219 lines
6.8 KiB
C++
219 lines
6.8 KiB
C++
// Copyright Jorge Kuijper. All Rights Reserved.
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#include "ZombieCharacter.h"
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#include "Camera/CameraComponent.h"
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#include "Components/CapsuleComponent.h"
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#include "Components/InputComponent.h"
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#include "GameFramework/CharacterMovementComponent.h"
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#include "GameFramework/Controller.h"
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#include "GameFramework/SpringArmComponent.h"
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#include "EnhancedInputComponent.h"
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#include "EnhancedInputSubsystems.h"
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// Sets default values
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AZombieCharacter::AZombieCharacter()
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{
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// Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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PrimaryActorTick.bCanEverTick = true;
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// Set size for collision capsule
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GetCapsuleComponent()->InitCapsuleSize(42.f, 96.0f);
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// Don't rotate when the controller rotates. Let that just affect the camera.
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bUseControllerRotationPitch = false;
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bUseControllerRotationYaw = false;
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bUseControllerRotationRoll = false;
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// Configure character movement
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GetCharacterMovement()->bOrientRotationToMovement = false; // Character moves in the direction of input...
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GetCharacterMovement()->RotationRate = FRotator(0.0f, 500.0f, 0.0f); // ...at this rotation rate
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// Note: For faster iteration times these variables, and many more, can be tweaked in the Character Blueprint
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// instead of recompiling to adjust them
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GetCharacterMovement()->JumpZVelocity = 700.f;
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GetCharacterMovement()->AirControl = 0.35f;
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GetCharacterMovement()->MaxWalkSpeed = 500.f;
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GetCharacterMovement()->MinAnalogWalkSpeed = 20.f;
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GetCharacterMovement()->BrakingDecelerationWalking = 2000.f;
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// Create a camera boom (pulls in towards the player if there is a collision)
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CameraBoom = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraBoom"));
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CameraBoom->SetupAttachment(RootComponent);
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CameraBoom->TargetArmLength = 400.f; // The camera follows at this distance behind the character
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CameraBoom->bUsePawnControlRotation = true; // Rotate the arm based on the controller
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CameraBoom->SetWorldLocation(FVector(0.f, 0.f, 180.f));
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// Create a follow camera
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FollowCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("FollowCamera"));
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FollowCamera->SetupAttachment(CameraBoom, USpringArmComponent::SocketName); // Attach the camera to the end of the boom and let the boom adjust to match the controller orientation
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FollowCamera->bUsePawnControlRotation = false; // Camera does not rotate relative to arm
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FollowCamera->SetWorldRotation(FQuat(FRotator(-15.f, 0.f, 0.f)));
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// For timeline
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bReadyState = true;
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mDirections.Add(0, FVector(1, 0, 0));
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mDirections.Add(1, FVector(0, 1, 0));
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mDirections.Add(2, FVector(-1, 0, 0));
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mDirections.Add(3, FVector(0, -1, 0));
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vCurrentDirection = mDirections[0];
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}
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// Called when the game starts or when spawned
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void AZombieCharacter::BeginPlay()
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{
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Super::BeginPlay();
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//Add Input Mapping Context
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if (APlayerController* PlayerController = Cast<APlayerController>(Controller))
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{
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if (UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(PlayerController->GetLocalPlayer()))
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{
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Subsystem->AddMappingContext(DefaultMappingContext, 0);
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}
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}
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//CurrentRotation = GetActorRotation();
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if (TurnCurve)
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{
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FOnTimelineFloat TimelineCallback;
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FOnTimelineEventStatic TimelineFisihedCallback;
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TimelineCallback.BindUFunction(this, FName("ControlTurning"));
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TimelineFisihedCallback.BindUFunction(this, FName("SetState"));
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TurnTimeline.AddInterpFloat(TurnCurve, TimelineCallback);
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TurnTimeline.SetTimelineFinishedFunc(TimelineFisihedCallback);
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}
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}
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// Called every frame
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void AZombieCharacter::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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TurnTimeline.TickTimeline(DeltaTime);
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if (!bTurning)
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{
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MoveForwardConstant(DeltaTime);
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}
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}
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// Called to bind functionality to input
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void AZombieCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
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{
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Super::SetupPlayerInputComponent(PlayerInputComponent);
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// Set up action bindings
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if (UEnhancedInputComponent* EnhancedInputComponent = CastChecked<UEnhancedInputComponent>(PlayerInputComponent))
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{
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// Jumping
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EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Triggered, this, &ACharacter::Jump);
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EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Completed, this, &ACharacter::StopJumping);
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// Moving
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EnhancedInputComponent->BindAction(MoveAction, ETriggerEvent::Triggered, this, &AZombieCharacter::Move);
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// Crouching
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//EnhancedInputComponent->BindAction(CrouchAction, ETriggerEvent::Triggered, this, &AZombieCharacter::Crouch);
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//EnhancedInputComponent->BindAction(CrouchAction, ETriggerEvent::Triggered, this, &ACharacter::);
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//EnhancedInputComponent->BindAction(CrouchAction, ETriggerEvent::Completed, this, &ACharacter::StopCrouching);
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}
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}
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void AZombieCharacter::Move(const FInputActionValue& Value)
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{
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// input is a Vector2D
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FVector2D MovementVector = Value.Get<FVector2D>();
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if (Controller != nullptr)
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{
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// find out which way is forward
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const FRotator Rotation = Controller->GetControlRotation();
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const FRotator YawRotation(0, Rotation.Yaw, 0);
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// get forward vector
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const FVector ForwardDirection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X);
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// get right vector
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const FVector RightDirection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y);
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// add movement
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AddMovementInput(ForwardDirection, MovementVector.Y);
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AddMovementInput(RightDirection, MovementVector.X);
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}
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}
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//void AZombieCharacter::Crouch(const FInputActionValue& Value)
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//{
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//
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//}
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void AZombieCharacter::MoveForwardConstant(float DeltaTime)
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{
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if (bStraight)
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{
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FVector vLocation = GetActorLocation();
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vLocation += GetActorForwardVector() * fBaseSpeed * DeltaTime;
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SetActorLocation(vLocation);
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}
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else
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{
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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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}
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}
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void AZombieCharacter::PlayTurn()
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{
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bTurning = true;
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if (fControlTurn < 90.f)
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{
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TurnTimeline.PlayFromStart();
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}
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else
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{
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fControlTurn = 0.f;
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}
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}
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void AZombieCharacter::RotateCharacter()
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{
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FRotator CurrentRotation = GetActorRotation();
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fControlTurn = 0.f;
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PlayTurn();
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}
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void AZombieCharacter::ControlTurning()
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{
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fTimelineValue = TurnTimeline.GetPlaybackPosition();
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float fTurnCurve = TurnCurve->GetFloatValue(fTimelineValue);
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float fVal = fTurnCurve - fPrevCurvValue;
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fPrevCurvValue = fTurnCurve;
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fControlTurn += fVal;
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if (fControlTurn <= 90.f)
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{
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FRotator CurrentRotation = Controller->GetControlRotation();
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CurrentRotation.Yaw += fVal * iSideTurn;
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Controller->SetControlRotation(CurrentRotation);
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}
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}
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void AZombieCharacter::SetState()
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{
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bReadyState = true;
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bTurning = false;
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bStraight = true;
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fPrevCurvValue = 0.f;
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} |