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

202 lines
8.5 KiB
C++
Executable File

// Fill out your copyright notice in the Description page of Project Settings.
#include "MyDefaultPawn.h"
#include "UObject/ConstructorHelpers.h"
#include "Engine/World.h"
#include "Components/StaticMeshComponent.h"
#include "GameFramework/PlayerController.h"
#include "Engine/CollisionProfile.h"
#include "Engine/StaticMesh.h"
#include "Components/SphereComponent.h"
#include "GameFramework/PawnMovementComponent.h"
#include "GameFramework/FloatingPawnMovement.h"
#include "GameFramework/CharacterMovementComponent.h"
#include "GameFramework/PlayerInput.h"
FName AMyDefaultPawn::MovementComponentName(TEXT("MovementComponent0"));
FName AMyDefaultPawn::CollisionComponentName(TEXT("CollisionComponent0"));
FName AMyDefaultPawn::MeshComponentName(TEXT("MeshComponent0"));
AMyDefaultPawn::AMyDefaultPawn(const FObjectInitializer& ObjectInitializer) : APawn(ObjectInitializer)
{
SetCanBeDamaged(true);
SetRemoteRoleForBackwardsCompat(ROLE_SimulatedProxy);
bReplicates = true;
NetPriority = 3.0f;
BaseEyeHeight = 0.0f;
bCollideWhenPlacing = false;
SpawnCollisionHandlingMethod = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
CollisionComponent = CreateDefaultSubobject<USphereComponent>(AMyDefaultPawn::CollisionComponentName);
CollisionComponent->InitSphereRadius(35.0f);
CollisionComponent->SetCollisionProfileName(UCollisionProfile::Pawn_ProfileName);
CollisionComponent->CanCharacterStepUpOn = ECB_No;
CollisionComponent->SetShouldUpdatePhysicsVolume(true);
CollisionComponent->SetCanEverAffectNavigation(false);
CollisionComponent->bDynamicObstacle = true;
RootComponent = CollisionComponent;
MovementComponent = CreateDefaultSubobject<UPawnMovementComponent, UCharacterMovementComponent>(AMyDefaultPawn::MovementComponentName);
MovementComponent->UpdatedComponent = CollisionComponent;
// Structure to hold one-time initialization
struct FConstructorStatics
{
ConstructorHelpers::FObjectFinder<UStaticMesh> SphereMesh;
FConstructorStatics()
: SphereMesh(TEXT("/Engine/EngineMeshes/Sphere")) {}
};
static FConstructorStatics ConstructorStatics;
MeshComponent = CreateOptionalDefaultSubobject<UStaticMeshComponent>(AMyDefaultPawn::MeshComponentName);
if (MeshComponent)
{
MeshComponent->SetStaticMesh(ConstructorStatics.SphereMesh.Object);
MeshComponent->AlwaysLoadOnClient = true;
MeshComponent->AlwaysLoadOnServer = true;
MeshComponent->bOwnerNoSee = true;
MeshComponent->bCastDynamicShadow = true;
MeshComponent->bAffectDynamicIndirectLighting = false;
MeshComponent->bAffectDistanceFieldLighting = false;
MeshComponent->bVisibleInRayTracing = false;
MeshComponent->PrimaryComponentTick.TickGroup = TG_PrePhysics;
MeshComponent->SetupAttachment(RootComponent);
MeshComponent->SetCollisionProfileName(UCollisionProfile::Pawn_ProfileName);
const float Scale = CollisionComponent->GetUnscaledSphereRadius() / 160.f; // @TODO: hardcoding known size of EngineMeshes.Sphere. Should use a unit sphere instead.
MeshComponent->SetRelativeScale3D(FVector(Scale));
MeshComponent->SetGenerateOverlapEvents(false);
MeshComponent->SetCanEverAffectNavigation(false);
}
// This is the default pawn class, we want to have it be able to move out of the box.
