Cleaned out assets not used in main
This commit is contained in:
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
@@ -1,5 +0,0 @@
|
|||||||
// Fill out your copyright notice in the Description page of Project Settings.
|
|
||||||
|
|
||||||
|
|
||||||
#include "MyGameModeBase.h"
|
|
||||||
|
|
||||||
@@ -1,23 +0,0 @@
|
|||||||
// Fill out your copyright notice in the Description page of Project Settings.
|
|
||||||
|
|
||||||
|
|
||||||
#include "MyPlayerCharacter/MyCharacter.h"
|
|
||||||
|
|
||||||
// Sets default values
|
|
||||||
AMyCharacter::AMyCharacter()
|
|
||||||
{
|
|
||||||
// Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it.
|
|
||||||
PrimaryActorTick.bCanEverTick = true;
|
|
||||||
|
|
||||||
CameraComponent = CreateDefaultSubobject<UCameraComponent>(TEXT("CameraComponent"));
|
|
||||||
CameraComponent->SetupAttachment(RootComponent);
|
|
||||||
CameraComponent->SetRelativeLocation(FVector(0.0f, 0.0f, 50.0f));
|
|
||||||
CameraComponent->bUsePawnControlRotation = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Called when the game starts or when spawned
|
|
||||||
void AMyCharacter::BeginPlay()
|
|
||||||
{
|
|
||||||
Super::BeginPlay();
|
|
||||||
|
|
||||||
}
|
|
||||||
@@ -1,90 +0,0 @@
|
|||||||
// Fill out your copyright notice in the Description page of Project Settings.
|
|
||||||
|
|
||||||
|
|
||||||
#include "MyPlayerCharacter/MyPlayerController.h"
|
|
||||||
#include "EnhancedInputComponent.h"
|
|
||||||
#include "EnhancedInputSubsystems.h"
|
|
||||||
#include "Components/SplineMeshComponent.h"
|
|
||||||
|
|
||||||
AMyPlayerController::AMyPlayerController()
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
void AMyPlayerController::BeginPlay()
|
|
||||||
{
|
|
||||||
Super::BeginPlay();
|
|
||||||
PlayerCharacter = Cast<AMyCharacter>(GetCharacter());
|
|
||||||
|
|
||||||
if (AMyPlayerController* PC = Cast<AMyPlayerController>(this))
|
|
||||||
{
|
|
||||||
if (UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(PC->GetLocalPlayer()))
|
|
||||||
{
|
|
||||||
if(PlayerInputContext)
|
|
||||||
{
|
|
||||||
Subsystem->AddMappingContext(PlayerInputContext, 0);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void AMyPlayerController::SetupInputComponent()
|
|
||||||
{
|
|
||||||
Super::SetupInputComponent();
|
|
||||||
if (AMyPlayerController* PC = Cast<AMyPlayerController>(this))
|
|
||||||
{
|
|
||||||
if (UEnhancedInputComponent* Subsystem = Cast<UEnhancedInputComponent>(InputComponent))
|
|
||||||
{
|
|
||||||
if (MoveAction)
|
|
||||||
{
|
|
||||||
Subsystem->BindAction(MoveAction, ETriggerEvent::Triggered, this, &AMyPlayerController::Move);
|
|
||||||
}
|
|
||||||
if (JumpAction)
|
|
||||||
{
|
|
||||||
Subsystem->BindAction(JumpAction, ETriggerEvent::Started, this, &AMyPlayerController::Jump);
|
|
||||||
}
|
|
||||||
if (LookAction)
|
|
||||||
{
|
|
||||||
Subsystem->BindAction(LookAction, ETriggerEvent::Triggered, this, &AMyPlayerController::Look);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void AMyPlayerController::Move(const FInputActionValue& Value)
|
|
||||||
{
|
|
||||||
FVector2D MovementVector = Value.Get<FVector2D>();
|
|
||||||
|
|
||||||
if (APawn* ControlledPawn = GetPawn())
|
|
||||||
{
|
|
||||||
FRotator CameraRotation = GetControlRotation();
|
|
||||||
FRotator YawRotation(0.f, CameraRotation.Yaw, 0.f);
|
|
||||||
|
|
||||||
FVector ForwardDiection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X);
|
|
||||||
FVector RightDirection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y);
|
|
||||||
|
|
||||||
ControlledPawn->AddMovementInput(ForwardDiection, MovementVector.Y);
|
|
||||||
ControlledPawn->AddMovementInput(RightDirection,MovementVector.X);
|
|
||||||
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void AMyPlayerController::Look(const FInputActionValue& Value)
|
|
||||||
{
|
|
||||||
FVector2D LookAxisVector = Value.Get<FVector2D>();
|
|
||||||
|
|
||||||
if (APawn* ControlledPawn = GetPawn())
|
|
||||||
{
|
|
||||||
AddYawInput(LookAxisVector.X);
|
|
||||||
AddPitchInput(LookAxisVector.Y);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void AMyPlayerController::Jump(const FInputActionValue& Value)
|
|
||||||
{
|
|
||||||
if(PlayerCharacter)
|
|
||||||
{
|
|
||||||
PlayerCharacter->Jump();
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
@@ -1,17 +0,0 @@
|
|||||||
// Fill out your copyright notice in the Description page of Project Settings.
