diff --git a/Config/DefaultInput.ini b/Config/DefaultInput.ini new file mode 100644 index 00000000..db67efb0 --- /dev/null +++ b/Config/DefaultInput.ini @@ -0,0 +1,98 @@ +[/Script/Engine.InputSettings] +-AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) +-AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) +-AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) +-AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) +-AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f)) +-AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f)) +-AxisConfig=(AxisKeyName="Mouse2D",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f)) ++AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Mouse2D",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MouseWheelAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_LeftTriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_RightTriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_Special_Left_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_Special_Left_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Vive_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Vive_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Vive_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Vive_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Vive_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Vive_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Left_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Right_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Grip_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Touch",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Grip_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +bAltEnterTogglesFullscreen=True +bF11TogglesFullscreen=True +bUseMouseForTouch=False +bEnableMouseSmoothing=True +bEnableFOVScaling=True +bCaptureMouseOnLaunch=True +bEnableLegacyInputScales=True +bAlwaysShowTouchInterface=False +bShowConsoleOnFourFingerTap=True +bEnableGestureRecognizer=False +bUseAutocorrect=False +DefaultViewportMouseCaptureMode=CapturePermanently_IncludingInitialMouseDown +DefaultViewportMouseLockMode=LockOnCapture +FOVScale=0.011110 +DoubleClickTime=0.200000 ++ActionMappings=(ActionName="Jump",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=SpaceBar) ++ActionMappings=(ActionName="Jump",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_FaceButton_Bottom) ++AxisMappings=(AxisName="MoveForward",Scale=1.000000,Key=W) ++AxisMappings=(AxisName="MoveForward",Scale=-1.000000,Key=S) ++AxisMappings=(AxisName="MoveForward",Scale=1.000000,Key=Gamepad_LeftY) ++AxisMappings=(AxisName="MoveRight",Scale=1.000000,Key=D) ++AxisMappings=(AxisName="MoveRight",Scale=-1.000000,Key=A) ++AxisMappings=(AxisName="MoveRight",Scale=1.000000,Key=Gamepad_LeftX) ++AxisMappings=(AxisName="TurnRate",Scale=1.000000,Key=Right) ++AxisMappings=(AxisName="TurnRate",Scale=-1.000000,Key=Left) ++AxisMappings=(AxisName="TurnRate",Scale=1.000000,Key=Gamepad_RightX) ++AxisMappings=(AxisName="LookUpRate",Scale=1.000000,Key=Up) ++AxisMappings=(AxisName="LookUpRate",Scale=-1.000000,Key=Down) ++AxisMappings=(AxisName="LookUpRate",Scale=1.000000,Key=Gamepad_RightY) ++AxisMappings=(AxisName="Turn",Scale=1.000000,Key=MouseX) ++AxisMappings=(AxisName="LookUp",Scale=-1.000000,Key=MouseY) +DefaultPlayerInputClass=/Script/Engine.PlayerInput +DefaultInputComponentClass=/Script/Engine.InputComponent +DefaultTouchInterface=/Engine/MobileResources/HUD/DefaultVirtualJoysticks.DefaultVirtualJoysticks +-ConsoleKeys=Tilde ++ConsoleKeys=Tilde + diff --git a/Content/ParagonLtBelica/Audio/Cues/LtBelica_Ability_E_Engage.uasset b/Content/ParagonLtBelica/Audio/Cues/LtBelica_Ability_E_Engage.uasset new file mode 100644 index 00000000..e7015421 Binary files /dev/null and b/Content/ParagonLtBelica/Audio/Cues/LtBelica_Ability_E_Engage.uasset differ diff --git a/Content/ParagonLtBelica/Audio/Cues/LtBelica_Ability_LMB_Engage.uasset b/Content/ParagonLtBelica/Audio/Cues/LtBelica_Ability_LMB_Engage.uasset new file mode 100644 index 00000000..34cae85a Binary files /dev/null and b/Content/ParagonLtBelica/Audio/Cues/LtBelica_Ability_LMB_Engage.uasset differ diff --git a/Content/ParagonLtBelica/Audio/Cues/LtBelica_Ability_LowMana.uasset b/Content/ParagonLtBelica/Audio/Cues/LtBelica_Ability_LowMana.uasset new file mode 100644 index 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b/Shooter.sln.DotSettings.user @@ -0,0 +1,2 @@ + + SOLUTION \ No newline at end of file diff --git a/Source/Shooter/ShooterCharacter.cpp b/Source/Shooter/ShooterCharacter.cpp index b64df989..df6433ab 100644 --- a/Source/Shooter/ShooterCharacter.cpp +++ b/Source/Shooter/ShooterCharacter.cpp @@ -3,38 +3,77 @@ #include "ShooterCharacter.h" +#include "Camera/CameraComponent.h" +#include "GameFramework/SpringArmComponent.h" + // Sets default values -AShooterCharacter::AShooterCharacter() +AShooterCharacter::AShooterCharacter() : + BaseTurnRate(45.f), + BaseLookUpRate(45.f) { // Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it. PrimaryActorTick.bCanEverTick = true; + // Create a camera boom (pulls in towards the character if there is a collision) + CameraBoom = CreateDefaultSubobject(TEXT("CameraBoom")); + CameraBoom->SetupAttachment(RootComponent); + + // The