Update animation
This commit is contained in:
@@ -6,12 +6,13 @@
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#include "Engine/LocalPlayer.h"
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#include "Camera/CameraComponent.h"
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#include "Components/CapsuleComponent.h"
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#include "GameFramework/CharacterMovementComponent.h"
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#include "GameFramework/SpringArmComponent.h"
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#include "GameFramework/Controller.h"
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#include "EnhancedInputComponent.h"
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#include "EnhancedInputSubsystems.h"
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#include "InputActionValue.h"
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#include "GameFramework/CharacterMovementComponent.h"
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#include "WorldPartition/ContentBundle/ContentBundleLog.h"
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DEFINE_LOG_CATEGORY(LogLumiCharacter);
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@@ -24,6 +25,9 @@ ALumiCharacter::ALumiCharacter()
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// Set size for collision capsule
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GetCapsuleComponent()->InitCapsuleSize(35.0f, 90.0f);
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// Allow double jumping
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JumpMaxCount = 2;
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// Don't rotate when the controller rotates. Let that just affect the camera.
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bUseControllerRotationPitch = false;
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bUseControllerRotationYaw = false;
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@@ -42,6 +46,11 @@ ALumiCharacter::ALumiCharacter()
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FollowCamera->bUsePawnControlRotation = false; // Camera does not rotate relative to arm
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}
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ELumiStance ALumiCharacter::GetCurrentStance() const
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{
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return CurrentStance;
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}
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// Called when the game starts or when spawned
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void ALumiCharacter::BeginPlay()
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{
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@@ -76,26 +85,30 @@ void ALumiCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputCompo
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EnhancedInputComponent->BindAction(GrabAction,
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ETriggerEvent::Triggered,
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this,
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&ALumiCharacter::OnGrabTriggered);
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&ALumiCharacter::OnGrabActionTriggered);
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// Jumping
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EnhancedInputComponent->BindAction(JumpAction,
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ETriggerEvent::Started,
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this,
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&ACharacter::Jump);
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&ALumiCharacter::OnJumpActionStarted);
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EnhancedInputComponent->BindAction(JumpAction,
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ETriggerEvent::Ongoing,
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this,
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&ALumiCharacter::OnJumpActionOngoing);
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EnhancedInputComponent->BindAction(JumpAction,
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ETriggerEvent::Completed,
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this,
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&ACharacter::StopJumping);
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&ALumiCharacter::OnJumpActionCompleted);
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// Moving
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EnhancedInputComponent->BindAction(MoveAction,
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ETriggerEvent::Triggered,
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this,
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&ALumiCharacter::OnMoveTriggered);
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&ALumiCharacter::OnMoveActionTriggered);
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// Looking
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EnhancedInputComponent->BindAction(LookAction,
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ETriggerEvent::Triggered,
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this,
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&ALumiCharacter::OnLookTriggered);
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&ALumiCharacter::OnLookActionTriggered);
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}
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else
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{
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@@ -112,29 +125,29 @@ void ALumiCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputCompo
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}
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}
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void ALumiCharacter::OnGrabTriggered(const FInputActionValue& Value)
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void ALumiCharacter::OnGrabActionTriggered(const FInputActionValue& Value)
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{
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UE_LOG(LogLumiCharacter, Log, TEXT("Grab Triggered"));
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}
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void ALumiCharacter::OnJumpStarted(const FInputActionValue& Value)
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void ALumiCharacter::OnJumpActionStarted(const FInputActionValue& Value)
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{
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// Broadcast that the jump has started
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OnJumpStarted.Broadcast();
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Jump();
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}
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void ALumiCharacter::OnJumpHold(const FInputActionValue& Value)
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void ALumiCharacter::OnJumpActionOngoing(const FInputActionValue& Value)
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{
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// Get how long the jump has been held
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const float JumpHoldTime = Value.Get<float>();
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UE_LOG(LogLumiCharacter, Log, TEXT("Holding Jump for %f seconds"), JumpHoldTime);
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}
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void ALumiCharacter::OnJumpCompleted(const FInputActionValue& Value)
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void ALumiCharacter::OnJumpActionCompleted(const FInputActionValue& Value)
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{
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StopJumping();
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}
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void ALumiCharacter::OnMoveTriggered(const FInputActionValue& Value)
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void ALumiCharacter::OnMoveActionTriggered(const FInputActionValue& Value)
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{
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// input is a Vector2D
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const FVector2D MovementVector = Value.Get<FVector2D>();
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@@ -157,7 +170,7 @@ void ALumiCharacter::OnMoveTriggered(const FInputActionValue& Value)
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}
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}
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void ALumiCharacter::OnLookTriggered(const FInputActionValue& Value)
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void ALumiCharacter::OnLookActionTriggered(const FInputActionValue& Value)
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{
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// input is a Vector2D
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const FVector2D LookAxisVector = Value.Get<FVector2D>();
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@@ -169,3 +182,38 @@ void ALumiCharacter::OnLookTriggered(const FInputActionValue& Value)
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AddControllerPitchInput(LookAxisVector.Y);
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}
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}
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void ALumiCharacter::OnDefaultStance_Implementation()
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{
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UE_LOG(LogLumiCharacter, Log, TEXT("OnDefaultStance_Implementation()"));
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}
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void ALumiCharacter::OnMagicStance_Implementation()
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{
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UE_LOG(LogLumiCharacter, Log, TEXT("OnMagicStance_Implementation()"));
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}
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ELumiStance ALumiCharacter::SetCurrentStance(const ELumiStance NewStance)
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{
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const ELumiStance OldStance = CurrentStance;
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UCharacterMovementComponent* Movement = GetCharacterMovement();
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if (NewStance == ELumiStance::Default)
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{
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Movement->bOrientRotationToMovement = true;
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Movement->bUseControllerDesiredRotation = false;
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OnDefaultStance();
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}
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else if (NewStance == ELumiStance::Magic)
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{
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Movement->bOrientRotationToMovement = false;
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Movement->bUseControllerDesiredRotation = true;
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OnMagicStance();
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}
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CurrentStance = NewStance;
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return OldStance;
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}
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@@ -3,6 +3,7 @@
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#pragma once
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#include "CoreMinimal.h"
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#include "LumiStance.h"
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#include "GameFramework/Character.h"
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#include "Logging/LogMacros.h"
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#include "LumiCharacter.generated.h"
