Illusion-UE5/hwanyoung2/Source/hwanyoung2/hwanyoung2Character.cpp
2024-06-17 23:38:43 +09:00

269 lines
8.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "hwanyoung2Character.h"
#include "HYPlayerCharacController.h"
#include "Camera/CameraComponent.h"
#include "Components/CapsuleComponent.h"
#include "Components/InputComponent.h"
#include "GameFramework/CharacterMovementComponent.h"
#include "GameFramework/Controller.h"
#include "GameFramework/SpringArmComponent.h"
#include "EnhancedInputComponent.h"
#include "EnhancedInputSubsystems.h"
#include "HYInteractableActor.h"
#include "InventoryItem.h"
//////////////////////////////////////////////////////////////////////////
// Ahwanyoung2Character
Ahwanyoung2Character::Ahwanyoung2Character()
{
Initialize();
}
void Ahwanyoung2Character::PossessedBy(AController* NewController)
{
Super::PossessedBy(NewController);
}
float Ahwanyoung2Character::GetStartingCameraBoomArmLength()
{
return 0.0f;
}
FVector Ahwanyoung2Character::GetStartingCameraBoomLocation()
{
return FVector();
}
void Ahwanyoung2Character::BeginPlay()
{
// Call the base class
Super::BeginPlay();
//Add Input Mapping Context
if (APlayerController* PlayerController = Cast<APlayerController>(Controller))
{
if (UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(PlayerController->GetLocalPlayer()))
{
Subsystem->AddMappingContext(InputMapping, 0);
}
}
}
void Ahwanyoung2Character::CheckForInteractables()
{
// Creates a LineTrace (similar to RayCast) to check for a hit
FHitResult HitResult;
// The range of area the system should check for interactables
int32 Range = 800; //this can be changed
//The start of the trace is the transform of the follow camera
FVector StartTrace = FollowCamera->GetComponentLocation();
//And the end of the trace is the 500 units ahead of the start trace
FVector EndTrace = (FollowCamera->GetForwardVector() * Range) + StartTrace;
//Keeps track of parameters passed into collision function, assuming that
//there are multiple collided actors that is passed through the collision function
FCollisionQueryParams QueryParams;
QueryParams.AddIgnoredActor(this); //we are ignoring this, which is the character
//Similarly to how GetComponent<>() function works, we get the controller
//object attached to the character and cast it as player character controller class
AHYPlayerCharacController* IController = Cast<AHYPlayerCharacController>(GetController());
//Checking if something is hit by the line cast within the range
if (GetWorld()->LineTraceSingleByChannel(HitResult, StartTrace, EndTrace,
ECC_Visibility, QueryParams)) {
//Cast the actor to AInteractable
if (AHYInteractableActor* Interactable = Cast<AHYInteractableActor>(HitResult.GetActor())) {
IController->CurrentInteractable = Interactable;
return;
}
} else {
IController->CurrentInteractable = nullptr;
}
}
void Ahwanyoung2Character::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
CheckForInteractables();
}
//////////////////////////////////////////////////////////////////////////
// Input
void Ahwanyoung2Character::SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent)
{
// Set up action bindings
if (UEnhancedInputComponent* EnhancedInputComponent = CastChecked<UEnhancedInputComponent>(PlayerInputComponent)) {
//Jumping
EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Triggered, this, &ACharacter::Jump);
EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Completed, this, &ACharacter::StopJumping);
//Moving
EnhancedInputComponent->BindAction(MoveAction, ETriggerEvent::Triggered, this, &Ahwanyoung2Character::Move);
//Walking
EnhancedInputComponent->BindAction(WalkAction, ETriggerEvent::Triggered, this, &Ahwanyoung2Character::Move);
//Looking
EnhancedInputComponent->BindAction(LookAction, ETriggerEvent::Triggered, this, &Ahwanyoung2Character::Look);
}
}
void Ahwanyoung2Character::Move(const FInputActionValue& Value)
{
// input is a Vector2D
FVector2D MovementVector = Value.Get<FVector2D>();
if (Controller != nullptr)
{
// find out which way is forward
const FRotator Rotation = Controller->GetControlRotation();
const FRotator YawRotation(0, Rotation.Yaw, 0);
// get forward vector
const FVector ForwardDirection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X);
// get right vector
const FVector RightDirection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y);
// add movement
AddMovementInput(ForwardDirection, MovementVector.Y);
AddMovementInput(RightDirection, MovementVector.X);
}
}
void Ahwanyoung2Character::Look(const FInputActionValue& Value)
{
// input is a Vector2D
FVector2D LookAxisVector = Value.Get<FVector2D>();
if (Controller != nullptr)
{
// add yaw and pitch input to controller
AddControllerYawInput(LookAxisVector.X);
AddControllerPitchInput(LookAxisVector.Y);
}
}
void Ahwanyoung2Character::Initialize()
{
// Set size for collision capsule
GetCapsuleComponent()->InitCapsuleSize(42.f, 96.0f);
// Don't rotate when the controller rotates. Let that just affect the camera.
