Resolve #6: Migrate LumiCharacter to C++ #7
@@ -1,4 +1,26 @@
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# https://github.com/MOZGIII/ue5-gitignore
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# Unreal Engine file types.
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*.uasset filter=lfs diff=lfs merge=lfs -text
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*.uasset filter=lfs diff=lfs merge=lfs -text
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*.umap filter=lfs diff=lfs merge=lfs -text
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*.umap filter=lfs diff=lfs merge=lfs -text
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# Raw Content file types.
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*.3ds filter=lfs diff=lfs merge=lfs -text
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*.bmp filter=lfs diff=lfs merge=lfs -text
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*.exr filter=lfs diff=lfs merge=lfs -text
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*.fbx filter=lfs diff=lfs merge=lfs -text
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*.fbx filter=lfs diff=lfs merge=lfs -text
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*.jpeg filter=lfs diff=lfs merge=lfs -text
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*.jpg filter=lfs diff=lfs merge=lfs -text
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*.mov filter=lfs diff=lfs merge=lfs -text
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*.mp3 filter=lfs diff=lfs merge=lfs -text
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*.mp4 filter=lfs diff=lfs merge=lfs -text
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*.obj filter=lfs diff=lfs merge=lfs -text
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*.obj filter=lfs diff=lfs merge=lfs -text
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*.ogg filter=lfs diff=lfs merge=lfs -text
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*.png filter=lfs diff=lfs merge=lfs -text
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*.psd filter=lfs diff=lfs merge=lfs -text
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*.tga filter=lfs diff=lfs merge=lfs -text
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*.wav filter=lfs diff=lfs merge=lfs -text
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*.xcf filter=lfs diff=lfs merge=lfs -text
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# Anything in `/RawContent` dir.
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/RawContent/**/* filter=lfs diff=lfs merge=lfs -text
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+41
-54
@@ -1,66 +1,53 @@
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# Visual Studio 2015 user specific files
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# https://github.com/MOZGIII/ue5-gitignore
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.vs/
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# Compiled Object files
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# Ignore all files by default, but scan all directories.
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*.slo
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*
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*.lo
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!*/
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*.o
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*.obj
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# Precompiled Headers
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# Do not ignore git files in the root of the repo.
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*.gch
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!/.git*
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*.pch
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# Compiled Dynamic libraries
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# Do not ignore current project's `.uproject`.
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*.so
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!/*.uproject
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*.dylib
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*.dll
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# Fortran module files
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# Do not ignore source, config and plugins dirs.
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*.mod
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!/Source/**
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!/Config/**
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!/Plugins/**
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# Compiled Static libraries
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# Only allow .uasset and .umap files from /Content dir.
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*.lai
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# They're tracked by git-lfs, don't forget to track other
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*.la
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# files if adding them here.
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*.a
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!/Content/**/*.uasset
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*.lib
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!/Content/**/*.umap
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# Executables
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# Allow any files from /RawContent dir.
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*.exe
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# Any file in /RawContent dir will be managed by git lfs.
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*.out
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!/RawContent/**/*
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*.app
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*.ipa
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# These project files can be generated by the engine
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# OS/platform generated files.
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*.xcodeproj
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*.xcworkspace
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*.sln
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*.suo
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*.opensdf
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*.sdf
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*.VC.db
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*.VC.opendb
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# Precompiled Assets
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# Windows
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**/SourceArt/**/*.png
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ehthumbs.db
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**/SourceArt/**/*.tga
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Thumbs.db
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# Builds
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# Mac OS X
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**/Build/*
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.DS_Store
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.DS_Store?
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.AppleDouble
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.LSOverride
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._*
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# Whitelist PakBlacklist-<BuildConfiguration>.txt files
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# Linux
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!**/Build/*/
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*~
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**/Build/*/**
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.directory
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!**/Build/*/PakBlacklist*.txt
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# Don't ignore icon files in Build
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# vim
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!**/Build/**/*.ico
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[._]*.s[a-w][a-z]
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[._]s[a-w][a-z]
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*.un~
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Session.vim
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.netrwhist
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# Configuration files generated by the Editor
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# Visual Studio
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**/Saved/*
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.vs
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# Compiled source files for the engine to use
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**/Intermediate/*
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# Cache files for the editor to use
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**/DerivedDataCache/*
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@@ -0,0 +1,14 @@
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// Copyright Team Lumi. All Rights Reserved.
