ExoWest/Source/Exo/Private/Player/ExoPlayerController.cpp
Kubson96 89da8c4463 feat: add logic for jump, sprint and crouch
Added walk speed and sprint speed properties to character
Moved dodge properties to character
Implement logic for jump, sprint and crouch
Changed dodge key from Shift to Alt
2025-02-22 23:31:23 +01:00

177 lines
5.6 KiB
C++

// Fill out your copyright notice in the Description page of Project Settings.
#include "Player/ExoPlayerController.h"
#include "EnhancedInputComponent.h"
#include "EnhancedInputSubsystems.h"
#include "Characters/ExoPlayerCharacter.h"
#include "GameFramework/Character.h"
#include "GameFramework/CharacterMovementComponent.h"
AExoPlayerController::AExoPlayerController()
{
PrimaryActorTick.bCanEverTick = true;
}
void AExoPlayerController::BeginPlay()
{
Super::BeginPlay();
check(InputContext);
PlayerCharacter = Cast<AExoPlayerCharacter>(GetPawn<ACharacter>());
check(PlayerCharacter);
UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(GetLocalPlayer());
if (Subsystem)
{
Subsystem->AddMappingContext(InputContext, 0);
}
InteractionComponent = PlayerCharacter->FindComponentByClass<UInteractionComponent>();
ShootingComponent = PlayerCharacter->FindComponentByClass<UShootingComponent>();
// Ustawianie w komponencie poruszania prêdkoœci zapisanej w characterze
PlayerCharacter->GetCharacterMovement()->MaxWalkSpeed = PlayerCharacter->WalkSpeed;
}
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);
EnhancedInputComponent->BindAction(InteractAction, ETriggerEvent::Triggered, this, &AExoPlayerController::Interact);
EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Started, this, &AExoPlayerController::PlayerJump);
EnhancedInputComponent->BindAction(DodgeAction, ETriggerEvent::Started, this, &AExoPlayerController::PlayerDodge);
EnhancedInputComponent->BindAction(CrouchAction, ETriggerEvent::Started, this, &AExoPlayerController::PlayerStartCrouch);
EnhancedInputComponent->BindAction(CrouchAction, ETriggerEvent::Completed, this, &AExoPlayerController::PlayerStopCrouch);
EnhancedInputComponent->BindAction(SprintAction, ETriggerEvent::Started, this, &AExoPlayerController::PlayerStartSprint);
EnhancedInputComponent->BindAction(SprintAction, ETriggerEvent::Completed, this, &AExoPlayerController::PlayerStopSprint);
EnhancedInputComponent->BindAction(ShootAction, ETriggerEvent::Started, this, &AExoPlayerController::PlayerShoot);
EnhancedInputComponent->BindAction(AimAction, ETriggerEvent::Started, this, &AExoPlayerController::PlayerAim);
EnhancedInputComponent->BindAction(MeleAction, ETriggerEvent::Started, this, &AExoPlayerController::PlayerMeleAttack);
EnhancedInputComponent->BindAction(ChangeWeaponAction, ETriggerEvent::Started, this, &AExoPlayerController::PlayerChangeWeapon);
EnhancedInputComponent->BindAction(ReloadAction, ETriggerEvent::Started, this, &AExoPlayerController::PlayerReload);
}
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);
}
void AExoPlayerController::Interact()
{
if (InteractionComponent->InteractedActor)
IInteractable::Execute_Interact(InteractionComponent->InteractedActor);
}
void AExoPlayerController::PlayerJump()
{
PlayerCharacter->Jump();
}
void AExoPlayerController::PlayerDodge()
{
UE_LOG(LogTemp, Error, TEXT("Player Dodge"));
if (PlayerCharacter->GetCharacterMovement()->IsFalling()) return;
if (PlayerCharacter->GetCharacterMovement()->IsCrouching()) return;
if (!CanDodge) return;
CanDodge = false;
FVector DodgeDirection = PlayerCharacter->GetVelocity().GetSafeNormal();
DodgeDirection.Z = 0.f;
if (DodgeDirection.IsNearlyZero())
DodgeDirection = PlayerCharacter->GetActorForwardVector();
PlayerCharacter->LaunchCharacter(DodgeDirection * PlayerCharacter->DodgeForce, true, true);
GetWorldTimerManager().SetTimer(DodgeCooldownTimer, this, &AExoPlayerController::ResetDodge, PlayerCharacter->DodgeCooldown, false);
}
void AExoPlayerController::ResetDodge()
{
CanDodge = true;
}
void AExoPlayerController::PlayerStartCrouch()
{
PlayerCharacter->Crouch();
}
void AExoPlayerController::PlayerStopCrouch()
{
PlayerCharacter->UnCrouch();
}
void AExoPlayerController::PlayerStartSprint()
{
UE_LOG(LogTemp, Display, TEXT("Start sprint"));
PlayerCharacter->GetCharacterMovement()->MaxWalkSpeed = PlayerCharacter->SprintSpeed;
}
void AExoPlayerController::PlayerStopSprint()
{
UE_LOG(LogTemp, Display, TEXT("Stop sprint"));
PlayerCharacter->GetCharacterMovement()->MaxWalkSpeed = PlayerCharacter->WalkSpeed;
}
void AExoPlayerController::PlayerShoot()
{
ShootingComponent->Shoot();
}
void AExoPlayerController::PlayerAim()
{
}
void AExoPlayerController::PlayerMeleAttack()
{
}
void AExoPlayerController::PlayerChangeWeapon()
{
}
void AExoPlayerController::PlayerReload()
{
ShootingComponent->Reload();
}