// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved. #include "RaanCharacter.h" #include "HeadMountedDisplayFunctionLibrary.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 "Interactible.h" ////////////////////////////////////////////////////////////////////////// // ARaanCharacter ARaanCharacter::ARaanCharacter() { // Set size for collision capsule GetCapsuleComponent()->InitCapsuleSize(42.f, 96.0f); // set our turn rates for input BaseTurnRate = 45.f; BaseLookUpRate = 45.f; // 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, 540.0f, 0.0f); // ...at this rotation rate GetCharacterMovement()->JumpZVelocity = 600.f; GetCharacterMovement()->AirControl = 0.2f; // Create a camera boom (pulls in towards the player if there is a collision) CameraBoom = CreateDefaultSubobject(TEXT("CameraBoom")); CameraBoom->SetupAttachment(RootComponent); CameraBoom->TargetArmLength = 300.0f; // 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 TargetVolume = CreateDefaultSubobject(TEXT("TargetVolume")); TargetVolume->InitCapsuleSize(180, 170); TargetVolume->SetCollisionProfileName(TEXT("Trigger")); TargetVolume->SetupAttachment(RootComponent); // Note: The skeletal mesh and anim blueprint references on the Mesh component (inherited from Character) // are set in the derived blueprint asset named MyCharacter (to avoid direct content references in C++) } ////////////////////////////////////////////////////////////////////////// // Input void ARaanCharacter::SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) { // Set up gameplay key bindings check(PlayerInputComponent); PlayerInputComponent->BindAction("Jump", IE_Pressed, this, &ACharacter::Jump); PlayerInputComponent->BindAction("Jump", IE_Released, this, &ACharacter::StopJumping); PlayerInputComponent->BindAction("Target", IE_Pressed, this, &ARaanCharacter::ToggleTarget); PlayerInputComponent->BindAction("Interact", IE_Pressed, this, &ARaanCharacter::Interact); PlayerInputComponent->BindAxis("MoveForward", this, &ARaanCharacter::MoveForward); PlayerInputComponent->BindAxis("MoveRight", this, &ARaanCharacter::MoveRight); // We have 2 versions of the rotation bindings to handle different kinds of devices differently // "turn" handles devices that provide an absolute delta, such as a mouse. // "turnrate" is for devices that we choose to treat as a rate of change, such as an analog joystick PlayerInputComponent->BindAxis("Turn", this, &APawn::AddControllerYawInput); PlayerInputComponent->BindAxis("TurnRate", this, &ARaanCharacter::TurnAtRate); PlayerInputComponent->BindAxis("LookUp", this, &APawn::AddControllerPitchInput); PlayerInputComponent->BindAxis("LookUpRate", this, &ARaanCharacter::LookUpAtRate); // handle touch devices PlayerInputComponent->BindTouch(IE_Pressed, this, &ARaanCharacter::TouchStarted); PlayerInputComponent->BindTouch(IE_Released, this, &ARaanCharacter::TouchStopped); // VR headset functionality PlayerInputComponent->BindAction("ResetVR", IE_Pressed, this, &ARaanCharacter::OnResetVR); } void ARaanCharacter::OnResetVR() { UHeadMountedDisplayFunctionLibrary::ResetOrientationAndPosition(); } void ARaanCharacter::TouchStarted(ETouchIndex::Type FingerIndex, FVector Location) { Jump(); } void ARaanCharacter::TouchStopped(ETouchIndex::Type FingerIndex, FVector Location) { StopJumping(); } void ARaanCharacter::TurnAtRate(float Rate) { // calculate delta for this frame from the rate information AddControllerYawInput(Rate * BaseTurnRate * GetWorld()->GetDeltaSeconds()); } void ARaanCharacter::LookUpAtRate(float Rate) { // calculate delta for this frame from the rate information AddControllerPitchInput(Rate * BaseLookUpRate * GetWorld()->GetDeltaSeconds()); } void ARaanCharacter::MoveForward(float Value) { if ((Controller != NULL) && (Value != 0.0f)) { // find out which way is forward const FRotator Rotation = Controller->GetControlRotation(); const FRotator YawRotation(0, Rotation.Yaw, 0); // get forward vector const FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X); AddMovementInput(Direction, Value); } } void ARaanCharacter::MoveRight(float Value) { if ( (Controller != NULL) && (Value != 0.0f) ) { // find out which way is right const FRotator Rotation = Controller->GetControlRotation(); const FRotator YawRotation(0, Rotation.Yaw, 0); // get right vector const FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y); // add movement in that direction AddMovementInput(Direction, Value); } } void ARaanCharacter::ToggleTarget() { } void ARaanCharacter::Interact() { TArray candidates; TargetVolume->GetOverlappingActors(candidates); for (auto candidate : candidates) { UInteractible* interactible = Cast(candidate->FindComponentByClass(UInteractible::StaticClass())); if (interactible && GEngine) { GEngine->AddOnScreenDebugMessage(-1, 15.0f, FColor::Yellow, "dummy interaction invoked"); } } }