bAddDefaultMovementBindings = true;
}
void InitializeDefaultPawnInputBindings()
{
static bool bBindingsAdded = false;
if (!bBindingsAdded)
{
bBindingsAdded = true;
UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("DefaultPawn_MoveForward", EKeys::W, 1.f));
UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("DefaultPawn_MoveForward", EKeys::S, -1.f));
UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("DefaultPawn_MoveForward", EKeys::Up, 1.f));
UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("DefaultPawn_MoveForward", EKeys::Down, -1.f));
UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("DefaultPawn_MoveForward", EKeys::Gamepad_LeftY, 1.f));
UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("DefaultPawn_MoveRight", EKeys::A, -1.f));
UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("DefaultPawn_MoveRight", EKeys::D, 1.f));
UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("DefaultPawn_MoveRight", EKeys::Gamepad_LeftX, 1.f));
// HACK: Android controller bindings in ini files seem to not work
// Direct overrides here some to work
#if !PLATFORM_ANDROID
UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("DefaultPawn_MoveUp", EKeys::Gamepad_LeftThumbstick, 1.f));
UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("DefaultPawn_MoveUp", EKeys::Gamepad_RightThumbstick, -1.f));
UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("DefaultPawn_MoveUp", EKeys::Gamepad_FaceButton_Bottom, 1.f));
UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("DefaultPawn_MoveUp", EKeys::LeftControl, -1.f));
UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("DefaultPawn_MoveUp", EKeys::SpaceBar, 1.f));
UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("DefaultPawn_MoveUp", EKeys::C, -1.f));
UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("DefaultPawn_MoveUp", EKeys::E, 1.f));
UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("DefaultPawn_MoveUp", EKeys::Q, -1.f));
#else
UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("DefaultPawn_MoveUp", EKeys::Gamepad_LeftTriggerAxis, -0.5f));
UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("DefaultPawn_MoveUp", EKeys::Gamepad_RightTriggerAxis, 0.5f));
#endif
UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("DefaultPawn_TurnRate", EKeys::Gamepad_RightX, 1.f));
UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("DefaultPawn_TurnRate", EKeys::Left, -1.f));
UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("DefaultPawn_TurnRate", EKeys::Right, 1.f));
UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("DefaultPawn_Turn", EKeys::MouseX, 1.f));
UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("DefaultPawn_LookUpRate", EKeys::Gamepad_RightY, 1.f));
UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("DefaultPawn_LookUp", EKeys::MouseY, -1.f));
}
}
void AMyDefaultPawn::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
check(PlayerInputComponent);
if (bAddDefaultMovementBindings)
{
InitializeDefaultPawnInputBindings();
PlayerInputComponent->BindAxis("DefaultPawn_MoveForward", this, &AMyDefaultPawn::MoveForward);
PlayerInputComponent->BindAxis("DefaultPawn_MoveRight", this, &AMyDefaultPawn::MoveRight);
PlayerInputComponent->BindAxis("DefaultPawn_MoveUp", this, &AMyDefaultPawn::MoveUp_World);
PlayerInputComponent->BindAxis("DefaultPawn_Turn", this, &AMyDefaultPawn::AddControllerYawInput);
PlayerInputComponent->BindAxis("DefaultPawn_TurnRate", this, &AMyDefaultPawn::TurnAtRate);
PlayerInputComponent->BindAxis("DefaultPawn_LookUp", this, &AMyDefaultPawn::AddControllerPitchInput);
PlayerInputComponent->BindAxis("DefaultPawn_LookUpRate", this, &AMyDefaultPawn::LookUpAtRate);
}
}
void AMyDefaultPawn::UpdateNavigationRelevance()
{
if (CollisionComponent)
{
CollisionComponent->SetCanEverAffectNavigation(bCanAffectNavigationGeneration);
}
}
void AMyDefaultPawn::MoveRight(float Val)
{
if (Val != 0.f)
{
if (Controller)
{
FRotator const ControlSpaceRot = Controller->GetControlRotation();
// transform to world space and add it
AddMovementInput(FRotationMatrix(ControlSpaceRot).GetScaledAxis(EAxis::Y), Val);
}
}
}
void AMyDefaultPawn::MoveForward(float Val)
{
if (Val != 0.f)
{
if (Controller)
{
FRotator const ControlSpaceRot = Controller->GetControlRotation();
// transform to world space and add it
AddMovementInput(FRotationMatrix(ControlSpaceRot).GetScaledAxis(EAxis::X), Val);
}
}
}
void AMyDefaultPawn::MoveUp_World(float Val)
{
if (Val != 0.f)
{
AddMovementInput(FVector::UpVector, Val);
}
}
void AMyDefaultPawn::TurnAtRate(float Rate)
{
// calculate delta for this frame from the rate information
AddControllerYawInput(Rate * GetWorld()->GetDeltaSeconds() * CustomTimeDilation);
}
void AMyDefaultPawn::LookUpAtRate(float Rate)
{
// calculate delta for this frame from the rate information
AddControllerPitchInput(Rate * GetWorld()->GetDeltaSeconds() * CustomTimeDilation);
}
UPawnMovementComponent* AMyDefaultPawn::GetMovementComponent() const
{
return MovementComponent;
}