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https://github.com/fortressforever/enthusiastic-hat-club.git
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wireup inputs and add jumping
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parent
cc2f669b3a
commit
2a4092c97a
6 changed files with 87 additions and 19 deletions
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@ -31,5 +31,21 @@ void AFFCharacter::BeginPlay()
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void AFFCharacter::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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}
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// movement section
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// NOTE: non-axis movement is triggered from controller which checks 0 value locks
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// its kind of a round-about way to handle input:
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// 1 - controller bindings
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// 2 - character adds movement input value
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// 3 - character movement triggered
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// mouse skips right to adding input value
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void AFFCharacter::MovementForwardBack(float Value)
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{
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AddMovementInput(GetActorForwardVector(), Value);
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}
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void AFFCharacter::MovementStrafe(float Value)
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{
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AddMovementInput(GetActorRightVector(), Value);
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}
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@ -33,4 +33,8 @@ public:
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virtual void Tick(float DeltaTime) override;
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FORCEINLINE class UCameraComponent* GetFirstPersonCameraComponent() const { return CameraComponent; }
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// Movement commands from input
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void MovementStrafe(float Value);
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void MovementForwardBack(float Value);
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};
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@ -13,17 +13,39 @@ UFFCharacterMovement::UFFCharacterMovement(const class FObjectInitializer& Objec
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// q2 style double jumps
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// rampslides and sharks
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// would rather simplify and just make the movement fast and crisp to start with,
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// which surprisingly the default networked movement can do OK at
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// which surprisingly the default networked movement can do OK at .
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// if someone was so inclined to do so, this class would be the place to do it as it can handle
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// the frame by frame movement calculations and pmove
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MaxWalkSpeed = 1105.0f;
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AirControl = 0.65f;
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GroundFriction = 11.0f;
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BrakingFriction = 12.0f;
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MaxWalkSpeed = 1000.0f;
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AirControl = 0.75f;
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GroundFriction = 4.0f;
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BrakingFriction = 10.0f;
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BrakingFrictionFactor = 3;
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GravityScale = 1.0f;
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JumpZVelocity = 350.0f;
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BrakingDecelerationFalling = 1.0f;
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JumpZVelocity = 800.0f;
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MaxAcceleration = 3500.0f;
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Mass = 110.0f;
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// todo: non-accel based strafe movement etc
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MaxAcceleration = 6500.0f;
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// verdict is out on this one
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NetworkSmoothingMode = ENetworkSmoothingMode::Exponential;
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}
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bool UFFCharacterMovement::DoJump(bool bReplayingMoves)
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{
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if (CharacterOwner && CharacterOwner->CanJump())
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{
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// Don't jump if we can't move up/down.
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if (!bConstrainToPlane || FMath::Abs(PlaneConstraintNormal.Z) != 1.f)
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{
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Velocity.Z = JumpZVelocity;
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SetMovementMode(MOVE_Falling);
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return true;
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}
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}
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return false;
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}
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@ -12,4 +12,7 @@ UCLASS()
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class FF_API UFFCharacterMovement : public UCharacterMovementComponent
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{
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GENERATED_UCLASS_BODY()
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public:
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bool DoJump(bool bReplayingMoves);
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};
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@ -11,8 +11,8 @@ void AFFPlayerController::SetupInputComponent()
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Super::SetupInputComponent();
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// TODO: the base ACharacter jump handling kinda stinks
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//InputComponent->BindAction("Jump", IE_Pressed, this, &AFFPlayerController::InputJump);
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//InputComponent->BindAction("Jump", IE_Released, this, &AFFPlayerController::InputStopJumping);
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InputComponent->BindAction("Jump", IE_Pressed, this, &AFFPlayerController::JumpPressed);
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InputComponent->BindAction("Jump", IE_Released, this, &AFFPlayerController::JumpReleased);
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InputComponent->BindAxis("Forward", this, &AFFPlayerController::Forward);
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InputComponent->BindAxis("Strafe", this, &AFFPlayerController::Strafe);
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InputComponent->BindAxis("LookX", this, &AFFPlayerController::LookX);
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@ -21,34 +21,54 @@ void AFFPlayerController::SetupInputComponent()
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MouseSensitivityRate = 150.0f;
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}
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// bind axis has nonconst :-(
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// ReSharper disable once CppMemberFunctionMayBeConst
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void AFFPlayerController::Forward(float Value)
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{
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if (Value != 0.0f)
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{
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// add movement in that direction
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//AddMovementInput(GetActorForwardVector(), Value);
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FFCharacter->MovementForwardBack(Value);
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}
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}
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// ReSharper disable once CppMemberFunctionMayBeConst
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void AFFPlayerController::Strafe(float Value)
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{
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if (Value != 0.0f)
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{
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// add movement in that direction
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//AddMovementInput(GetActorRightVector(), Value);
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FFCharacter->MovementStrafe(Value);
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}
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}
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void AFFPlayerController::LookX(float Rate)
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{
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// calculate delta for this frame from the rate information
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//AddControllerYawInput(Rate * MouseSensitivityRate * GetWorld()->GetDeltaSeconds());
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AddYawInput(Rate * MouseSensitivityRate * GetWorld()->GetDeltaSeconds());
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}
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void AFFPlayerController::LookY(float Rate)
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{
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// calculate delta for this frame from the rate information
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//AddControllerPitchInput(Rate * MouseSensitivityRate * GetWorld()->GetDeltaSeconds());
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AddPitchInput(Rate * MouseSensitivityRate * GetWorld()->GetDeltaSeconds());
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}
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void AFFPlayerController::JumpPressed()
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{
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if (FFCharacter != NULL && !IsMoveInputIgnored())
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{
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//FFCharacter->bPressedJump = true;
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FFCharacter->Jump();
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}
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}
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void AFFPlayerController::JumpReleased()
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{
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if (FFCharacter)
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{
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//FFCharacter->bPressedJump = false;
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FFCharacter->StopJumping();
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}
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}
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void AFFPlayerController::SetPawn(APawn* NewPawn)
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@ -75,6 +95,7 @@ void AFFPlayerController::SetPawn(APawn* NewPawn)
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AFFCharacter* AFFPlayerController::GetFFCharacter()
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{
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// TODO:
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return nullptr;
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// for BPs
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return FFCharacter;
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}
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@ -23,6 +23,8 @@ private:
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void Strafe(float Val);
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void LookX(float Rate);
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void LookY(float Rate);
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void JumpPressed();
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void JumpReleased();
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public:
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UPROPERTY(BlueprintReadOnly, GlobalConfig, Category = Camera)
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