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using UnrealBuildTool;
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public class WizardingCentralTarget : TargetRules
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{
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public WizardingCentralTarget(TargetInfo Target) : base(Target)
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{
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Type = TargetType.Game;
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DefaultBuildSettings = BuildSettingsVersion.V4;
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ExtraModuleNames.AddRange(new[] { "WizardingCentral" });
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}
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}
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@@ -0,0 +1,227 @@
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// Copyright Team Lumi. All Rights Reserved.
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#include "LumiCharacter.h"
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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/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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DEFINE_LOG_CATEGORY(LogLumiCharacter);
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// Sets default values
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ALumiCharacter::ALumiCharacter()
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{
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// Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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// PrimaryActorTick.bCanEverTick = true;
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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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bUseControllerRotationRoll = false;
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// Create a camera boom (pulls in towards the player if there is a collision)
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CameraBoom = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraBoom"));
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CameraBoom->SetupAttachment(RootComponent);
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CameraBoom->TargetArmLength = 400.0f; // The camera follows at this distance behind the character
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CameraBoom->bUsePawnControlRotation = true; // Rotate the arm based on the controller
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CameraBoom->SocketOffset = DefaultBoomOffset;
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// Create a follow camera
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FollowCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("FollowCamera"));
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FollowCamera->SetupAttachment(CameraBoom, USpringArmComponent::SocketName);
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// Attach the camera to the end of the boom and let the boom adjust to match the controller orientation
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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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Super::BeginPlay();
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// Add Input Mapping Context
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if (const APlayerController* PlayerController = Cast<APlayerController>(Controller))
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{
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if (UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem<
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UEnhancedInputLocalPlayerSubsystem>(PlayerController->GetLocalPlayer()))
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{
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Subsystem->AddMappingContext(DefaultMappingContext, 0);
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}
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}
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}
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/*
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// Called every frame
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void ALumiCharacter::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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}
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*/
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bool ALumiCharacter::IsLastJump()
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{
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return JumpCurrentCountPreJump == JumpMaxCount - 1;
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}
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// Called to bind functionality to input
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void ALumiCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
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{
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Super::SetupPlayerInputComponent(PlayerInputComponent);
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// Set up action bindings
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if (UEnhancedInputComponent* EnhancedInputComponent = Cast<UEnhancedInputComponent>(PlayerInputComponent))
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{
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// Grabbing
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EnhancedInputComponent->BindAction(GrabAction,
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ETriggerEvent::Triggered,
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this,
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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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&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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&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::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::OnLookActionTriggered);
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}
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else
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{
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UE_LOG(
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LogLumiCharacter,
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Error,
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TEXT(
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"'%s' Failed to find an Enhanced Input component! "
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"This template is built to use the Enhanced Input system. "
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"If you intend to use the legacy system, then you will need to update this C++ file."
