Added dodge mechanic with temporary values for testing. Dodge properties (dodge force., cooldown) are subject to change.
146 lines
3.6 KiB
C++
146 lines
3.6 KiB
C++
// Fill out your copyright notice in the Description page of Project Settings.
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#include "Player/ExoPlayerController.h"
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#include "EnhancedInputComponent.h"
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#include "EnhancedInputSubsystems.h"
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#include "GameFramework/Character.h"
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#include "GameFramework/CharacterMovementComponent.h"
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AExoPlayerController::AExoPlayerController()
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{
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PrimaryActorTick.bCanEverTick = true;
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}
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void AExoPlayerController::BeginPlay()
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{
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Super::BeginPlay();
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check(InputContext);
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UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(GetLocalPlayer());
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if (Subsystem)
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{
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Subsystem->AddMappingContext(InputContext, 0);
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}
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PlayerCharacter = GetPawn<ACharacter>();
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InteractionComponent = PlayerCharacter->FindComponentByClass<UInteractionComponent>();
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}
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void AExoPlayerController::PlayerTick(float DeltaTime)
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{
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Super::PlayerTick(DeltaTime);
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}
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void AExoPlayerController::SetupInputComponent()
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{
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Super::SetupInputComponent();
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UEnhancedInputComponent* EnhancedInputComponent = CastChecked<UEnhancedInputComponent>(InputComponent);
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EnhancedInputComponent->BindAction(MoveAction, ETriggerEvent::Triggered, this, &AExoPlayerController::Move);
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EnhancedInputComponent->BindAction(LookAction, ETriggerEvent::Triggered, this, &AExoPlayerController::Look);
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EnhancedInputComponent->BindAction(InteractAction, ETriggerEvent::Triggered, this, &AExoPlayerController::Interact);
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EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Started, this, &AExoPlayerController::PlayerJump);
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EnhancedInputComponent->BindAction(DodgeAction, ETriggerEvent::Started, this, &AExoPlayerController::PlayerDodge);
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}
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void AExoPlayerController::Move(const FInputActionValue& InputActionValue)
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{
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const FVector2D InputAxisVector = InputActionValue.Get<FVector2D>();
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const FRotator Rotation = GetControlRotation();
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const FRotator YawRotation(0.f, Rotation.Yaw, 0.f);
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const FVector ForwardDirection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X);
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const FVector RightDirection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y);
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if (PlayerCharacter)
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{
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PlayerCharacter->AddMovementInput(ForwardDirection, InputAxisVector.X);
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PlayerCharacter->AddMovementInput(RightDirection, InputAxisVector.Y);
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}
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}
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void AExoPlayerController::Look(const FInputActionValue& InputActionValue)
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{
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FVector2D InputAxisVector = InputActionValue.Get<FVector2D>();
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AddYawInput(InputAxisVector.X);
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AddPitchInput(InputAxisVector.Y);
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}
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void AExoPlayerController::Interact(const FInputActionValue& InputActionValue)
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{
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if (InteractionComponent->InteractedActor)
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IInteractable::Execute_Interact(InteractionComponent->InteractedActor);
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}
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void AExoPlayerController::PlayerJump()
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{
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}
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void AExoPlayerController::PlayerDodge()
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{
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UE_LOG(LogTemp, Error, TEXT("Player Dodge"));
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if (PlayerCharacter->GetCharacterMovement()->IsFalling()) return;
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if (!CanDodge) return;
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CanDodge = false;
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FVector DodgeDirection = PlayerCharacter->GetVelocity().GetSafeNormal();
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DodgeDirection.Z = 0.f;
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if (DodgeDirection.IsNearlyZero())
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DodgeDirection = PlayerCharacter->GetActorForwardVector();
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PlayerCharacter->LaunchCharacter(DodgeDirection * DodgeForce, true, true);
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GetWorldTimerManager().SetTimer(DodgeCooldownTimer, this, &AExoPlayerController::ResetDodge, DodgeCooldown, false);
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}
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void AExoPlayerController::ResetDodge()
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{
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CanDodge = true;
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}
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void AExoPlayerController::PlayerCrouch()
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{
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}
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void AExoPlayerController::PlayerSprint()
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{
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}
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void AExoPlayerController::PlayerShoot()
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{
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}
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void AExoPlayerController::PlayerAim()
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{
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}
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void AExoPlayerController::PlayerMeleAttack()
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{
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}
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void AExoPlayerController::PlayerChangeWeapon()
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{
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}
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void AExoPlayerController::PlayerReload()
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{
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}
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