Files
Yamato/Source/MyProject3/SpaceshipPawn.cpp

397 lines
13 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"
#include "Kismet/GameplayStatics.h"
#include "GameFramework/GameUserSettings.h"
#include "Blueprint/UserWidget.h"
ASpaceshipPawn::ASpaceshipPawn()
{
PrimaryActorTick.bCanEverTick = true;
// Create ship mesh
ShipMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("ShipMesh"));
RootComponent = ShipMesh;
ShipMesh->SetSimulatePhysics(false);
ShipMesh->SetEnableGravity(false);
// Create projectile spawn point
ProjectileSpawnPoint = CreateDefaultSubobject<USceneComponent>(TEXT("ProjectileSpawnPoint"));
ProjectileSpawnPoint->SetupAttachment(ShipMesh);
// Create camera spring arm
CameraSpringArm = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraSpringArm"));
CameraSpringArm->SetupAttachment(RootComponent);
CameraSpringArm->TargetArmLength = 400.0f;
CameraSpringArm->bEnableCameraLag = true;
CameraSpringArm->CameraLagSpeed = 10.0f;
CameraSpringArm->bEnableCameraRotationLag = true;
CameraSpringArm->CameraRotationLagSpeed = 10.0f;
CameraSpringArm->CameraLagMaxDistance = 7.0f;
CameraSpringArm->bUsePawnControlRotation = false;
CameraSpringArm->bInheritPitch = true;
CameraSpringArm->bInheritYaw = true;
CameraSpringArm->bInheritRoll = false;
// Create camera
Camera = CreateDefaultSubobject<UCameraComponent>(TEXT("Camera"));
Camera->SetupAttachment(CameraSpringArm, USpringArmComponent::SocketName);
// Initialize movement variables
CurrentThrottleInput = 0.0f;
CurrentStrafeInput = 0.0f;
bThrottlePressed = false;
CurrentVelocity = FVector::ZeroVector;
CurrentPitch = 0.0f;
CurrentYaw = 0.0f;
TargetRotation = FRotator::ZeroRotator;
LastMouseDelta = FVector2D::ZeroVector;
if (ShipMesh)
{
ShipMesh->SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics);
ShipMesh->SetCollisionObjectType(ECC_GameTraceChannel1); // This is the "Player" channel
ShipMesh->SetCollisionResponseToAllChannels(ECollisionResponse::ECR_Block);
ShipMesh->SetCollisionResponseToChannel(ECC_GameTraceChannel1, ECollisionResponse::ECR_Ignore);
ShipMesh->SetCollisionResponseToChannel(ECC_Pawn, ECollisionResponse::ECR_Ignore);
}
}
void ASpaceshipPawn::BeginPlay()
{
Super::BeginPlay();
// Store player controller reference
PlayerControllerRef = Cast<APlayerController>(Controller);
if (PlayerControllerRef)
{
// Setup input mapping context
if (UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(PlayerControllerRef->GetLocalPlayer()))
{
Subsystem->AddMappingContext(DefaultMappingContext, 0);
}
// Setup mouse capture and fullscreen
PlayerControllerRef->SetShowMouseCursor(false);
PlayerControllerRef->SetInputMode(FInputModeGameOnly());
// Request fullscreen mode using GameUserSettings
UGameUserSettings* GameUserSettings = UGameUserSettings::GetGameUserSettings();
if (GameUserSettings)
{
GameUserSettings->SetFullscreenMode(EWindowMode::Fullscreen);
GameUserSettings->SetScreenResolution(FIntPoint(1920, 1080)); // Adjust the resolution if needed
GameUserSettings->ApplySettings(false);
}
}
// Create and add crosshair widget to viewport
if (CrosshairWidgetClass)
{
APlayerController* PlayerController = Cast<APlayerController>(GetController());
if (PlayerController)
{
CrosshairWidget = CreateWidget<UUserWidget>(PlayerController, CrosshairWidgetClass);
if (CrosshairWidget)
{
CrosshairWidget->AddToViewport();
}
}
}
}
void ASpaceshipPawn::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
// Update ship rotation first (common to all movement modes)
UpdateShipRotation(DeltaTime);
// Handle movement based on the selected movement mode
switch (MovementMode)
{
case EShipMovementMode::Arcade:
UpdateArcadeMovement(DeltaTime);
break;
case EShipMovementMode::Assisted:
