EndlessZombie/Source/EndlessZombie/ZombieCharacter.cpp

219 lines
6.8 KiB
C++

// Copyright Jorge Kuijper. All Rights Reserved.
#include "ZombieCharacter.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"
// 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;
// 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 = false; // 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<USpringArmComponent>(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
CameraBoom->SetWorldLocation(FVector(0.f, 0.f, 180.f));
// Create a follow camera
FollowCamera = CreateDefaultSubobject<UCameraComponent>(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
FollowCamera->SetWorldRotation(FQuat(FRotator(-15.f, 0.f, 0.f)));
// For timeline
bReadyState = true;
mDirections.Add(0, FVector(1, 0, 0));
mDirections.Add(1, FVector(0, 1, 0));
mDirections.Add(2, FVector(-1, 0, 0));
mDirections.Add(3, FVector(0, -1, 0));
vCurrentDirection = mDirections[0];
}
// Called when the game starts or when spawned
void AZombieCharacter::BeginPlay()
{
Super::BeginPlay();
//Add Input Mapping Context
if (APlayerController* PlayerController = Cast<APlayerController>(Controller))
{
if (UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(PlayerController->GetLocalPlayer()))
{
Subsystem->AddMappingContext(DefaultMappingContext, 0);
}
}
//CurrentRotation = GetActorRotation();
if (TurnCurve)
{
FOnTimelineFloat TimelineCallback;
FOnTimelineEventStatic TimelineFisihedCallback;
TimelineCallback.BindUFunction(this, FName("ControlTurning"));
TimelineFisihedCallback.BindUFunction(this, FName("SetState"));
TurnTimeline.AddInterpFloat(TurnCurve, TimelineCallback);
TurnTimeline.SetTimelineFinishedFunc(TimelineFisihedCallback);
}
}
// Called every frame
void AZombieCharacter::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
TurnTimeline.TickTimeline(DeltaTime);
if (!bTurning)
{
MoveForwardConstant(DeltaTime);
}
}
// Called to bind functionality to input
void AZombieCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
// Set up action bindings
if (UEnhancedInputComponent* EnhancedInputComponent = CastChecked<UEnhancedInputComponent>(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, &AZombieCharacter::Move);
// Crouching
//EnhancedInputComponent->BindAction(CrouchAction, ETriggerEvent::Triggered, this, &AZombieCharacter::Crouch);
//EnhancedInputComponent->BindAction(CrouchAction, ETriggerEvent::Triggered, this, &ACharacter::);
//EnhancedInputComponent->BindAction(CrouchAction, ETriggerEvent::Completed, this, &ACharacter::StopCrouching);
}
}
void AZombieCharacter::Move(const FInputActionValue& Value)
{
// input is a Vector2D
FVector2D MovementVector = Value.Get<FVector2D>();
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 AZombieCharacter::Crouch(const FInputActionValue& Value)
//{
//
//}
void AZombieCharacter::MoveForwardConstant(float DeltaTime)
{
if (bStraight)
{
FVector vLocation = GetActorLocation();
vLocation += GetActorForwardVector() * fBaseSpeed * DeltaTime;
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;
}
}
void AZombieCharacter::PlayTurn()
{
bTurning = true;
if (fControlTurn < 90.f)
{
TurnTimeline.PlayFromStart();
}
else
{
fControlTurn = 0.f;
}
}
void AZombieCharacter::RotateCharacter()
{
FRotator CurrentRotation = GetActorRotation();
fControlTurn = 0.f;
PlayTurn();
}
void AZombieCharacter::ControlTurning()
{
fTimelineValue = TurnTimeline.GetPlaybackPosition();
float fTurnCurve = TurnCurve->GetFloatValue(fTimelineValue);
float fVal = fTurnCurve - fPrevCurvValue;
fPrevCurvValue = fTurnCurve;
fControlTurn += fVal;
if (fControlTurn <= 90.f)
{
FRotator CurrentRotation = Controller->GetControlRotation();
CurrentRotation.Yaw += fVal * iSideTurn;
Controller->SetControlRotation(CurrentRotation);
}
}
void AZombieCharacter::SetState()
{
bReadyState = true;
bTurning = false;
bStraight = true;
fPrevCurvValue = 0.f;
}