Added acceleration to the movement

This commit is contained in:
JKuijperM 2023-01-07 11:12:06 +01:00
parent 20063b408c
commit 4fa44a809a
3 changed files with 8 additions and 11 deletions

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@ -1,3 +1,3 @@
version https://git-lfs.github.com/spec/v1
oid sha256:a382241647580d65fcb11eaed49b5c9e28ca99e8efd50ddb5f8f7c27bce6d1ae
size 35058
oid sha256:eae19cff0d1a7ec399f2bed7ddebeb12a0cd1464b7cc3aac8997e573ce9f340f
size 35109

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@ -153,19 +153,14 @@ void AZombieCharacter::MoveForwardConstant(float DeltaTime)
{
if (bStraight)
{
FVector vLocation = GetActorLocation();
vLocation += GetActorForwardVector() * fBaseSpeed * DeltaTime;
FVector vLocation = GetActorLocation();
fBaseSpeed += fAcceleration * DeltaTime;
vLocation += GetActorForwardVector() * fBaseSpeed;
SetActorLocation(vLocation);
}
else
{
RotateCharacter();
FVector vLocation = GetActorLocation();
/*FVector forward = GetActorForwardVector();
UE_LOG(LogTemp, Warning, TEXT("x: %.2f, y: %.2f, z: %.2f"), forward.X, forward.Y, forward.Z);*/
vLocation += vCurrentDirection * 30.f * DeltaTime;
SetActorLocation(vLocation);
bStraight = true;
}

View File

@ -62,7 +62,9 @@ public:
// Base speed
UPROPERTY(EditAnywhere, Category = "Movement")
float fBaseSpeed = 100.f;
float fBaseSpeed = 5.f;
UPROPERTY(EditAnywhere, Category = "Movement")
float fAcceleration = .001f;
void RotateCharacter();
bool bStraight = true;