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@@ -15,23 +16,31 @@ struct FInputActionValue;
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DECLARE_LOG_CATEGORY_EXTERN(LogLumiCharacter, Log, All);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE(FJumpDelegate);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FStanceChangedDelegate,
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ELumiStance, OldStance,
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ELumiStance, NewStance);
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static const FString PlayerStanceEnumPath = TEXT("/Game/Player/E_PlayerStance");
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UCLASS()
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class WIZARDINGCENTRAL_API ALumiCharacter : public ACharacter
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{
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GENERATED_BODY()
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// Private UPROPERTIE'S --------------------------------------------------------------------------------------------
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/** Camera boom positioning the camera behind the character */
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
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USpringArmComponent* CameraBoom;
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/** Follow camera */
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
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UCameraComponent* FollowCamera;
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/** MappingContext */
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
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UInputMappingContext* DefaultMappingContext;
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/** Grab Input Action */
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
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UInputAction* GrabAction;
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@@ -44,31 +53,114 @@ class WIZARDINGCENTRAL_API ALumiCharacter : public ACharacter
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/** Look Input Action */
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
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UInputAction* LookAction;
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public:
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// Sets default values for this character's properties
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ALumiCharacter();
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/** The current stance of the character */
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UPROPERTY(BlueprintReadWrite, meta = (AllowPrivateAccess = "true"))
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ELumiStance CurrentStance = ELumiStance::Default;
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protected:
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// Called when the game starts or when spawned
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virtual void BeginPlay() override;
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// UFUNCTION's -----------------------------------------------------------------------------------------------------
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/**
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* Set the stance of the character
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*
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* @param NewStance The new stance to set
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* @return The stance before the new stance was set
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*/
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UFUNCTION(BlueprintCallable, Category = Stance)
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ELumiStance SetCurrentStance(ELumiStance NewStance);
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/**
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* Event called when the character switches to the default stance
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*/
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UFUNCTION(BlueprintNativeEvent, Category = "Stance")
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void OnDefaultStance();
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/**
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* Event called when the character switches to the magic stance
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*/
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UFUNCTION(BlueprintNativeEvent, Category = "Stance")
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void OnMagicStance();
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public:
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// Public Virtual Functions ----------------------------------------------------------------------------------------
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public:
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// Called every frame
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// virtual void Tick(float DeltaTime) override;
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// Called to bind functionality to input
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/**
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* Called to bind functionality to input
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* @param PlayerInputComponent The input component to bind to
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*/
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virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
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protected:
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// Protected Virtual Functions -------------------------------------------------------------------------------------
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/**
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* Called when the game starts or when spawned
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*/
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virtual void BeginPlay() override;
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public:
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// Public Functions ------------------------------------------------------------------------------------------------
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/**
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* Sets default values for this character's properties
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*/
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ALumiCharacter();
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/**
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* Getter for @property CurrentStance
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*
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* @return The current stance of the character
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*/
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ELumiStance GetCurrentStance() const;
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private:
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// Private Functions -----------------------------------------------------------------------------------------------
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// Grab
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void OnGrabTriggered(const FInputActionValue& Value);
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/**
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* Callback for when the grab action is triggered
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* @param Value The value of the input action
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*/
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void OnGrabActionTriggered(const FInputActionValue& Value);
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// Jump
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void OnJumpStarted(const FInputActionValue& Value);
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void OnJumpHold(const FInputActionValue& Value);
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void OnJumpCompleted(const FInputActionValue& Value);
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/**
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* Callback for when the jump action is started
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* @param Value The value of the input action
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*/
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void OnJumpActionStarted(const FInputActionValue& Value);
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/**
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* Callback for when the jump action is ongoing
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* @param Value The value of the input action
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*/
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void OnJumpActionOngoing(const FInputActionValue& Value);
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/**
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* Callback for when the jump action is completed
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* @param Value The value of the input action
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*/
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void OnJumpActionCompleted(const FInputActionValue& Value);
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// Move
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void OnMoveTriggered(const FInputActionValue& Value);
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/**
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* Callback for when the move action is triggered
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* @param Value The value of the input action
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*/
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void OnMoveActionTriggered(const FInputActionValue& Value);
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// Look
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void OnLookTriggered(const FInputActionValue& Value);
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/**
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* Callback for when the look action is triggered
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* @param Value The value of the input action
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*/
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void OnLookActionTriggered(const FInputActionValue& Value);
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public:
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// Delegates -------------------------------------------------------------------------------------------------------
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UPROPERTY(BlueprintAssignable, Category = "Input")
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FJumpDelegate OnJumpStarted;
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UPROPERTY(BlueprintAssignable, Category = "Stance")
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FStanceChangedDelegate OnStanceChanged;
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};
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@@ -0,0 +1,13 @@
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// Copyright Team Lumi. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "LumiStance.generated.h"
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UENUM(BlueprintType) // This makes the enum visible to Blueprints
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enum class ELumiStance : uint8
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{
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Default UMETA(DisplayName = "Default Stance"),
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Magic UMETA(DisplayName = "Magic Stance"),
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};
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Block a user