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2023-07-16 14:29:40 +08:00
parent 3f1ae11c29
commit 16f7c132ac
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// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class TG_ARPG : ModuleRules
{
public TG_ARPG(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "HeadMountedDisplay", "EnhancedInput" });
}
}

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// Copyright Epic Games, Inc. All Rights Reserved.
#include "TG_ARPG.h"
#include "Modules/ModuleManager.h"
IMPLEMENT_PRIMARY_GAME_MODULE( FDefaultGameModuleImpl, TG_ARPG, "TG_ARPG" );

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Source/TG_ARPG/TG_ARPG.h Normal file
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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"

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// Copyright Epic Games, Inc. All Rights Reserved.
#include "TG_ARPGCharacter.h"
#include "Camera/CameraComponent.h"
#include "Components/CapsuleComponent.h"
#include "Components/InputComponent.h"
#include "GameFramework/CharacterMovementComponent.h"
#include "GameFramework/Controller.h"
#include "GameFramework/SpringArmComponent.h"
#include "EnhancedInputComponent.h"
#include "EnhancedInputSubsystems.h"
//////////////////////////////////////////////////////////////////////////
// ATG_ARPGCharacter
ATG_ARPGCharacter::ATG_ARPGCharacter()
{
// Set size for collision capsule
GetCapsuleComponent()->InitCapsuleSize(42.f, 96.0f);
// Don't rotate when the controller rotates. Let that just affect the camera.
bUseControllerRotationPitch = false;
bUseControllerRotationYaw = false;
bUseControllerRotationRoll = false;
// Configure character movement
GetCharacterMovement()->bOrientRotationToMovement = true; // Character moves in the direction of input...
GetCharacterMovement()->RotationRate = FRotator(0.0f, 500.0f, 0.0f); // ...at this rotation rate
// Note: For faster iteration times these variables, and many more, can be tweaked in the Character Blueprint
// instead of recompiling to adjust them
GetCharacterMovement()->JumpZVelocity = 700.f;
GetCharacterMovement()->AirControl = 0.35f;
GetCharacterMovement()->MaxWalkSpeed = 500.f;
GetCharacterMovement()->MinAnalogWalkSpeed = 20.f;
GetCharacterMovement()->BrakingDecelerationWalking = 2000.f;
// Create a camera boom (pulls in towards the player if there is a collision)
CameraBoom = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraBoom"));
CameraBoom->SetupAttachment(RootComponent);
CameraBoom->TargetArmLength = 400.0f; // The camera follows at this distance behind the character
CameraBoom->bUsePawnControlRotation = true; // Rotate the arm based on the controller
// Create a follow camera
FollowCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("FollowCamera"));
FollowCamera->SetupAttachment(CameraBoom, USpringArmComponent::SocketName); // Attach the camera to the end of the boom and let the boom adjust to match the controller orientation
FollowCamera->bUsePawnControlRotation = false; // Camera does not rotate relative to arm
// Note: The skeletal mesh and anim blueprint references on the Mesh component (inherited from Character)
// are set in the derived blueprint asset named ThirdPersonCharacter (to avoid direct content references in C++)
}
void ATG_ARPGCharacter::BeginPlay()
{
// Call the base class
Super::BeginPlay();
//Add Input Mapping Context
if (APlayerController* PlayerController = Cast<APlayerController>(Controller))
{
if (UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(PlayerController->GetLocalPlayer()))
{
Subsystem->AddMappingContext(DefaultMappingContext, 0);
}
}
}
//////////////////////////////////////////////////////////////////////////
// Input
void ATG_ARPGCharacter::SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent)
{
// Set up action bindings
if (UEnhancedInputComponent* EnhancedInputComponent = CastChecked<UEnhancedInputComponent>(PlayerInputComponent)) {
//Jumping
EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Triggered, this, &ACharacter::Jump);
EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Completed, this, &ACharacter::StopJumping);
//Moving
EnhancedInputComponent->BindAction(MoveAction, ETriggerEvent::Triggered, this, &ATG_ARPGCharacter::Move);
//Looking
EnhancedInputComponent->BindAction(LookAction, ETriggerEvent::Triggered, this, &ATG_ARPGCharacter::Look);
}
}
void ATG_ARPGCharacter::Move(const FInputActionValue& Value)
{
// input is a Vector2D
FVector2D MovementVector = Value.Get<FVector2D>();
if (Controller != nullptr)
{
// find out which way is forward
const FRotator Rotation = Controller->GetControlRotation();
const FRotator YawRotation(0, Rotation.Yaw, 0);
// get forward vector
const FVector ForwardDirection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X);
// get right vector
const FVector RightDirection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y);
// add movement
AddMovementInput(ForwardDirection, MovementVector.Y);
AddMovementInput(RightDirection, MovementVector.X);
}
}
void ATG_ARPGCharacter::Look(const FInputActionValue& Value)
{
// input is a Vector2D
FVector2D LookAxisVector = Value.Get<FVector2D>();
if (Controller != nullptr)
{
// add yaw and pitch input to controller
AddControllerYawInput(LookAxisVector.X);
AddControllerPitchInput(LookAxisVector.Y);
}
}

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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "InputActionValue.h"
#include "TG_ARPGCharacter.generated.h"
UCLASS(config=Game)
class ATG_ARPGCharacter : public ACharacter
{
GENERATED_BODY()
/** Camera boom positioning the camera behind the character */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
class USpringArmComponent* CameraBoom;
/** Follow camera */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
class UCameraComponent* FollowCamera;
/** MappingContext */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
class UInputMappingContext* DefaultMappingContext;
/** Jump Input Action */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
class UInputAction* JumpAction;
/** Move Input Action */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
class UInputAction* MoveAction;
/** Look Input Action */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
class UInputAction* LookAction;
public:
ATG_ARPGCharacter();
protected:
/** Called for movement input */
void Move(const FInputActionValue& Value);
/** Called for looking input */
void Look(const FInputActionValue& Value);
protected:
// APawn interface
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
// To add mapping context
virtual void BeginPlay();
public:
/** Returns CameraBoom subobject **/
FORCEINLINE class USpringArmComponent* GetCameraBoom() const { return CameraBoom; }
/** Returns FollowCamera subobject **/
FORCEINLINE class UCameraComponent* GetFollowCamera() const { return FollowCamera; }
};

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// Copyright Epic Games, Inc. All Rights Reserved.
#include "TG_ARPGGameMode.h"
#include "TG_ARPGCharacter.h"
#include "UObject/ConstructorHelpers.h"
ATG_ARPGGameMode::ATG_ARPGGameMode()
{
// set default pawn class to our Blueprinted character
static ConstructorHelpers::FClassFinder<APawn> PlayerPawnBPClass(TEXT("/Game/ThirdPerson/Blueprints/BP_ThirdPersonCharacter"));
if (PlayerPawnBPClass.Class != NULL)
{
DefaultPawnClass = PlayerPawnBPClass.Class;
}
}

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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/GameModeBase.h"
#include "TG_ARPGGameMode.generated.h"
UCLASS(minimalapi)
class ATG_ARPGGameMode : public AGameModeBase
{
GENERATED_BODY()
public:
ATG_ARPGGameMode();
};