feat: add core gameplay classes and blueprints

- Add ExoGameMode class
- Add ExoCharacterBase class
- Add ExoPlayerController with basic movement and camera controls
- Add blueprints for ExoPlayerController and ExoGameMode
This commit is contained in:
Foxim 2025-02-12 19:10:23 +01:00
parent 1220a82663
commit 594689b82b
13 changed files with 246 additions and 2 deletions

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@ -0,0 +1,33 @@
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@ -50,5 +50,16 @@ ManualIPAddress=
[/Script/EngineSettings.GameMapsSettings] [/Script/EngineSettings.GameMapsSettings]
EditorStartupMap=/Game/Blueprints/Levels/TestMap.TestMap EditorStartupMap=/Game/Blueprints/Levels/TestMap.TestMap
LocalMapOptions=
TransitionMap=None
bUseSplitscreen=True
TwoPlayerSplitscreenLayout=Horizontal
ThreePlayerSplitscreenLayout=FavorTop
FourPlayerSplitscreenLayout=Grid
bOffsetPlayerGamepadIds=False
GameInstanceClass=/Script/Engine.GameInstance
GameDefaultMap=/Game/Blueprints/Levels/TestMap.TestMap GameDefaultMap=/Game/Blueprints/Levels/TestMap.TestMap
ServerDefaultMap=/Engine/Maps/Entry.Entry
GlobalDefaultGameMode=/Game/Blueprints/Game/BP_ExoGameMode.BP_ExoGameMode_C
GlobalDefaultServerGameMode=None

Binary file not shown.

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@ -7,7 +7,10 @@
{ {
"Name": "Exo", "Name": "Exo",
"Type": "Runtime", "Type": "Runtime",
"LoadingPhase": "Default" "LoadingPhase": "Default",
"AdditionalDependencies": [
"Engine"
]
} }
], ],
"Plugins": [ "Plugins": [

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@ -8,7 +8,7 @@ public class Exo : ModuleRules
{ {
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs; PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore" }); PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "EnhancedInput"});
PrivateDependencyModuleNames.AddRange(new string[] { }); PrivateDependencyModuleNames.AddRange(new string[] { });

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@ -0,0 +1,34 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "Characters/ExoCharacterBase.h"
// Sets default values
AExoCharacterBase::AExoCharacterBase()
{
// 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;
}
// Called when the game starts or when spawned
void AExoCharacterBase::BeginPlay()
{
Super::BeginPlay();
}
// Called every frame
void AExoCharacterBase::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
// Called to bind functionality to input
void AExoCharacterBase::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
}

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@ -0,0 +1,5 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "Game/ExoGameMode.h"

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@ -0,0 +1,66 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "Player/ExoPlayerController.h"
#include "EnhancedInputComponent.h"
#include "EnhancedInputSubsystems.h"
#include "GameFramework/Character.h"
AExoPlayerController::AExoPlayerController()
{
PrimaryActorTick.bCanEverTick = true;
}
void AExoPlayerController::BeginPlay()
{
Super::BeginPlay();
check(InputContext);
UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(GetLocalPlayer());
if (Subsystem)
{
Subsystem->AddMappingContext(InputContext, 0);
}
PlayerCharacter = GetPawn<ACharacter>();
}
void AExoPlayerController::PlayerTick(float DeltaTime)
{
Super::PlayerTick(DeltaTime);
}
void AExoPlayerController::SetupInputComponent()
{
Super::SetupInputComponent();
UEnhancedInputComponent* EnhancedInputComponent = CastChecked<UEnhancedInputComponent>(InputComponent);
EnhancedInputComponent->BindAction(MoveAction, ETriggerEvent::Triggered, this, &AExoPlayerController::Move);
EnhancedInputComponent->BindAction(LookAction, ETriggerEvent::Triggered, this, &AExoPlayerController::Look);
}
void AExoPlayerController::Move(const FInputActionValue& InputActionValue)
{
const FVector2D InputAxisVector = InputActionValue.Get<FVector2D>();
const FRotator Rotation = GetControlRotation();
const FRotator YawRotation(0.f, Rotation.Yaw, 0.f);
const FVector ForwardDirection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X);
const FVector RightDirection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y);
if (PlayerCharacter)
{
PlayerCharacter->AddMovementInput(ForwardDirection, InputAxisVector.X);
PlayerCharacter->AddMovementInput(RightDirection, InputAxisVector.Y);
}
}
void AExoPlayerController::Look(const FInputActionValue& InputActionValue)
{
FVector2D InputAxisVector = InputActionValue.Get<FVector2D>();
AddYawInput(InputAxisVector.X);
AddPitchInput(InputAxisVector.Y);
}

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@ -0,0 +1,29 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "ExoCharacterBase.generated.h"
UCLASS()
class EXO_API AExoCharacterBase : public ACharacter
{
GENERATED_BODY()
public:
// Sets default values for this character's properties
AExoCharacterBase();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
// Called to bind functionality to input
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
};

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@ -0,0 +1,17 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/GameModeBase.h"
#include "ExoGameMode.generated.h"
/**
*
*/
UCLASS()
class EXO_API AExoGameMode : public AGameModeBase
{
GENERATED_BODY()
};

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@ -0,0 +1,46 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/PlayerController.h"
#include "ExoPlayerController.generated.h"
class UInputMappingContext;
class UInputAction;
struct FInputActionValue;
UCLASS()
class EXO_API AExoPlayerController : public APlayerController
{
GENERATED_BODY()
public:
AExoPlayerController();
virtual void BeginPlay() override;
virtual void PlayerTick(float DeltaTime) override;
protected:
virtual void SetupInputComponent() override;
UFUNCTION(BlueprintCallable, Category = "Input")
void Move(const FInputActionValue& InputActionValue);
UFUNCTION(BlueprintCallable, Category = "Input")
void Look(const FInputActionValue& InputActionValue);
protected:
UPROPERTY(EditAnywhere, Category = "Input")
TObjectPtr<UInputMappingContext> InputContext;
UPROPERTY(EditAnywhere, Category= "Input")
TObjectPtr<UInputAction> MoveAction;
UPROPERTY(EditAnywhere, Category = "Input")
TObjectPtr<UInputAction> LookAction;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Character")
TObjectPtr<ACharacter> PlayerCharacter;
};