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),
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*GetNameSafe(this)
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);
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}
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}
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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::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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UE_LOG(LogLumiCharacter, Log, TEXT("Jump Started"));
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Jump();
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}
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void ALumiCharacter::OnJumpActionOngoing(const FInputActionValue& Value)
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{
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}
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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::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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if (Controller != nullptr)
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{
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// find out which way is forward
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const FRotator Rotation = Controller->GetControlRotation();
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const FRotator YawRotation(0, Rotation.Yaw, 0);
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// get forward vector
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const FVector ForwardDirection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X);
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// get right vector
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const FVector RightDirection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y);
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// add movement
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AddMovementInput(ForwardDirection, MovementVector.Y);
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AddMovementInput(RightDirection, MovementVector.X);
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}
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}
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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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if (Controller != nullptr)
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{
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// add yaw and pitch input to controller
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AddControllerYawInput(LookAxisVector.X);
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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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||||||
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CurrentStance = NewStance;
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return OldStance;
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}
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@@ -0,0 +1,187 @@
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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.h"
|
||||||
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#include "GameFramework/Character.h"
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||||||
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#include "Logging/LogMacros.h"
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#include "LumiCharacter.generated.h"
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class USpringArmComponent;
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class UCameraComponent;
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class UInputMappingContext;
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class UInputAction;
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struct FInputActionValue;
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||||||
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|
||||||
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DECLARE_LOG_CATEGORY_EXTERN(LogLumiCharacter, Log, All);
|
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|
||||||
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DECLARE_DYNAMIC_MULTICAST_DELEGATE(FJumpDelegate);
|
||||||
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|
||||||
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FStanceChangedDelegate,
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||||||
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ELumiStance, OldStance,
|
||||||
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ELumiStance, NewStance);
|
||||||
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|
||||||
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static const FString PlayerStanceEnumPath = TEXT("/Game/Player/E_PlayerStance");
|
||||||
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|
||||||
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UCLASS()
|
||||||
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class WIZARDINGCENTRAL_API ALumiCharacter : public ACharacter
|
||||||
|
{
|
||||||
|
GENERATED_BODY()
|
||||||
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|
||||||
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// Private UPROPERTIE'S --------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
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/** Camera boom positioning the camera behind the character */
|
||||||
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Camera, meta = (AllowPrivateAccess = "true"))
|
||||||
|
USpringArmComponent* CameraBoom;
|
||||||
|
/** Follow camera */
|
||||||
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Camera, meta = (AllowPrivateAccess = "true"))
|
||||||
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UCameraComponent* FollowCamera;
|
||||||
|
|
||||||
|
/** MappingContext */
|
||||||
|
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
|
||||||
|
UInputMappingContext* DefaultMappingContext;
|
||||||
|
/** Grab Input Action */
|
||||||
|
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
|
||||||
|
UInputAction* GrabAction;
|
||||||
|
/** Jump Input Action */
|
||||||
|
