumps, false);
}
// no wall jump, try a double jump next
else
{
// are we still within coyote time frames?
if (GetWorld()->GetTimeSeconds() - LastFallTime < MaxCoyoteTime)
{
UE_LOG(LogTemp, Warning, TEXT("Coyote Jump"));
// use the built-in CMC functionality to do the jump
Jump();
// enable the jump trail
SetJumpTrailState(true);
// no coyote time jump
} else {
// only double jump once while we're in the air
if (!bHasDoubleJumped)
{
bHasDoubleJumped = true;
// use the built-in CMC functionality to do the double jump
Jump();
// enable the jump trail
SetJumpTrailState(true);
}
}
}
}
}
else
{
// we're grounded so just do a regular jump
Jump();
// activate the jump trail
SetJumpTrailState(true);
}
}
void APlatformingCharacter::ResetWallJump()
{
// reset the wall jump input lock
bHasWallJumped = false;
}
void APlatformingCharacter::DoMove(float Right, float Forward)
{
if (GetController() != nullptr)
{
// momentarily disable movement inputs if we've just wall jumped
if (!bHasWallJumped)
{
// 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 APlatformingCharacter::DoLook(float Yaw, float Pitch)
{
if (GetController() != nullptr)
{
// add yaw and pitch input to controller
AddControllerYawInput(Yaw);
AddControllerPitchInput(Pitch);
}
}
void APlatformingCharacter::DoDash()
{
// ignore the input if we've already dashed and have yet to reset
if (bHasDashed)
return;
// raise the dash flags
bIsDashing = true;
bHasDashed = true;
// disable gravity while dashing
GetCharacterMovement()->GravityScale = 0.0f;
// reset the character velocity so we don't carry momentum into the dash
GetCharacterMovement()->Velocity = FVector::ZeroVector;
// enable the jump trails
SetJumpTrailState(true);
// play the dash montage
if (UAnimInstance* AnimInstance = GetMesh()->GetAnimInstance())
{
const float MontageLength = AnimInstance->Montage_Play(DashMontage, 1.0f, EMontagePlayReturnType::MontageLength, 0.0f, true);
// has the montage played successfully?
if (MontageLength > 0.0f)
{
AnimInstance->Montage_SetEndDelegate(OnDashMontageEnded, DashMontage);
}
}
}
void APlatformingCharacter::DoJumpStart()
{
// handle special jump cases
MultiJump();
}
void APlatformingCharacter::DoJumpEnd()
{
// stop jumping
StopJumping();
}
void APlatformingCharacter::DashMontageEnded(UAnimMontage* Montage, bool bInterrupted)
{
// end the dash
EndDash();
}
void APlatformingCharacter::EndDash()
{
// restore gravity
GetCharacterMovement()->GravityScale = 2.5f;
// reset the dashing flag
bIsDashing = false;
// are we grounded after the dash?
if (GetCharacterMovement()->IsMovingOnGround())
{
// reset the dash usage flag, since we won't receive a landed event
bHasDashed = false;
// deactivate the jump trails
SetJumpTrailState(false);
}
}
bool APlatformingCharacter::HasDoubleJumped() const
{
return bHasDoubleJumped;
}
bool APlatformingCharacter::HasWallJumped() const
{
return bHasWallJumped;
}
void APlatformingCharacter::EndPlay(const EEndPlayReason::Type EndPlayReason)
{
Super::EndPlay(EndPlayReason);
// clear the wall jump reset timer
GetWorld()->GetTimerManager().ClearTimer(WallJumpTimer);
}
void APlatformingCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
// Set up action bindings
if (UEnhancedInputComponent* EnhancedInputComponent = Cast<UEnhancedInputComponent>(PlayerInputComponent))
{
// Jumping
EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Started, this, &APlatformingCharacter::DoJumpStart);
EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Completed, this, &APlatformingCharacter::DoJumpEnd);
// Moving
EnhancedInputComponent->BindAction(MoveAction, ETriggerEvent::Triggered, this, &APlatformingCharacter::Move);
EnhancedInputComponent->BindAction(MouseLookAction, ETriggerEvent::Triggered, this, &APlatformingCharacter::Look);
// Looking
EnhancedInputComponent->BindAction(LookAction, ETriggerEvent::Triggered, this, &APlatformingCharacter::Look);
// Dashing
EnhancedInputComponent->BindAction(DashAction, ETriggerEvent::Triggered, this, &APlatformingCharacter::Dash);
}
}
void APlatformingCharacter::Landed(const FHitResult& Hit)
{
Super::Landed(Hit);
// reset the double jump and dash flags
bHasDoubleJumped = false;
bHasDashed = false;
// deactivate the jump trail
SetJumpTrailState(false);
}
void APlatformingCharacter::OnMovementModeChanged(EMovementMode PrevMovementMode, uint8 PreviousCustomMode /*= 0*/)
{
Super::OnMovementModeChanged(PrevMovementMode, PreviousCustomMode);
// are we falling?
if (GetCharacterMovement()->MovementMode == EMovementMode::MOVE_Falling)
{
// save the game time when we started falling, so we can check it later for coyote time jumps
LastFallTime = GetWorld()->GetTimeSeconds();
}
}