super-duper-spoon/Source/Shooter/ShooterCharacter.cpp

146 lines
4.6 KiB
C++

// 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<USpringArmComponent>(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<UCameraComponent>(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);
}