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
|
||||||
|
UInputAction* JumpAction;
|
||||||
|
/** Move Input Action */
|
||||||
|
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
|
||||||
|
UInputAction* MoveAction;
|
||||||
|
/** Look Input Action */
|
||||||
|
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
|
||||||
|
UInputAction* LookAction;
|
||||||
|
|
||||||
|
/** The default boom offset */
|
||||||
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Camera, meta = (AllowPrivateAccess = "true"))
|
||||||
|
FVector DefaultBoomOffset = FVector(0.0f, 60.0f, 30.0f);
|
||||||
|
/** The boom offset when aiming */
|
||||||
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Camera, meta = (AllowPrivateAccess = "true"))
|
||||||
|
FVector AimBoomOffset = FVector(200.0f, 65.0f, 45.0f);
|
||||||
|
|
||||||
|
/** The current stance of the character */
|
||||||
|
UPROPERTY(BlueprintReadWrite, meta = (AllowPrivateAccess = "true"))
|
||||||
|
ELumiStance CurrentStance = ELumiStance::Default;
|
||||||
|
|
||||||
|
/** The stamina of the character */
|
||||||
|
UPROPERTY(BlueprintReadWrite, Category = "Stamina", meta = (AllowPrivateAccess = "true"))
|
||||||
|
double Stamina = 10.0;
|
||||||
|
UPROPERTY(BlueprintReadWrite, Category = "Stamina", meta = (AllowPrivateAccess = "true"))
|
||||||
|
double MaxStamina = 10.0;
|
||||||
|
|
||||||
|
protected:
|
||||||
|
// UFUNCTION's -----------------------------------------------------------------------------------------------------
|
||||||
|
/**
|
||||||
|
* Set the stance of the character
|
||||||
|
*
|
||||||
|
* @param NewStance The new stance to set
|
||||||
|
* @return The stance before the new stance was set
|
||||||
|
*/
|
||||||
|
UFUNCTION(BlueprintCallable, Category = "Stance")
|
||||||
|
ELumiStance SetCurrentStance(ELumiStance NewStance);
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Event called when the character switches to the default stance
|
||||||
|
*/
|
||||||
|
UFUNCTION(BlueprintNativeEvent, Category = "Stance")
|
||||||
|
void OnDefaultStance();
|
||||||
|
/**
|
||||||
|
* Event called when the character switches to the magic stance
|
||||||
|
*/
|
||||||
|
UFUNCTION(BlueprintNativeEvent, Category = "Stance")
|
||||||
|
void OnMagicStance();
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Check if the character has jumped the maximum number of times
|
||||||
|
*
|
||||||
|
* @return True if the character cannot jump anymore, false otherwise
|
||||||
|
*/
|
||||||
|
UFUNCTION(BlueprintPure, Category = "LumiCharacter")
|
||||||
|
bool IsLastJump();
|
||||||
|
|
||||||
|
public:
|
||||||
|
// Public Virtual Functions ----------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Called every frame
|
||||||
|
// virtual void Tick(float DeltaTime) override;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Called to bind functionality to input
|
||||||
|
* @param PlayerInputComponent The input component to bind to
|
||||||
|
*/
|
||||||
|
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
|
||||||
|
|
||||||
|
protected:
|
||||||
|
// Protected Virtual Functions -------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Called when the game starts or when spawned
|
||||||
|
*/
|
||||||
|
virtual void BeginPlay() override;
|
||||||
|
|
||||||
|
public:
|
||||||
|
// Public Functions ------------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Sets default values for this character's properties
|
||||||
|
*/
|
||||||
|
ALumiCharacter();
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Getter for @property CurrentStance
|
||||||
|
*
|
||||||
|
* @return The current stance of the character
|
||||||
|
*/
|
||||||
|
ELumiStance GetCurrentStance() const;
|
||||||
|
|
||||||
|
private:
|
||||||
|
// Private Functions -----------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Grab
|
||||||
|
/**
|
||||||
|
* Callback for when the grab action is triggered
|
||||||
|
* @param Value The value of the input action
|
||||||
|
*/
|
||||||
|
void OnGrabActionTriggered(const FInputActionValue& Value);
|
||||||
|
|
||||||
|
// Jump
|
||||||
|
/**
|
||||||
|
* Callback for when the jump action is started
|
||||||
|
* @param Value The value of the input action
|
||||||
|
*/
|
||||||
|
void OnJumpActionStarted(const FInputActionValue& Value);
|
||||||
|
/**
|
||||||
|
* Callback for when the jump action is ongoing
|
||||||
|
* @param Value The value of the input action
|
||||||
|
*/
|
||||||
|
void OnJumpActionOngoing(const FInputActionValue& Value);
|
||||||
|
/**
|
||||||
|
* Callback for when the jump action is completed
|
||||||
|
* @param Value The value of the input action
|
||||||
|
*/
|
||||||
|
void OnJumpActionCompleted(const FInputActionValue& Value);
|
||||||
|
|
||||||
|
// Move
|
||||||
|
/**
|
||||||
|
* Callback for when the move action is triggered
|
||||||
|
* @param Value The value of the input action
|
||||||
|
*/
|
||||||
|
void OnMoveActionTriggered(const FInputActionValue& Value);
|
||||||
|
|
||||||
|
// Look
|
||||||
|
/**
|
||||||
|
* Callback for when the look action is triggered
|
||||||
|
* @param Value The value of the input action
|
||||||
|
*/
|
||||||
|
void OnLookActionTriggered(const FInputActionValue& Value);
|
||||||
|
|
||||||
|
public:
|
||||||
|
// Delegates -------------------------------------------------------------------------------------------------------
|
||||||
|
UPROPERTY(BlueprintAssignable, Category = "Input")
|
||||||
|
FJumpDelegate OnJumpStarted;
|
||||||
|
|
||||||
|
UPROPERTY(BlueprintAssignable, Category = "Stance")
|
||||||
|
FStanceChangedDelegate OnStanceChanged;
|
||||||
|
};
|
||||||
@@ -0,0 +1,5 @@
|
|||||||
|
// Copyright Team Lumi. All Rights Reserved.
|
||||||
|
|
||||||
|
|
||||||
|
#include "LumiController.h"
|
||||||
|
|
||||||
@@ -0,0 +1,17 @@
|
|||||||
|
// Copyright Sorcerers Shenanigans Central. All Rights Reserved.
|
||||||
|
|
||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include "CoreMinimal.h"
|
||||||
|
#include "GameFramework/PlayerController.h"
|
||||||
|
#include "LumiController.generated.h"
|
||||||
|
|
||||||
|
/**
|
||||||
|
*
|
||||||
|
*/
|
||||||
|
UCLASS()
|
||||||
|
class WIZARDINGCENTRAL_API ALumiController : public APlayerController
|
||||||
|
{
|
||||||
|
GENERATED_BODY()
|
||||||
|
|
||||||
|
};
|
||||||
@@ -0,0 +1,14 @@
|
|||||||
|
// Copyright Team Lumi. All Rights Reserved.
