Added acceleration to the movement
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20063b408c
commit
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@ -1,3 +1,3 @@
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version https://git-lfs.github.com/spec/v1
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version https://git-lfs.github.com/spec/v1
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oid sha256:a382241647580d65fcb11eaed49b5c9e28ca99e8efd50ddb5f8f7c27bce6d1ae
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oid sha256:eae19cff0d1a7ec399f2bed7ddebeb12a0cd1464b7cc3aac8997e573ce9f340f
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size 35058
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size 35109
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@ -153,19 +153,14 @@ void AZombieCharacter::MoveForwardConstant(float DeltaTime)
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{
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{
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if (bStraight)
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if (bStraight)
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{
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{
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FVector vLocation = GetActorLocation();
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FVector vLocation = GetActorLocation();
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vLocation += GetActorForwardVector() * fBaseSpeed * DeltaTime;
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fBaseSpeed += fAcceleration * DeltaTime;
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vLocation += GetActorForwardVector() * fBaseSpeed;
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SetActorLocation(vLocation);
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SetActorLocation(vLocation);
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}
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}
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else
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else
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{
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{
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RotateCharacter();
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RotateCharacter();
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FVector vLocation = GetActorLocation();
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/*FVector forward = GetActorForwardVector();
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UE_LOG(LogTemp, Warning, TEXT("x: %.2f, y: %.2f, z: %.2f"), forward.X, forward.Y, forward.Z);*/
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vLocation += vCurrentDirection * 30.f * DeltaTime;
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SetActorLocation(vLocation);
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bStraight = true;
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bStraight = true;
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}
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}
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@ -62,7 +62,9 @@ public:
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// Base speed
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// Base speed
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UPROPERTY(EditAnywhere, Category = "Movement")
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UPROPERTY(EditAnywhere, Category = "Movement")
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float fBaseSpeed = 100.f;
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float fBaseSpeed = 5.f;
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UPROPERTY(EditAnywhere, Category = "Movement")
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float fAcceleration = .001f;
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void RotateCharacter();
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void RotateCharacter();
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bool bStraight = true;
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bool bStraight = true;
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