changed some input-related code in player charac controller

This commit is contained in:
Ji Yoon Rhee 2024-06-11 21:53:04 +09:00
parent 917a1bb668
commit 18abbad56d
3 changed files with 2 additions and 26 deletions

View File

@ -4,7 +4,6 @@
#include "HYPlayerCharacController.h" #include "HYPlayerCharacController.h"
#include "HYGameStateBase.h" #include "HYGameStateBase.h"
#include "hwanyoung2Character.h" #include "hwanyoung2Character.h"
#include "EnhancedInputComponent.h"
AHYPlayerCharacController::AHYPlayerCharacController() AHYPlayerCharacController::AHYPlayerCharacController()
{ {
@ -48,19 +47,9 @@ void AHYPlayerCharacController::Interact()
void AHYPlayerCharacController::SetupInputComponent() void AHYPlayerCharacController::SetupInputComponent()
{ {
Super::SetupInputComponent(); Super::SetupInputComponent();
if (UEnhancedInputComponent* EnhancedInputComponent = CastChecked<UEnhancedInputComponent>(InputComponent)) {
EnhancedInputComponent->BindAction(
InteractAction, ETriggerEvent::Triggered,
this, &AHYPlayerCharacController::Interact);
EnhancedInputComponent->BindAction(
ToggleInventoryAction, ETriggerEvent::Triggered,
this, &AHYPlayerCharacController::ReloadInventory);
}
} }
void AHYPlayerCharacController::OnPossess(APawn* InPawn) void AHYPlayerCharacController::OnPossess(APawn* InPawn)
{ {
Super::OnPossess(InPawn);
} }

View File

@ -4,7 +4,6 @@
#include "HYInteractableActor.h" #include "HYInteractableActor.h"
#include "InventoryItem.h" #include "InventoryItem.h"
#include "InputAction.h"
#include "CoreMinimal.h" #include "CoreMinimal.h"
#include "GameFramework/PlayerController.h" #include "GameFramework/PlayerController.h"
#include "HYPlayerCharacController.generated.h" #include "HYPlayerCharacController.generated.h"
@ -44,18 +43,6 @@ public:
UPROPERTY(EditAnywhere, BlueprintReadWrite) UPROPERTY(EditAnywhere, BlueprintReadWrite)
int32 InventoryWeightLimit; int32 InventoryWeightLimit;
/** MappingContext */
UPROPERTY(EditAnywhere, Category = Input, meta = (AllowPrivateAccess = "true"))
class UInputMappingContext* InputMapping;
/** Toggle inventory GUI Input Action */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
class UInputAction* ToggleInventoryAction;
/** Interact Input Action */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
class UInputAction* InteractAction;
#pragma endregion #pragma endregion

View File

@ -55,7 +55,6 @@ private:
public: public:
Ahwanyoung2Character(); Ahwanyoung2Character();
//Updates the AbilitysystemComponent's actorInfo, especially in a multiplayer environment //Updates the AbilitysystemComponent's actorInfo, especially in a multiplayer environment
@ -69,6 +68,7 @@ public:
UFUNCTION(BlueprintCallable, Category = "HY_Character|Camera") UFUNCTION(BlueprintCallable, Category = "HY_Character|Camera")
FVector GetStartingCameraBoomLocation(); FVector GetStartingCameraBoomLocation();
/** Returns CameraBoom subobject **/ /** Returns CameraBoom subobject **/
class USpringArmComponent* GetCameraBoom() const { return CameraBoom; } class USpringArmComponent* GetCameraBoom() const { return CameraBoom; }
/** Returns FollowCamera subobject **/ /** Returns FollowCamera subobject **/