#include "MyCharacter.h" #include "GameFramework/SpringArmComponent.h" #include "Camera/CameraComponent.h" #include "GameFramework/Controller.h" #include "GameFramework/CharacterMovementComponent.h" AMyCharacter::AMyCharacter() { PrimaryActorTick.bCanEverTick = true; // 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 // Set base turn and look up rates BaseTurnRate = 45.0f; BaseLookUpRate = 45.0f; // Don't rotate when the controller rotates. Let that just affect the camera. bUseControllerRotationPitch = false; bUseControllerRotationYaw = false; bUseControllerRotationRoll = false; // Configure character movement GetCharacterMovement()->bOrientRotationToMovement = true; // Character moves in the direction of input... GetCharacterMovement()->RotationRate = FRotator(0.0f, 540.0f, 0.0f); // ...at this rotation rate GetCharacterMovement()->JumpZVelocity = 600.0f; GetCharacterMovement()->AirControl = 0.2f; } void AMyCharacter::BeginPlay() { Super::BeginPlay(); } void AMyCharacter::Tick(float DeltaTime) { Super::Tick(DeltaTime); } void AMyCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent) { Super::SetupPlayerInputComponent(PlayerInputComponent); PlayerInputComponent->BindAxis("MoveForward", this, &AMyCharacter::MoveForward); PlayerInputComponent->BindAxis("MoveRight", this, &AMyCharacter::MoveRight); PlayerInputComponent->BindAxis("Turn", this, &APawn::AddControllerYawInput); PlayerInputComponent->BindAxis("TurnRate", this, &AMyCharacter::TurnAtRate); PlayerInputComponent->BindAxis("LookUp", this, &APawn::AddControllerPitchInput); PlayerInputComponent->BindAxis("LookUpRate", this, &AMyCharacter::LookUpAtRate); } void AMyCharacter::MoveForward(float Value) { if ((Controller != nullptr) && (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 AMyCharacter::MoveRight(float Value) { if ((Controller != nullptr) && (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); AddMovementInput(Direction, Value); } } void AMyCharacter::TurnAtRate(float Rate) { // calculate delta for this frame from the rate information AddControllerYawInput(Rate * BaseTurnRate * GetWorld()->GetDeltaSeconds()); } void AMyCharacter::LookUpAtRate(float Rate) { // calculate delta for this frame from the rate information AddControllerPitchInput(Rate * BaseLookUpRate * GetWorld()->GetDeltaSeconds()); }