UpdateAssistedMovement(DeltaTime);
break;
case EShipMovementMode::Realistic:
UpdateRealisticMovement(DeltaTime);
break;
}
// Update position
FVector NewLocation = GetActorLocation() + (CurrentVelocity * DeltaTime);
SetActorLocation(NewLocation, true);
// Reset mouse delta for next frame
LastMouseDelta = FVector2D::ZeroVector;
// Debug info
if (GEngine)
{
GEngine->AddOnScreenDebugMessage(-1, 0.0f, FColor::Yellow,
FString::Printf(TEXT("Mode: %s | Speed: %.1f"),
MovementMode == EShipMovementMode::Arcade ? TEXT("Arcade") :
MovementMode == EShipMovementMode::Assisted ? TEXT("Assisted") : TEXT("Realistic"),
CurrentVelocity.Size()));
GEngine->AddOnScreenDebugMessage(-1, 0.0f, FColor::Green,
FString::Printf(TEXT("Throttle: %.2f | Strafe: %.2f"),
CurrentThrottleInput, CurrentStrafeInput));
}
}
void ASpaceshipPawn::UpdateShipRotation(float DeltaTime)
{
// Smooth mouse movement
MouseDeltaSmoothed = FMath::Vector2DInterpTo(
MouseDeltaSmoothed,
LastMouseDelta,
DeltaTime,
MouseSmoothingSpeed
);
// Update rotation based on smoothed mouse movement
CurrentYaw += MouseDeltaSmoothed.X * MouseSensitivity * DeltaTime * 60.0f;
CurrentPitch = FMath::ClampAngle(
CurrentPitch + (MouseDeltaSmoothed.Y * MouseSensitivity * DeltaTime * 60.0f),
-85.0f,
85.0f
);
// Set target rotation
TargetRotation = FRotator(CurrentPitch, CurrentYaw, 0.0f);
// Smoothly interpolate to target rotation using quaternions for better interpolation
FQuat CurrentQuat = GetActorQuat();
FQuat TargetQuat = TargetRotation.Quaternion();
FQuat NewQuat = FQuat::Slerp(CurrentQuat, TargetQuat, RotationSpeed * DeltaTime);
SetActorRotation(NewQuat);
// Update spring arm rotation to match ship with smooth interpolation
if (CameraSpringArm)
{
FRotator SpringArmRotation = CameraSpringArm->GetComponentRotation();
FRotator TargetSpringArmRotation = NewQuat.Rotator();
FRotator NewSpringArmRotation = FMath::RInterpTo(
SpringArmRotation,
TargetSpringArmRotation,
DeltaTime,
RotationSpeed
);
CameraSpringArm->SetWorldRotation(NewSpringArmRotation);
}
}
void ASpaceshipPawn::UpdateArcadeMovement(float DeltaTime)
{
// In arcade mode, the ship moves exactly where it's pointed with minimal inertia
FVector ForwardVector = GetActorForwardVector();
FVector RightVector = GetActorRightVector();
// Calculate desired velocity (forward/back + strafe)
FVector DesiredVelocity = (ForwardVector * CurrentThrottleInput * MaxSpeed) +
(RightVector * CurrentStrafeInput * (MaxSpeed * 0.7f)); // Strafe is slightly slower
// Smoothly interpolate current velocity to desired velocity
if (!FMath::IsNearlyZero(CurrentThrottleInput) || !FMath::IsNearlyZero(CurrentStrafeInput))
{
// Accelerating
CurrentVelocity = FMath::VInterpTo(
CurrentVelocity,
DesiredVelocity,
DeltaTime,
Acceleration / MaxSpeed
);
}
else if (bAutoBrakeEnabled)
{
// Auto-braking when no input
CurrentVelocity = FMath::VInterpTo(
CurrentVelocity,
FVector::ZeroVector,
DeltaTime,
AutoBrakeStrength
);
}
else
{
// Gradual deceleration
float Speed = CurrentVelocity.Size();
if (Speed > 0)
{
Speed = FMath::FInterpTo(Speed, 0, DeltaTime, Deceleration / MaxSpeed);
CurrentVelocity = CurrentVelocity.GetSafeNormal() * Speed;
}
}
}
void ASpaceshipPawn::UpdateAssistedMovement(float DeltaTime)
{
// Assisted mode - a middle ground with some inertia but stabilization assistance
FVector ForwardVector = GetActorForwardVector();
FVector RightVector = GetActorRightVector();
// Calculate thrust force
FVector ThrustForce = (ForwardVector * CurrentThrottleInput * Acceleration) +
(RightVector * CurrentStrafeInput * (Acceleration * 0.7f));
// Apply thrust to velocity
CurrentVelocity += ThrustForce * DeltaTime;
// Limit max speed
float CurrentSpeed = CurrentVelocity.Size();
