From 4bc995fcf1076d34bd8a2da24fb56055485f6a49 Mon Sep 17 00:00:00 2001 From: JKuijperM Date: Mon, 26 Dec 2022 12:04:34 +0100 Subject: [PATCH] Adding the project and the wip zombie character --- Config/DefaultEditor.ini | 11 ++ .../DefaultEditorPerProjectUserSettings.ini | 2 + Config/DefaultEngine.ini | 70 ++++++++++ Config/DefaultGame.ini | 9 ++ Config/DefaultInput.ini | 86 ++++++++++++ Content/Blueprints/BP_ZombieCharacter.uasset | 3 + .../Mannequin_UE4/Animations/Jog_Fwd.uasset | 3 + .../Materials/Layers/ML_Latex_Black.uasset | 3 + .../Layers/ML_ShinyPlastic_Beige.uasset | 3 + .../Layers/ML_ShinyPlastic_Beige_Logo.uasset | 3 + .../Materials/Layers/ML_SoftMetal.uasset | 3 + .../Materials/M_MannequinUE4_Body.uasset | 3 + .../Materials/M_MannequinUE4_ChestLogo.uasset | 3 + .../Mannequin_UE4/Meshes/SK_Mannequin.uasset | 3 + .../Meshes/SK_Mannequin_PhysicsAsset.uasset | 3 + .../Meshes/SK_Mannequin_Skeleton.uasset | 3 + .../Rigs/IK_UE4_Mannequin.uasset | 3 + 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mode 100644 Source/EndlessZombieEditor.Target.cs diff --git a/Config/DefaultEditor.ini b/Config/DefaultEditor.ini new file mode 100644 index 0000000..197e527 --- /dev/null +++ b/Config/DefaultEditor.ini @@ -0,0 +1,11 @@ +[UnrealEd.SimpleMap] +SimpleMapName=/Game/ThirdPersonCPP/Maps/ThirdPersonExampleMap + +[EditoronlyBP] +bAllowClassAndBlueprintPinMatching=true +bReplaceBlueprintWithClass= true +bDontLoadBlueprintOutsideEditor= true +bBlueprintIsNotBlueprintType= true + +[/Script/AdvancedPreviewScene.SharedProfiles] + diff --git a/Config/DefaultEditorPerProjectUserSettings.ini b/Config/DefaultEditorPerProjectUserSettings.ini new file mode 100644 index 0000000..4dcc526 --- /dev/null +++ b/Config/DefaultEditorPerProjectUserSettings.ini @@ -0,0 +1,2 @@ +[ContentBrowser] +ContentBrowserTab1.SelectedPaths=/Game/ThirdPersonCPP \ No newline at end of file diff --git a/Config/DefaultEngine.ini b/Config/DefaultEngine.ini new file mode 100644 index 0000000..fdfe5bd --- /dev/null +++ b/Config/DefaultEngine.ini @@ -0,0 +1,70 @@ +[/Script/EngineSettings.GameMapsSettings] +GameDefaultMap=/Game/ThirdPerson/Maps/ThirdPersonMap.ThirdPersonMap +EditorStartupMap=/Game/ThirdPerson/Maps/ThirdPersonMap.ThirdPersonMap +GlobalDefaultGameMode="/Script/EndlessZombie.EndlessZombieGameMode" + +[/Script/Engine.RendererSettings] +r.ReflectionMethod=1 +r.GenerateMeshDistanceFields=True +r.DynamicGlobalIlluminationMethod=1 +r.Lumen.TraceMeshSDFs=0 +r.Shadow.Virtual.Enable=1 +r.Mobile.EnableNoPrecomputedLightingCSMShader=1 +r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True +r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=true + +[/Script/WindowsTargetPlatform.WindowsTargetSettings] +DefaultGraphicsRHI=DefaultGraphicsRHI_DX12 +-D3D12TargetedShaderFormats=PCD3D_SM5 ++D3D12TargetedShaderFormats=PCD3D_SM6 +-D3D11TargetedShaderFormats=PCD3D_SM5 ++D3D11TargetedShaderFormats=PCD3D_SM5 +Compiler=Default +AudioSampleRate=48000 +AudioCallbackBufferFrameSize=1024 +AudioNumBuffersToEnqueue=1 +AudioMaxChannels=0 +AudioNumSourceWorkers=4 +SpatializationPlugin= +SourceDataOverridePlugin= +ReverbPlugin= +OcclusionPlugin= +CompressionOverrides=(bOverrideCompressionTimes=False,DurationThreshold=5.000000,MaxNumRandomBranches=0,SoundCueQualityIndex=0) +CacheSizeKB=65536 +MaxChunkSizeOverrideKB=0 +bResampleForDevice=False +MaxSampleRate=48000.000000 +HighSampleRate=32000.000000 +MedSampleRate=24000.000000 +LowSampleRate=12000.000000 +MinSampleRate=8000.000000 +CompressionQualityModifier=1.000000 +AutoStreamingThreshold=0.000000 +SoundCueCookQualityIndex=-1 + +[/Script/HardwareTargeting.HardwareTargetingSettings] +TargetedHardwareClass=Desktop +AppliedTargetedHardwareClass=Desktop +DefaultGraphicsPerformance=Maximum +AppliedDefaultGraphicsPerformance=Maximum + +[/Script/Engine.Engine] ++ActiveGameNameRedirects=(OldGameName="TP_ThirdPerson",NewGameName="/Script/EndlessZombie") ++ActiveGameNameRedirects=(OldGameName="/Script/TP_ThirdPerson",NewGameName="/Script/EndlessZombie") ++ActiveClassRedirects=(OldClassName="TP_ThirdPersonGameMode",NewClassName="EndlessZombieGameMode") ++ActiveClassRedirects=(OldClassName="TP_ThirdPersonCharacter",NewClassName="EndlessZombieCharacter") + +[/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings] +bEnablePlugin=True +bAllowNetworkConnection=True +SecurityToken=9337AE5D4F84A0B0084AE391B4641674 +bIncludeInShipping=False +bAllowExternalStartInShipping=False +bCompileAFSProject=False +bUseCompression=False +bLogFiles=False +bReportStats=False +ConnectionType=USBOnly +bUseManualIPAddress=False +ManualIPAddress= + diff --git a/Config/DefaultGame.ini b/Config/DefaultGame.ini new file mode 100644 index 0000000..811dbd1 --- /dev/null +++ b/Config/DefaultGame.ini @@ -0,0 +1,9 @@ +[/Script/EngineSettings.GeneralProjectSettings] +ProjectID=5590A2D2439582458B9CFD8172984EA9 +ProjectName=Third Person Game Template +CopyrightNotice=Copyright Jorge Kuijper. All Rights Reserved. +CompanyName=JKuijperM +Homepage="https://jkuijperm.itch.io/" +ProjectDisplayedTitle=NSLOCTEXT("[/Script/EngineSettings]", "1B6EFA714D5565CBC69214A9F8BA3D67", "Endless Zombie Runner") +ProjectDebugTitleInfo=NSLOCTEXT("[/Script/EngineSettings]", "5BED01D343F6DFFA812153A982A339BA", "EndlessZombie") + diff --git a/Config/DefaultInput.ini b/Config/DefaultInput.ini new file mode 100644 index 0000000..58fc9cb --- /dev/null +++ b/Config/DefaultInput.ini @@ -0,0 +1,86 @@ + + +[/Script/Engine.InputSettings] +-AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) +-AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) +-AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) +-AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) +-AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f)) +-AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f)) +-AxisConfig=(AxisKeyName="Mouse2D",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f)) ++AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MouseWheelAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_LeftTriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_RightTriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_Special_Left_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_Special_Left_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Mouse2D",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Vive_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Vive_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Vive_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Vive_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Vive_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Vive_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Left_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Right_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 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++AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Grip_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 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0000000..bececfa --- /dev/null +++ b/Content/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/A/KP/VZTB4WP3P1L1F1WL9R6XLZ.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:03f8cff85345b9cd9307106f09dc44109abea9c061343ceac9ad9e118e377132 +size 2015 diff --git a/EndlessZombie.uproject b/EndlessZombie.uproject new file mode 100644 index 0000000..bed7922 --- /dev/null +++ b/EndlessZombie.uproject @@ -0,0 +1,25 @@ +{ + "FileVersion": 3, + "EngineAssociation": "5.1", + "Category": "", + "Description": "", + "Modules": [ + { + "Name": "EndlessZombie", + "Type": "Runtime", + "LoadingPhase": "Default", + "AdditionalDependencies": [ + "Engine" + ] + } + ], + "Plugins": [ + { + "Name": "ModelingToolsEditorMode", + "Enabled": true, + "TargetAllowList": [ + "Editor" + ] + } + ] +} \ No newline at end of file diff --git a/Source/EndlessZombie.Target.cs b/Source/EndlessZombie.Target.cs new file mode 100644 index 0000000..8ebf02c --- /dev/null +++ b/Source/EndlessZombie.Target.cs @@ -0,0 +1,15 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +using UnrealBuildTool; +using System.Collections.Generic; + +public class EndlessZombieTarget : TargetRules +{ + public EndlessZombieTarget(TargetInfo Target) : base(Target) + { + Type = TargetType.Game; + DefaultBuildSettings = BuildSettingsVersion.V2; + IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_1; + ExtraModuleNames.Add("EndlessZombie"); + } +} diff --git a/Source/EndlessZombie/EndlessZombie.Build.cs b/Source/EndlessZombie/EndlessZombie.Build.cs new file mode 100644 index 0000000..e82e287 --- /dev/null +++ b/Source/EndlessZombie/EndlessZombie.Build.cs @@ -0,0 +1,13 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +using UnrealBuildTool; + +public class EndlessZombie : ModuleRules +{ + public EndlessZombie(ReadOnlyTargetRules Target) : base(Target) + { + PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs; + + PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "HeadMountedDisplay", "EnhancedInput" }); + } +} diff --git a/Source/EndlessZombie/EndlessZombie.cpp b/Source/EndlessZombie/EndlessZombie.cpp new file mode 100644 index 0000000..e831f9d --- /dev/null +++ b/Source/EndlessZombie/EndlessZombie.cpp @@ -0,0 +1,7 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "EndlessZombie.h" +#include "Modules/ModuleManager.h" + +IMPLEMENT_PRIMARY_GAME_MODULE( FDefaultGameModuleImpl, EndlessZombie, "EndlessZombie" ); + \ No newline at end of file diff --git a/Source/EndlessZombie/EndlessZombie.h b/Source/EndlessZombie/EndlessZombie.h new file mode 100644 index 0000000..ddbf2e2 --- /dev/null +++ b/Source/EndlessZombie/EndlessZombie.h @@ -0,0 +1,5 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" diff --git a/Source/EndlessZombie/EndlessZombieCharacter.cpp b/Source/EndlessZombie/EndlessZombieCharacter.cpp new file mode 100644 index 0000000..443be5b --- /dev/null +++ b/Source/EndlessZombie/EndlessZombieCharacter.cpp @@ -0,0 +1,129 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "EndlessZombieCharacter.h" +#include "Camera/CameraComponent.h" +#include "Components/CapsuleComponent.h" +#include "Components/InputComponent.h" +#include "GameFramework/CharacterMovementComponent.h" +#include "GameFramework/Controller.h" +#include "GameFramework/SpringArmComponent.h" +#include "EnhancedInputComponent.h" +#include "EnhancedInputSubsystems.h" + + +////////////////////////////////////////////////////////////////////////// +// AEndlessZombieCharacter + +AEndlessZombieCharacter::AEndlessZombieCharacter() +{ + // 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; // Character moves in the direction of input... + GetCharacterMovement()->RotationRate = FRotator(0.0f, 500.0f, 0.0f); // ...at this rotation rate + + // 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 = 700.f; + GetCharacterMovement()->AirControl = 0.35f; + GetCharacterMovement()->MaxWalkSpeed = 500.f; + GetCharacterMovement()->MinAnalogWalkSpeed = 20.f; + GetCharacterMovement()->BrakingDecelerationWalking = 2000.f; + + // Create a camera boom (pulls in towards the player if there is a collision) + CameraBoom = CreateDefaultSubobject(TEXT("CameraBoom")); + CameraBoom->SetupAttachment(RootComponent); + CameraBoom->TargetArmLength = 400.0f; // The camera follows at this distance behind the character + CameraBoom->bUsePawnControlRotation = true; // Rotate the arm based on the controller + + // Create a follow camera + FollowCamera = CreateDefaultSubobject(TEXT("FollowCamera")); + FollowCamera->SetupAttachment(CameraBoom, USpringArmComponent::SocketName); // Attach the camera to the end of the boom and let the boom adjust to match the controller orientation + FollowCamera->bUsePawnControlRotation = false; // Camera does not rotate relative to arm + + // 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 AEndlessZombieCharacter::BeginPlay() +{ + // Call the base class + Super::BeginPlay(); + + //Add Input Mapping Context + if (APlayerController* PlayerController = Cast(Controller)) + { + if (UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem(PlayerController->GetLocalPlayer())) + { + Subsystem->AddMappingContext(DefaultMappingContext, 0); + } + } +} + +////////////////////////////////////////////////////////////////////////// +// Input + +void AEndlessZombieCharacter::SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) +{ + // Set up action bindings + if (UEnhancedInputComponent* EnhancedInputComponent = CastChecked(PlayerInputComponent)) { + + //Jumping + EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Triggered, this, &ACharacter::Jump); + EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Completed, this, &ACharacter::StopJumping); + + //Moving + EnhancedInputComponent->BindAction(MoveAction, ETriggerEvent::Triggered, this, &AEndlessZombieCharacter::Move); + + //Looking + EnhancedInputComponent->BindAction(LookAction, ETriggerEvent::Triggered, this, &AEndlessZombieCharacter::Look); + + } + +} + +void AEndlessZombieCharacter::Move(const FInputActionValue& Value) +{ + // input is a Vector2D + FVector2D MovementVector = Value.Get(); + + if (Controller != nullptr) + { + // find out which way is forward + const FRotator Rotation = Controller->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, MovementVector.Y); + AddMovementInput(RightDirection, MovementVector.X); + } +} + +void AEndlessZombieCharacter::Look(const FInputActionValue& Value) +{ + // input is a Vector2D + FVector2D LookAxisVector = Value.Get(); + + if (Controller != nullptr) + { + // add yaw and pitch input to controller + AddControllerYawInput(LookAxisVector.X); + AddControllerPitchInput(LookAxisVector.Y); + } +} + + + + diff --git a/Source/EndlessZombie/EndlessZombieCharacter.h b/Source/EndlessZombie/EndlessZombieCharacter.h new file mode 100644 index 0000000..e7aadbd --- /dev/null +++ b/Source/EndlessZombie/EndlessZombieCharacter.h @@ -0,0 +1,66 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" +#include "GameFramework/Character.h" +#include "InputActionValue.h" +#include "EndlessZombieCharacter.generated.h" + + +UCLASS(config=Game) +class AEndlessZombieCharacter : public ACharacter +{ + GENERATED_BODY() + + /** Camera boom positioning the camera behind the character */ + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true")) + class USpringArmComponent* CameraBoom; + + /** Follow camera */ + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true")) + class UCameraComponent* FollowCamera; + + /** MappingContext */ + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true")) + class UInputMappingContext* DefaultMappingContext; + + /** Jump Input Action */ + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true")) + class UInputAction* JumpAction; + + /** Move Input Action */ + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true")) + class UInputAction* MoveAction; + + /** Look Input Action */ + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true")) + class UInputAction* LookAction; + +public: + AEndlessZombieCharacter(); + + +protected: + + /** Called for movement input */ + void Move(const FInputActionValue& Value); + + /** Called for looking input */ + void Look(const FInputActionValue& Value); + + +protected: + // APawn interface + virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override; + + // To add mapping context + virtual void BeginPlay(); + +public: + /** Returns CameraBoom subobject **/ + FORCEINLINE class USpringArmComponent* GetCameraBoom() const { return CameraBoom; } + /** Returns FollowCamera subobject **/ + FORCEINLINE class UCameraComponent* GetFollowCamera() const { return FollowCamera; } +}; + diff --git a/Source/EndlessZombie/EndlessZombieGameMode.cpp b/Source/EndlessZombie/EndlessZombieGameMode.cpp new file mode 100644 index 0000000..9f238aa --- /dev/null +++ b/Source/EndlessZombie/EndlessZombieGameMode.cpp @@ -0,0 +1,15 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "EndlessZombieGameMode.h" +#include "EndlessZombieCharacter.h" +#include "UObject/ConstructorHelpers.h" + +AEndlessZombieGameMode::AEndlessZombieGameMode() +{ + // set default pawn class to our Blueprinted character + static ConstructorHelpers::FClassFinder PlayerPawnBPClass(TEXT("/Game/ThirdPerson/Blueprints/BP_ThirdPersonCharacter")); + if (PlayerPawnBPClass.Class != NULL) + { + DefaultPawnClass = PlayerPawnBPClass.Class; + } +} diff --git a/Source/EndlessZombie/EndlessZombieGameMode.h b/Source/EndlessZombie/EndlessZombieGameMode.h new file mode 100644 index 0000000..042ba4f --- /dev/null +++ b/Source/EndlessZombie/EndlessZombieGameMode.h @@ -0,0 +1,19 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" +#include "GameFramework/GameModeBase.h" +#include "EndlessZombieGameMode.generated.h" + +UCLASS(minimalapi) +class AEndlessZombieGameMode : public AGameModeBase +{ + GENERATED_BODY() + +public: + AEndlessZombieGameMode(); +}; + + + diff --git