presidents-brigade/Source/PresidentsBrigade/BasePawn.cpp
2022-11-03 21:55:35 -07:00

123 lines
4.7 KiB
C++
Executable File

// Fill out your copyright notice in the Description page of Project Settings.
#include "BasePawn.h"
#include "Camera/CameraComponent.h"
#include "Components/StaticMeshComponent.h"
// Sets default values
ABasePawn::ABasePawn(const FObjectInitializer &object_initializer):
APawn(object_initializer)
{
// Create default components.
root_component = object_initializer.CreateDefaultSubobject<USceneComponent>(this, FName("Root"));
main_camera = object_initializer.CreateDefaultSubobject<UCameraComponent>(this, FName("MainCamera"));
player_mesh = object_initializer.CreateDefaultSubobject<UStaticMeshComponent>(this, FName("PlayerMesh"));
movement_component = object_initializer.CreateDefaultSubobject<UFloatingPawnMovement>(this, FName("MovementComponent"));
// Setup component hierarchy.
RootComponent = root_component;
main_camera->SetupAttachment(root_component);
player_mesh->SetupAttachment(root_component);
movement_component->UpdatedComponent = player_mesh;
PrimaryActorTick.bCanEverTick = true;
// Set defaults.
accel_max_time = 0.25;
horizontal_speed_max = 100;
vertical_speed_max = 100;
}
// Called when the game starts or when spawned
void ABasePawn::BeginPlay()
{
Super::BeginPlay();
}
UPawnMovementComponent* ABasePawn::GetMovementComponent() const
{
return movement_component;
}
// Called every frame
void ABasePawn::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
// Move the player.
//vertical_speed = vertical_accel.update(DeltaTime);
//horizontal_speed = horizontal_accel.update(DeltaTime);
//// "X" is up, "Y" is right.
//const FVector location = player_mesh->GetComponentLocation();
//const float new_vertical = (DeltaTime * vertical_speed) + location.X;
//const float new_horizontal = (DeltaTime * horizontal_speed) + location.Y;
//player_mesh->SetWorldLocation(FVector(new_vertical, new_horizontal, location.Z));
}
// Called to bind functionality to input
void ABasePawn::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
//PlayerInputComponent->BindAction<FMovementDelegate>("MoveUp", EInputEvent::IE_Pressed, this, &ABasePawn::handle_move_input, movement_t::UP, 1);
//PlayerInputComponent->BindAction<FMovementDelegate>("MoveUp", EInputEvent::IE_Released, this, &ABasePawn::handle_move_input, movement_t::UP, 0);
//PlayerInputComponent->BindAction<FMovementDelegate>("MoveDown", EInputEvent::IE_Pressed, this, &ABasePawn::handle_move_input, movement_t::DOWN, -1);
//PlayerInputComponent->BindAction<FMovementDelegate>("MoveDown", EInputEvent::IE_Released, this, &ABasePawn::handle_move_input, movement_t::DOWN, 0);
//PlayerInputComponent->BindAction<FMovementDelegate>("MoveRight", EInputEvent::IE_Pressed, this, &ABasePawn::handle_move_input, movement_t::RIGHT, 1);
//PlayerInputComponent->BindAction<FMovementDelegate>("MoveRight", EInputEvent::IE_Released, this, &ABasePawn::handle_move_input, movement_t::RIGHT, 0);
//PlayerInputComponent->BindAction<FMovementDelegate>("MoveLeft", EInputEvent::IE_Pressed, this, &ABasePawn::handle_move_input, movement_t::LEFT, -1);
//PlayerInputComponent->BindAction<FMovementDelegate>("MoveLeft", EInputEvent::IE_Released, this, &ABasePawn::handle_move_input, movement_t::LEFT, 0);
PlayerInputComponent->BindAxis("MoveForward", this, &ABasePawn::handle_move_forward);
PlayerInputComponent->BindAxis("MoveRight", this, &ABasePawn::handle_move_right);
}
void ABasePawn::handle_move_forward(float axis)
{
FRotator rotation = Controller->GetControlRotation();
FRotator yaw(0.0f, rotation.Yaw, 0.0f);
FVector forward = FRotationMatrix(yaw).GetUnitAxis(EAxis::X);
AddMovementInput(forward, axis);
}
void ABasePawn::handle_move_right(float axis)
{
FRotator rotation = Controller->GetControlRotation();
FRotator yaw(0.0f, rotation.Yaw, 0.0f);
FVector right = FRotationMatrix(yaw).GetUnitAxis(EAxis::Y);
AddMovementInput(right, axis);
}
//void ABasePawn::handle_move_input(const movement_t move_type, const int direction)
//{
// if (move_type == movement_t::UP || move_type == movement_t::DOWN)
// {
// // Prevent two vertical inputs entered at the same time.
// if (vertical_accel.end != 0 && direction != 0)
// {
// return;
// }
//
// const float new_speed = direction * vertical_speed_max;
// vertical_accel.set(vertical_speed, new_speed, accel_max_time);
// }
// else
// {
// // Prevent two horizontal inputs entered at the same time.
// if (horizontal_accel.end != 0 && direction != 0)
// {
// return;
// }
//
// const float new_speed = direction * horizontal_speed_max;
// horizontal_accel.set(horizontal_speed, new_speed, accel_max_time);
// }
//}