// Fill out your copyright notice in the Description page of Project Settings. #include "ShooterCharacter.h" #include "Camera/CameraComponent.h" #include "Engine/SkeletalMeshSocket.h" #include "GameFramework/SpringArmComponent.h" #include "GameFramework/CharacterMovementComponent.h" #include "Kismet/GameplayStatics.h" #include "Sound/SoundCue.h" // Sets default values 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; // Don't rotate when the controller does. Let the controller only affect the camera. bUseControllerRotationPitch = false; bUseControllerRotationYaw = false; bUseControllerRotationRoll = false; GetCharacterMovement()->bOrientRotationToMovement = true; // Character moves in the direction of input.... GetCharacterMovement()->RotationRate = FRotator(0.f, 540.f, 0.f); // ... at this rotation rate GetCharacterMovement()->JumpZVelocity = 600.f; GetCharacterMovement()->AirControl = 0.2f; } // Called when the game starts or when spawned void AShooterCharacter::BeginPlay() { Super::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 }; const FVector Direction{ FRotationMatrix{YawRotation}.GetUnitAxis(EAxis::X) }; AddMovementInput(Direction, Value); } } 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 }; const FVector Direction{ FRotationMatrix{YawRotation}.GetUnitAxis(EAxis::Y) }; AddMovementInput(Direction, Value); } } void AShooterCharacter::TurnAtRate(float Rate) { // Calculate delta for this frame from the rate information AddControllerYawInput(Rate * BaseTurnRate * GetWorld()->GetDeltaSeconds()); // def/sec * sec/frame } void AShooterCharacter::LookUpAtRate(float Rate) { AddControllerPitchInput(Rate * BaseLookUpRate * GetWorld()->GetDeltaSeconds()); // def/sec * sec/frame } void AShooterCharacter::FireWeapon() { if (FireSound) { UGameplayStatics::PlaySound2D(this, FireSound); } const USkeletalMeshSocket* BarrelSocket = GetMesh()->GetSocketByName("BarrelSocket"); if (BarrelSocket) { const FTransform SocketTransform = BarrelSocket->GetSocketTransform(GetMesh()); if (MuzzleFlash) { UGameplayStatics::SpawnEmitterAtLocation(GetWorld(), MuzzleFlash, SocketTransform); } } UAnimInstance* AnimInstance = GetMesh()->GetAnimInstance(); if (AnimInstance && HipFireMontage) { AnimInstance->Montage_Play(HipFireMontage); AnimInstance->Montage_JumpToSection(FName("StartFire")); } } // Called every frame void AShooterCharacter::Tick(float DeltaTime) { Super::Tick(DeltaTime); } // Called to bind functionality to input 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); PlayerInputComponent->BindAction("FireButton", IE_Pressed, this, &AShooterCharacter::FireWeapon); }