a/Source/EndlessZombie/ZombieCharacter.cpp b/Source/EndlessZombie/ZombieCharacter.cpp new file mode 100644 index 0000000..4cf9283 --- /dev/null +++ b/Source/EndlessZombie/ZombieCharacter.cpp @@ -0,0 +1,47 @@ +// Copyright Jorge Kuijper. All Rights Reserved. + + +#include "ZombieCharacter.h" +#include "Camera/CameraComponent.h" +#include "GameFramework/SpringArmComponent.h" + +// Sets default values +AZombieCharacter::AZombieCharacter() +{ + // Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it. + PrimaryActorTick.bCanEverTick = true; + + + // Create a camera boom (pulls in towards the player if there is a collision) + CameraBoom = CreateDefaultSubobject(TEXT("CameraBoom")); + CameraBoom->SetupAttachment(RootComponent); + CameraBoom->TargetArmLength = 400.f; // The camera follows at this distance behind the character + CameraBoom->bUsePawnControlRotation = true; // Rotate the arm based on the controller + + // Create a follow camera + FollowCamera = CreateDefaultSubobject(TEXT("FollowCamera")); + FollowCamera->SetupAttachment(CameraBoom, USpringArmComponent::SocketName); // Attach the camera to the end of the boom and let the boom adjust to match the controller orientation + FollowCamera->bUsePawnControlRotation = false; // Camera does not rotate relative to arm +} + +// Called when the game starts or when spawned +void AZombieCharacter::BeginPlay() +{ + Super::BeginPlay(); + +} + +// Called every frame +void AZombieCharacter::Tick(float DeltaTime) +{ + Super::Tick(DeltaTime); + +} + +// Called to bind functionality to input +void AZombieCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent) +{ + Super::SetupPlayerInputComponent(PlayerInputComponent); + +} + diff --git a/Source/EndlessZombie/ZombieCharacter.h b/Source/EndlessZombie/ZombieCharacter.h new file mode 100644 index 0000000..ca9dcb1 --- /dev/null +++ b/Source/EndlessZombie/ZombieCharacter.h @@ -0,0 +1,59 @@ +// Copyright Jorge Kuijper. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" +#include "GameFramework/Character.h" +#include "InputActionValue.h" +#include "ZombieCharacter.generated.h" + +UCLASS() +class ENDLESSZOMBIE_API AZombieCharacter : public ACharacter +{ + GENERATED_BODY() + + /** Camera boom positioning the camera behind the character */ + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true")) + class USpringArmComponent* CameraBoom; + + /** Follow camera */ + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true")) + class UCameraComponent* FollowCamera; + + /** MappingContext */ + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true")) + class UInputMappingContext* DefaultMappingContext; + + /** Jump Input Action */ + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true")) + class UInputAction* JumpAction; + + /** Move Input Action */ + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true")) + class UInputAction* MoveAction; + +public: + // Sets default values for this character's properties + AZombieCharacter(); + +protected: + // Called when the game starts or when spawned + virtual void BeginPlay() override; + + // APawn interface + virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override; + +public: + // Called every frame + virtual void Tick(float DeltaTime) override; + + /** Returns CameraBoom subobject **/ + FORCEINLINE class USpringArmComponent* GetCameraBoom() const { return CameraBoom; } + /** Returns FollowCamera subobject **/ + FORCEINLINE class UCameraComponent* GetFollowCamera() const { return FollowCamera; } + + // Base speed + UPROPERTY(EditAnywhere, Category = "Movement") + float fBaseSpeed = 100.f; + +}; diff --git a/Source/EndlessZombieEditor.Target.cs b/Source/EndlessZombieEditor.Target.cs new file mode 100644 index 0000000..f489edb --- /dev/null +++ b/Source/EndlessZombieEditor.Target.cs @@ -0,0 +1,15 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +using UnrealBuildTool; +using System.Collections.Generic; + +public class EndlessZombieEditorTarget : TargetRules +{ + public EndlessZombieEditorTarget(TargetInfo Target) : base(Target) + { + Type = TargetType.Editor; + DefaultBuildSettings = BuildSettingsVersion.V2; + IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_1; + ExtraModuleNames.Add("EndlessZombie"); + } +}