Files
Yamato/Source/MyProject3/SpaceshipPawn.cpp

173 lines
5.9 KiB
C++

#include "SpaceshipPawn.h"
#include "GameFramework/SpringArmComponent.h"
#include "Camera/CameraComponent.h"
#include "Components/StaticMeshComponent.h"
#include "EnhancedInputComponent.h"
#include "EnhancedInputSubsystems.h"
#include "SpaceshipProjectile.h"
ASpaceshipPawn::ASpaceshipPawn()
{
PrimaryActorTick.bCanEverTick = true;
// Create ship mesh
ShipMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("ShipMesh"));
RootComponent = ShipMesh;
ShipMesh->SetSimulatePhysics(false);
ShipMesh->SetEnableGravity(false);
// Create camera spring arm
CameraSpringArm = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraSpringArm"));
CameraSpringArm->SetupAttachment(RootComponent);
CameraSpringArm->TargetArmLength = 400.0f;
CameraSpringArm->bEnableCameraLag = true;
CameraSpringArm->CameraLagSpeed = 3.0f;
CameraSpringArm->bEnableCameraRotationLag = true;
CameraSpringArm->CameraRotationLagSpeed = 10.0f;
// Create camera
Camera = CreateDefaultSubobject<UCameraComponent>(TEXT("Camera"));
Camera->SetupAttachment(CameraSpringArm, USpringArmComponent::SocketName);
// Initialize movement variables
CurrentThrust = 0.0f;
TargetThrust = 0.0f;
bThrottlePressed = false;
CurrentVelocity = FVector::ZeroVector;
CurrentRotation = GetActorQuat();
TargetRotation = GetActorRotation();
}
void ASpaceshipPawn::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);
}
}
}
void ASpaceshipPawn::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
// Handle thrust deceleration when not pressing throttle
if (!bThrottlePressed)
{
CurrentThrust = FMath::FInterpTo(CurrentThrust, 0.0f, DeltaTime, ThrustDeceleration);
}
else
{
CurrentThrust = FMath::FInterpTo(CurrentThrust, TargetThrust, DeltaTime, ThrustAcceleration);
}
// Calculate movement
FVector ThrustDirection = GetActorForwardVector();
FVector ThrustForce = ThrustDirection * CurrentThrust;
// Apply drag
FVector DragForce = -CurrentVelocity * DragCoefficient;
// Update velocity
CurrentVelocity += (ThrustForce + DragForce) * DeltaTime;
// Update position
FVector NewLocation = GetActorLocation() + (CurrentVelocity * DeltaTime);
SetActorLocation(NewLocation, true);
// Smooth rotation using quaternion interpolation
FQuat TargetQuat = TargetRotation.Quaternion();
CurrentRotation = FQuat::Slerp(CurrentRotation, TargetQuat, RotationSpeed * DeltaTime);
SetActorRotation(CurrentRotation);
// Debug info
if (GEngine)
{
GEngine->AddOnScreenDebugMessage(-1, 0.0f, FColor::Yellow,
FString::Printf(TEXT("Thrust: %.2f"), CurrentThrust));
GEngine->AddOnScreenDebugMessage(-1, 0.0f, FColor::Green,
FString::Printf(TEXT("Velocity: %.2f"), CurrentVelocity.Size()));
}
}
void ASpaceshipPawn::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
if (UEnhancedInputComponent* EnhancedInputComponent = CastChecked<UEnhancedInputComponent>(PlayerInputComponent))
{
// Bind both Hold and Released events for throttle
EnhancedInputComponent->BindAction(ThrottleAction, ETriggerEvent::Started, this, &ASpaceshipPawn::HandleThrottleStarted);
EnhancedInputComponent->BindAction(ThrottleAction, ETriggerEvent::Completed, this, &ASpaceshipPawn::HandleThrottleReleased);
// Bind mouse control
EnhancedInputComponent->BindAction(MouseControlAction, ETriggerEvent::Started, this, &ASpaceshipPawn::HandleMouseControl);
// Bind fire action
EnhancedInputComponent->BindAction(FireAction, ETriggerEvent::Triggered, this, &ASpaceshipPawn::HandleFire);
}
}
// Split the throttle handling into two functions
void ASpaceshipPawn::HandleThrottleStarted(const FInputActionValue& Value)
{
const float ThrottleValue = Value.Get<float>();
bThrottlePressed = true;
TargetThrust = ThrottleValue * MaxThrust;
}
void ASpaceshipPawn::HandleThrottleReleased(const FInputActionValue& Value)
{
bThrottlePressed = false;
}
void ASpaceshipPawn::HandleMouseControl(const FInputActionValue& Value)
{
const FVector2D MouseValue = Value.Get<FVector2D>();
// Get current rotation
FRotator CurrentRot = GetActorRotation();
// Calculate new rotation values
float NewPitch = CurrentRot.Pitch + (-MouseValue.Y * RotationSpeed * GetWorld()->GetDeltaSeconds());
float NewYaw = CurrentRot.Yaw + (MouseValue.X * RotationSpeed * GetWorld()->GetDeltaSeconds());
// Clamp pitch to prevent flipping
NewPitch = FMath::ClampAngle(NewPitch, -85.0f, 85.0f);
// Set target rotation
TargetRotation = FRotator(NewPitch, NewYaw, CurrentRot.Roll);
// Update camera spring arm rotation to match
CameraSpringArm->SetRelativeRotation(FRotator(NewPitch * 0.3f, 0.0f, 0.0f));
}
void ASpaceshipPawn::HandleFire(const FInputActionValue& Value)
{
UWorld* World = GetWorld();
if (World)
{
FVector SpawnLocation = ShipMesh->GetSocketLocation(TEXT("ProjectileSpawn"));
if (SpawnLocation == FVector::ZeroVector)
{
SpawnLocation = GetActorLocation() + (GetActorForwardVector() * 100.0f);
}
FRotator SpawnRotation = GetActorRotation();
FActorSpawnParameters SpawnParams;
SpawnParams.Owner = this;
SpawnParams.Instigator = GetInstigator();
World->SpawnActor<ASpaceshipProjectile>(
ASpaceshipProjectile::StaticClass(),
SpawnLocation,
SpawnRotation,
SpawnParams
);
}
}