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
+
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diff --git a/Content/_Game/Character/ShooterCharacterBP.uasset b/Content/_Game/Character/ShooterCharacterBP.uasset
index 55e7d67f..100c624e 100644
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diff --git a/Shooter.sln.DotSettings.user b/Shooter.sln.DotSettings.user
new file mode 100644
index 00000000..771471da
--- /dev/null
+++ 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; }
};