|
|
||||||
|
|
||||||
#pragma once
|
|
||||||
|
|
||||||
#include "CoreMinimal.h"
|
|
||||||
#include "GameFramework/GameModeBase.h"
|
|
||||||
#include "MyGameModeBase.generated.h"
|
|
||||||
|
|
||||||
/**
|
|
||||||
*
|
|
||||||
*/
|
|
||||||
UCLASS()
|
|
||||||
class OPENCONFLICT_API AMyGameModeBase : public AGameModeBase
|
|
||||||
{
|
|
||||||
GENERATED_BODY()
|
|
||||||
|
|
||||||
};
|
|
||||||
@@ -1,28 +0,0 @@
|
|||||||
// Fill out your copyright notice in the Description page of Project Settings.
|
|
||||||
|
|
||||||
#pragma once
|
|
||||||
|
|
||||||
#include "Camera/CameraComponent.h"
|
|
||||||
#include "CoreMinimal.h"
|
|
||||||
#include "GameFramework/Character.h"
|
|
||||||
#include "MyCharacter.generated.h"
|
|
||||||
|
|
||||||
|
|
||||||
UCLASS()
|
|
||||||
class OPENCONFLICT_API AMyCharacter : public ACharacter
|
|
||||||
{
|
|
||||||
GENERATED_BODY()
|
|
||||||
|
|
||||||
public:
|
|
||||||
// Sets default values for this character's properties
|
|
||||||
AMyCharacter();
|
|
||||||
|
|
||||||
protected:
|
|
||||||
// Called when the game starts or when spawned
|
|
||||||
virtual void BeginPlay() override;
|
|
||||||
|
|
||||||
public:
|
|
||||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Camera")
|
|
||||||
UCameraComponent* CameraComponent;
|
|
||||||
|
|
||||||
};
|
|
||||||
@@ -1,51 +0,0 @@
|
|||||||
// Fill out your copyright notice in the Description page of Project Settings.
|
|
||||||
|
|
||||||
#pragma once
|
|
||||||
|
|
||||||
#include "EnhancedInputComponent.h"
|
|
||||||
#include "EnhancedInputSubsystems.h"
|
|
||||||
#include "MyCharacter.h"
|
|
||||||
#include "CoreMinimal.h"
|
|
||||||
#include "GameFramework/PlayerController.h"
|
|
||||||
#include "MyPlayerController.generated.h"
|
|
||||||
|
|
||||||
|
|
||||||
/**
|
|
||||||
*
|
|
||||||
*/
|
|
||||||
UCLASS()
|
|
||||||
class OPENCONFLICT_API AMyPlayerController : public APlayerController
|
|
||||||
{
|
|
||||||
GENERATED_BODY()
|
|
||||||
public:
|
|
||||||
AMyPlayerController();
|
|
||||||
|
|
||||||
protected:
|
|
||||||
virtual void BeginPlay() override;
|
|
||||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Input")
|
|
||||||
UInputMappingContext* PlayerInputContext;
|
|
||||||
|
|
||||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Input")
|
|
||||||
UInputAction* MoveAction;
|
|
||||||
|
|
||||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Input")
|
|
||||||
UInputAction* LookAction;
|
|
||||||
|
|
||||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Input")
|
|
||||||
UInputAction* JumpAction;
|
|
||||||
|
|
||||||
public:
|
|
||||||
virtual void SetupInputComponent() override;
|
|
||||||
|
|
||||||
UPROPERTY()
|
|
||||||
AMyCharacter* PlayerCharacter;
|
|
||||||
|
|
||||||
private:
|
|
||||||
void Move(const FInputActionValue& Value);
|
|
||||||
void Look(const FInputActionValue& Value);
|
|
||||||
void Jump(const FInputActionValue& Value);
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
};
|
|
||||||
Reference in New Issue
Block a user