if (CurrentSpeed > MaxSpeed)
{
CurrentVelocity = CurrentVelocity.GetSafeNormal() * MaxSpeed;
}
// Apply auto-stabilization (gradual slowdown) when not thrusting
if (FMath::IsNearlyZero(CurrentThrottleInput) && FMath::IsNearlyZero(CurrentStrafeInput) && bAutoBrakeEnabled)
{
CurrentVelocity = FMath::VInterpTo(
CurrentVelocity,
FVector::ZeroVector,
DeltaTime,
StabilizationSpeed
);
}
}
void ASpaceshipPawn::UpdateRealisticMovement(float DeltaTime)
{
// This is the original physics-based movement with momentum
FVector CurrentDirection = GetActorForwardVector();
FVector RightVector = GetActorRightVector();
// Calculate thrust force (forward + strafe)
FVector ThrustForce = (CurrentDirection * CurrentThrottleInput * Acceleration) +
(RightVector * CurrentStrafeInput * (Acceleration * 0.7f));
// Apply thrust to velocity
CurrentVelocity += ThrustForce * DeltaTime;
// Apply drag
float DragCoefficient = 0.05f;
FVector DragForce = -CurrentVelocity * DragCoefficient;
CurrentVelocity += DragForce * DeltaTime;
// Limit max speed
float CurrentSpeed = CurrentVelocity.Size();
if (CurrentSpeed > MaxSpeed)
{
CurrentVelocity = CurrentVelocity.GetSafeNormal() * MaxSpeed;
}
}
void ASpaceshipPawn::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
if (UEnhancedInputComponent* EnhancedInputComponent = CastChecked<UEnhancedInputComponent>(PlayerInputComponent))
{
// Bind throttle input
EnhancedInputComponent->BindAction(ThrottleAction, ETriggerEvent::Triggered, this, &ASpaceshipPawn::HandleThrottleInput);
// Bind strafe input if available
if (StrafeAction)
{
EnhancedInputComponent->BindAction(StrafeAction, ETriggerEvent::Triggered, this, &ASpaceshipPawn::HandleStrafeInput);
}
// Bind mouse control
EnhancedInputComponent->BindAction(MouseLookAction, ETriggerEvent::Triggered, this, &ASpaceshipPawn::HandleMouseLook);
// Add shooting binding
EnhancedInputComponent->BindAction(ShootAction, ETriggerEvent::Triggered, this, &ASpaceshipPawn::HandleShoot);
}
}
void ASpaceshipPawn::HandleThrottleInput(const FInputActionValue& Value)
{
CurrentThrottleInput = Value.Get<float>();
bThrottlePressed = !FMath::IsNearlyZero(CurrentThrottleInput);
}
void ASpaceshipPawn::HandleStrafeInput(const FInputActionValue& Value)
{
CurrentStrafeInput = Value.Get<float>();
}
void ASpaceshipPawn::HandleMouseLook(const FInputActionValue& Value)
{
const FVector2D MouseDelta = Value.Get<FVector2D>();
LastMouseDelta = MouseDelta;
}
void ASpaceshipPawn::HandleShoot(const FInputActionValue& Value)
{
// Debug message
if (GEngine)
GEngine->AddOnScreenDebugMessage(-1, 2.f, FColor::Yellow, TEXT("HandleShoot Called"));
if (bCanFire)
{
Fire();
}
}
void ASpaceshipPawn::Fire()
{
// Debug messages
if (!ProjectileClass)
{
if (GEngine)
GEngine->AddOnScreenDebugMessage(-1, 2.f, FColor::Red, TEXT("ProjectileClass not set!"));
return;
}
UWorld* World = GetWorld();
if (World)
{
FVector SpawnLocation = ProjectileSpawnPoint->GetComponentLocation();
FRotator SpawnRotation = GetActorRotation();
FActorSpawnParameters SpawnParams;
SpawnParams.Owner = this;
SpawnParams.Instigator = GetInstigator();
// Spawn the projectile
ASpaceshipProjectile* Projectile = World->SpawnActor<ASpaceshipProjectile>(
ProjectileClass,
SpawnLocation,
SpawnRotation,
SpawnParams
);
if (Projectile)
{
if (GEngine)
GEngine->AddOnScreenDebugMessage(-1, 2.f, FColor::Green, TEXT("Projectile Spawned"));
}
else
{
if (GEngine)
GEngine->AddOnScreenDebugMessage(-1, 2.f, FColor::Red, TEXT("Failed to spawn projectile"));
}
// Start fire rate timer
bCanFire = false;
GetWorldTimerManager().SetTimer(FireTimerHandle, this, &ASpaceshipPawn::ResetFire, FireRate, false);
}
}
void ASpaceshipPawn::ResetFire()
{
bCanFire = true;
}