Files
Yamato/Source/MyProject3/SpaceshipPawn.cpp
2025-02-15 21:32:16 +05:30

120 lines
4.0 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 and setup the ship's mesh
ShipMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("ShipMesh"));
RootComponent = ShipMesh;
// Create and setup the camera spring arm
CameraSpringArm = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraSpringArm"));
CameraSpringArm->SetupAttachment(RootComponent);
CameraSpringArm->TargetArmLength = 400.0f;
CameraSpringArm->bEnableCameraLag = true;
CameraSpringArm->CameraLagSpeed = 3.0f;
// Create and setup the camera
Camera = CreateDefaultSubobject<UCameraComponent>(TEXT("Camera"));
Camera->SetupAttachment(CameraSpringArm, USpringArmComponent::SocketName);
}
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);
if (!CurrentVelocity.IsZero())
{
FVector NewLocation = GetActorLocation() + (CurrentVelocity * DeltaTime);
SetActorLocation(NewLocation);
}
}
void ASpaceshipPawn::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
if (UEnhancedInputComponent* EnhancedInputComponent = CastChecked<UEnhancedInputComponent>(PlayerInputComponent))
{
// Binding the Movement action
EnhancedInputComponent->BindAction(MovementAction, ETriggerEvent::Triggered, this, &ASpaceshipPawn::Move);
// Binding the Look action
EnhancedInputComponent->BindAction(LookAction, ETriggerEvent::Triggered, this, &ASpaceshipPawn::Look);
// Binding the Fire action
EnhancedInputComponent->BindAction(FireAction, ETriggerEvent::Triggered, this, &ASpaceshipPawn::Fire);
}
}
void ASpaceshipPawn::Move(const FInputActionValue& Value)
{
const FVector2D MovementVector = Value.Get<FVector2D>();
CurrentVelocity = FVector(
MovementVector.X * MovementSpeed,
MovementVector.Y * MovementSpeed,
0.0f
);
}
void ASpaceshipPawn::Look(const FInputActionValue& Value)
{
const FVector2D LookAxisVector = Value.Get<FVector2D>();
// Yaw rotation (left/right)
AddActorLocalRotation(FRotator(0.0f, LookAxisVector.X * RotationSpeed * GetWorld()->GetDeltaSeconds(), 0.0f));
// Pitch rotation (up/down) for camera
float NewPitch = CameraSpringArm->GetRelativeRotation().Pitch +
LookAxisVector.Y * RotationSpeed * GetWorld()->GetDeltaSeconds();
NewPitch = FMath::Clamp(NewPitch, -80.0f, 80.0f);
CameraSpringArm->SetRelativeRotation(FRotator(NewPitch, 0.0f, 0.0f));
}
void ASpaceshipPawn::Fire(const FInputActionValue& Value)
{
// Implementation remains the same as before
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();
ASpaceshipProjectile* Projectile = World->SpawnActor<ASpaceshipProjectile>(
ASpaceshipProjectile::StaticClass(),
SpawnLocation,
SpawnRotation,
SpawnParams
);
}
}