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January 28, 2025 20:33
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EnhancedInput version of BlasterCharacter cpp
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| // Fill out your copyright notice in the Description page of Project Settings. | |
| #include "BlasterCharacter.h" | |
| #include "Camera/CameraComponent.h" | |
| #include "GameFramework/SpringArmComponent.h" | |
| #include "EnhancedInputSubsystems.h" | |
| #include "EnhancedInputComponent.h" | |
| #include "GameFramework/CharacterMovementComponent.h" | |
| // Sets default values | |
| ABlasterCharacter::ABlasterCharacter() | |
| { | |
| // 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; | |
| CameraBoom = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraBoom")); | |
| CameraBoom->SetupAttachment(GetMesh()); | |
| CameraBoom->TargetArmLength = 600.0f; | |
| CameraBoom->bUsePawnControlRotation = true; | |
| FollowCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("FollowCamera")); | |
| FollowCamera->SetupAttachment(CameraBoom, USpringArmComponent::SocketName); | |
| FollowCamera->bUsePawnControlRotation = false; | |
| bUseControllerRotationYaw = false; | |
| GetCharacterMovement()->bOrientRotationToMovement = true; | |
| } | |
| void ABlasterCharacter::SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) | |
| { | |
| Super::SetupPlayerInputComponent(PlayerInputComponent); | |
| if (UEnhancedInputComponent* Input = CastChecked<UEnhancedInputComponent>(PlayerInputComponent)) | |
| { | |
| if (MoveAction) | |
| { | |
| UE_LOG(LogTemp, Display, TEXT("Binding MoveAction")); | |
| Input->BindAction(MoveAction, ETriggerEvent::Triggered, this, &ABlasterCharacter::Move); | |
| } | |
| else | |
| { | |
| UE_LOG(LogTemp, Error, TEXT("MoveAction is null!")); | |
| } | |
| Input->BindAction(LookAction, ETriggerEvent::Triggered, this, &ABlasterCharacter::Look); | |
| Input->BindAction(JumpAction, ETriggerEvent::Started, this, &ABlasterCharacter::Jump); | |
| } | |
| } | |
| // Called when the game starts or when spawned | |
| void ABlasterCharacter::BeginPlay() | |
| { | |
| Super::BeginPlay(); | |
| if (Controller) | |
| { | |
| UE_LOG(LogTemp, Display, TEXT("%s is possessed by %s"), *GetName(), *Controller->GetName()); | |
| } | |
| else | |
| { | |
| UE_LOG(LogTemp, Error, TEXT("%s is not possessed"), *GetName()); | |
| } | |
| if (APlayerController* PlayerController = Cast<APlayerController>(Controller)) | |
| { | |
| UE_LOG(LogTemp, Display, TEXT("Player Controller is %s"), *PlayerController->GetName()); | |
| if (UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(PlayerController->GetLocalPlayer())) | |
| { | |
| if (InputMapping) | |
| { | |
| Subsystem->AddMappingContext(InputMapping, 0); | |
| UE_LOG(LogTemp, Display, TEXT("Input Mapping Context added")); | |
| } | |
| else | |
| { | |
| UE_LOG(LogTemp, Error, TEXT("InputMapping is null!")); | |
| } | |
| } | |
| } | |
| } | |
| void ABlasterCharacter::Move(const FInputActionInstance& Instance) | |
| { | |
| FVector2D MovementDirection = Instance.GetValue().Get<FVector2D>(); | |
| const FRotator Rotation(0.f, Controller->GetControlRotation().Yaw, Controller->GetControlRotation().Roll); | |
| const FVector RightDirection( FRotationMatrix(Rotation).GetUnitAxis(EAxis::Y)); | |
| const FVector ForwardDirection( FRotationMatrix(Rotation).GetUnitAxis(EAxis::X)); | |
| AddMovementInput(RightDirection, MovementDirection.X); | |
| AddMovementInput(ForwardDirection, MovementDirection.Y); | |
| } | |
| void ABlasterCharacter::Look(const FInputActionInstance& Instance) | |
| { | |
| FVector2D LookDirection = Instance.GetValue().Get<FVector2D>(); | |
| AddControllerYawInput(LookDirection.X); | |
| AddControllerPitchInput(LookDirection.Y); | |
| } | |
| void ABlasterCharacter::Jump(const FInputActionInstance& Instance) | |
| { | |
| Super::Jump(); | |
| UE_LOG(LogTemp, Display, TEXT("JumpAction")); | |
| } | |
| // Called every frame | |
| void ABlasterCharacter::Tick(float DeltaTime) | |
| { | |
| Super::Tick(DeltaTime); | |
| } | |
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