bUseControllerRotationPitch = false;
bUseControllerRotationYaw = false;
bUseControllerRotationRoll = false;
// Configure character movement
GetCharacterMovement()->bOrientRotationToMovement = true; // Character moves in the direction of input...
GetCharacterMovement()->RotationRate = FRotator(0.0f, 500.0f, 0.0f); // ...at this rotation rate
// Note: For faster iteration times these variables, and many more, can be tweaked in the Character Blueprint
// instead of recompiling to adjust them
GetCharacterMovement()->JumpZVelocity = 700.f;
GetCharacterMovement()->AirControl = 0.35f;
GetCharacterMovement()->MaxWalkSpeed = 500.f;
GetCharacterMovement()->MinAnalogWalkSpeed = 20.f;
GetCharacterMovement()->BrakingDecelerationWalking = 2000.f;
// Create a camera boom (pulls in towards the player if there is a collision)
CameraBoom = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraBoom"));
CameraBoom->SetupAttachment(RootComponent);
CameraBoom->TargetArmLength = 400.0f; // The camera follows at this distance behind the character
CameraBoom->bUsePawnControlRotation = true; // Rotate the arm based on the controller
// Create a follow camera
FollowCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("FollowCamera"));
FollowCamera->SetupAttachment(CameraBoom, USpringArmComponent::SocketName); // Attach the camera to the end of the boom and let the boom adjust to match the controller orientation
FollowCamera->bUsePawnControlRotation = false; // Camera does not rotate relative to arm
// Note: The skeletal mesh and anim blueprint references on the Mesh component (inherited from Character)
// are set in the derived blueprint asset named ThirdPersonCharacter (to avoid direct content references in C++)
}
//void Ahwanyoung2Character::RemoveCharacterAbilities()
//{
// //if the object doesn't have the authority, ability system component is not valid
// //or character abilities are not given in the ability system component,
// //we don't do anything and just return
// if (GetLocalRole() != ROLE_Authority ||
// !AbilitySystemComponent.IsValid() ||
// !AbilitySystemComponent->CharacterAbilitiesGiven)
// {
// return;
// }
//
// TArray<FGameplayAbilitySpecHandle> AbilitiesToRemove;
// for (const FGameplayAbilitySpec& Spec : AbilitySystemComponent->GetActivatableAbilities())
// {
// if (Spec.SourceObject == this && CharacterAbilities.Contains(Spec.Ability->GetClass()))
// {
// AbilitiesToRemove.Add(Spec.Handle); //spec.handle is an instance of the ability
// }
// }
//
// for (int32 i = 0; i < AbilitiesToRemove.Num(); i++)
// {
// AbilitySystemComponent->ClearAbility(AbilitiesToRemove[i]);
// }
//
// AbilitySystemComponent->CharacterAbilitiesGiven = false;
//}
//void Ahwanyoung2Character::Die()
//{
// RemoveCharacterAbilities();
//
// GetCapsuleComponent()->SetCollisionEnabled(ECollisionEnabled::NoCollision);
// GetCharacterMovement()->GravityScale = 0;
// GetCharacterMovement()->Velocity = FVector(0); //disabling character movement when death
//
// OnCharacterDied.Broadcast(this);
//
// if (AbilitySystemComponent.IsValid())
// {
// AbilitySystemComponent->CancelAbilities();
//
// FGameplayTagContainer EffectsTagsToRemove;
// EffectsTagsToRemove.AddTag(EffectRemoveOnDeathTag);
// int32 NumEffectsRemoved = AbilitySystemComponent->RemoveActiveEffectsWithTags(EffectsTagsToRemove);
// AbilitySystemComponent->AddLooseGameplayTag(DeadTag);
// }
//
// //playing death anim:
// if (DeathMontage)
// {
// PlayAnimMontage(DeathMontage);
// }
// else
// {
// FinishDying();
// }
//}