|
||||||
|
|
||||||
|
|
||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include "CoreMinimal.h"
|
||||||
|
#include "LumiStance.generated.h"
|
||||||
|
|
||||||
|
UENUM(BlueprintType)
|
||||||
|
enum class ELumiStance : uint8
|
||||||
|
{
|
||||||
|
Default UMETA(DisplayName = "Default Stance"),
|
||||||
|
Magic UMETA(DisplayName = "Magic Stance"),
|
||||||
|
};
|
||||||
@@ -0,0 +1,30 @@
|
|||||||
|
// Copyright Team Lumi. All Rights Reserved.
|
||||||
|
|
||||||
|
using UnrealBuildTool;
|
||||||
|
|
||||||
|
public class WizardingCentral : ModuleRules
|
||||||
|
{
|
||||||
|
public WizardingCentral(ReadOnlyTargetRules Target) : base(Target)
|
||||||
|
{
|
||||||
|
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
|
||||||
|
|
||||||
|
PublicDependencyModuleNames.AddRange(new[]
|
||||||
|
{
|
||||||
|
"Core",
|
||||||
|
"CoreUObject",
|
||||||
|
"Engine",
|
||||||
|
"InputCore",
|
||||||
|
"EnhancedInput"
|
||||||
|
});
|
||||||
|
|
||||||
|
PrivateDependencyModuleNames.AddRange(new string[] { });
|
||||||
|
|
||||||
|
// Uncomment if you are using Slate UI
|
||||||
|
// PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" });
|
||||||
|
|
||||||
|
// Uncomment if you are using online features
|
||||||
|
// PrivateDependencyModuleNames.Add("OnlineSubsystem");
|
||||||
|
|
||||||
|
// To include OnlineSubsystemSteam, add it to the plugins section in your uproject file with the Enabled attribute set to true
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,6 @@
|
|||||||
|
// Copyright Team Lumi. All Rights Reserved.
|
||||||
|
|
||||||
|
#include "WizardingCentral.h"
|
||||||
|
#include "Modules/ModuleManager.h"
|
||||||
|
|
||||||
|
IMPLEMENT_PRIMARY_GAME_MODULE( FDefaultGameModuleImpl, WizardingCentral, "WizardingCentral" );
|
||||||
@@ -0,0 +1,6 @@
|
|||||||
|
// Copyright Team Lumi. All Rights Reserved.
|
||||||
|
|
||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include "CoreMinimal.h"
|
||||||
|
|
||||||
@@ -0,0 +1,14 @@
|
|||||||
|
// Copyright Team Lumi. All Rights Reserved.
|
||||||
|
|
||||||
|
using UnrealBuildTool;
|
||||||
|
|
||||||
|
public class WizardingCentralEditorTarget : TargetRules
|
||||||
|
{
|
||||||
|
public WizardingCentralEditorTarget(TargetInfo Target) : base(Target)
|
||||||
|
{
|
||||||
|
Type = TargetType.Editor;
|
||||||
|
DefaultBuildSettings = BuildSettingsVersion.V4;
|
||||||
|
|
||||||
|
ExtraModuleNames.AddRange(new[] { "WizardingCentral" });
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -3,6 +3,13 @@
|
|||||||
"EngineAssociation": "5.3",
|
"EngineAssociation": "5.3",
|
||||||
"Category": "",
|
"Category": "",
|
||||||
"Description": "",
|
"Description": "",
|
||||||
|
"Modules": [
|
||||||
|
{
|
||||||
|
"Name": "WizardingCentral",
|
||||||
|
"Type": "Runtime",
|
||||||
|
"LoadingPhase": "Default"
|
||||||
|
}
|
||||||
|
],
|
||||||
"Plugins": [
|
"Plugins": [
|
||||||
{
|
{
|
||||||
"Name": "ModelingToolsEditorMode",
|
"Name": "ModelingToolsEditorMode",
|
||||||
|
|||||||
Reference in New Issue
Block a user