camera follows at this distance behind the character + CameraBoom->TargetArmLength = 300.f; + + // Rotate the arm based on the controller + CameraBoom->bUsePawnControlRotation = true; + + // Create a follow camera + FollowCamera = CreateDefaultSubobject(TEXT("FollowCamera")); + FollowCamera->SetupAttachment(CameraBoom, USpringArmComponent::SocketName); + + // Camera does not rotate relative to arm + FollowCamera->bUsePawnControlRotation = false; } // Called when the game starts or when spawned void AShooterCharacter::BeginPlay() { Super::BeginPlay(); + +} - UE_LOG(LogTemp, Warning, TEXT("BeginPlay()")); +void AShooterCharacter::MoveForward(float Value) +{ + if (Controller && (Value != 0)) + { + // Find out which way is forward + const FRotator Rotation{ Controller->GetControlRotation() }; + const FRotator YawRotation{ 0, Rotation.Yaw, 0 }; - int myInt{ 42 }; - UE_LOG(LogTemp, Warning, TEXT("int myInt: %d"), myInt); + const FVector Direction{ FRotationMatrix{YawRotation}.GetUnitAxis(EAxis::X) }; + AddMovementInput(Direction, Value); + } +} - float myFloat{ 3.14159f }; - UE_LOG(LogTemp, Warning, TEXT("float myFloat: %f"), myFloat); +void AShooterCharacter::MoveRight(float Value) +{ + if (Controller && (Value != 0)) + { + // Find out which way is forward + const FRotator Rotation{ Controller->GetControlRotation() }; + const FRotator YawRotation{ 0, Rotation.Yaw, 0 }; - double myDouble{ 0.000080845 }; - UE_LOG(LogTemp, Warning, TEXT("double myDouble: %.10lf"), myDouble); + const FVector Direction{ FRotationMatrix{YawRotation}.GetUnitAxis(EAxis::Y) }; + AddMovementInput(Direction, Value); + } +} - char myChar{ 'c' }; - UE_LOG(LogTemp, Warning, TEXT("char myChar: %c"), myChar); +void AShooterCharacter::TurnAtRate(float Rate) +{ + // Calculate delta for this frame from the rate information + AddControllerYawInput(Rate * BaseTurnRate * GetWorld()->GetDeltaSeconds()); // def/sec * sec/frame +} - wchar_t myWideChar{ L'J' }; - UE_LOG(LogTemp, Warning, TEXT("wchar_t myWideChar: %lc"), myWideChar); - - bool myBool{ true }; - UE_LOG(LogTemp, Warning, TEXT("bool myBool: %d"), myBool); +void AShooterCharacter::LookUpAtRate(float Rate) +{ + AddControllerPitchInput(Rate * BaseLookUpRate * GetWorld()->GetDeltaSeconds()); // def/sec * sec/frame } // Called every frame @@ -48,6 +87,16 @@ void AShooterCharacter::Tick(float DeltaTime) void AShooterCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent) { Super::SetupPlayerInputComponent(PlayerInputComponent); + check(PlayerInputComponent); + PlayerInputComponent->BindAxis("MoveForward", this, &AShooterCharacter::MoveForward); + PlayerInputComponent->BindAxis("MoveRight", this, &AShooterCharacter::MoveRight); + PlayerInputComponent->BindAxis("TurnRate", this, &AShooterCharacter::TurnAtRate); + PlayerInputComponent->BindAxis("LookUpRate", this, &AShooterCharacter::LookUpAtRate); + PlayerInputComponent->BindAxis("Turn", this, &APawn::AddControllerYawInput); + PlayerInputComponent->BindAxis("LookUp", this, &APawn::AddControllerPitchInput); + + PlayerInputComponent->BindAction("Jump", IE_Pressed, this, &ACharacter::Jump); + PlayerInputComponent->BindAction("Jump", IE_Released, this, &ACharacter::StopJumping); } diff --git a/Source/Shooter/ShooterCharacter.h b/Source/Shooter/ShooterCharacter.h index d8d73105..e3dacdbc 100644 --- a/Source/Shooter/ShooterCharacter.h +++ b/Source/Shooter/ShooterCharacter.h @@ -6,6 +6,9 @@ #include "GameFramework/Character.h" #include "ShooterCharacter.generated.h" +class USpringArmComponent; +class UCameraComponent; + UCLASS() class SHOOTER_API AShooterCharacter : public ACharacter { @@ -19,6 +22,25 @@ protected: // Called when the game starts or when spawned virtual void BeginPlay() override; + /* Called for forwards/backwards input */ + void MoveForward(float Value); + + /* Called for side to side input */ + void MoveRight(float Value); + + /** + * Called via input to turn at a given rate. + * @param Rate This is a normalized rate, i.e. 1.0 means 100% of desired rate + */ + void TurnAtRate(float Rate); + + /** + * Called via input to look up/down at a given rate. + * @param Rate This is a normalized rate, i.e. 1.0 means 100% of desired rate + */ + void LookUpAtRate(float Rate); + + public: // Called every frame virtual void Tick(float DeltaTime) override; @@ -26,4 +48,25 @@ public: // Called to bind functionality to input virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override; +private: + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = true)) + USpringArmComponent* CameraBoom; + + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = true)) + UCameraComponent* FollowCamera; + + /* Base turn rate, in deg/sec. Other scaling may affect final rate */ + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = true)) + float BaseTurnRate; + + /* Base look up/down rate, in deg/sec. Other scaling may affect final rate */ + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = true)) + float BaseLookUpRate; + +public: + /* Returns CameraBoom SubObject */ + FORCEINLINE USpringArmComponent* GetCameraBoom() const { return CameraBoom; } + + /* Returns FollowCamera SubObject */ + FORCEINLINE UCameraComponent* GetFollowCamera() const { return FollowCamera; } };