style: apply clang format

This commit is contained in:
2025-10-10 20:58:22 +02:00
parent ea4fa7bbe6
commit 9938181043
8 changed files with 115 additions and 60 deletions

View File

@@ -16,15 +16,15 @@ DEFINE_LOG_CATEGORY(LogTemplateCharacter);
AUTAD_UIPlayerController::AUTAD_UIPlayerController()
{
bShowMouseCursor = true;
bShowMouseCursor = true;
DefaultMouseCursor = EMouseCursor::Default;
CachedDestination = FVector::ZeroVector;
FollowTime = 0.f;
CachedDestination = FVector::ZeroVector;
FollowTime = 0.f;
}
void AUTAD_UIPlayerController::BeginPlay()
{
// Call the base class
// Call the base class
Super::BeginPlay();
}
@@ -34,29 +34,52 @@ void AUTAD_UIPlayerController::SetupInputComponent()
Super::SetupInputComponent();
// Add Input Mapping Context
if (UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(GetLocalPlayer()))
if (UEnhancedInputLocalPlayerSubsystem* Subsystem =
ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(
GetLocalPlayer()))
{
Subsystem->AddMappingContext(DefaultMappingContext, 0);
}
// Set up action bindings
if (UEnhancedInputComponent* EnhancedInputComponent = Cast<UEnhancedInputComponent>(InputComponent))
if (UEnhancedInputComponent* EnhancedInputComponent =
Cast<UEnhancedInputComponent>(InputComponent))
{
// Setup mouse input events
EnhancedInputComponent->BindAction(SetDestinationClickAction, ETriggerEvent::Started, this, &AUTAD_UIPlayerController::OnInputStarted);
EnhancedInputComponent->BindAction(SetDestinationClickAction, ETriggerEvent::Triggered, this, &AUTAD_UIPlayerController::OnSetDestinationTriggered);
EnhancedInputComponent->BindAction(SetDestinationClickAction, ETriggerEvent::Completed, this, &AUTAD_UIPlayerController::OnSetDestinationReleased);
EnhancedInputComponent->BindAction(SetDestinationClickAction, ETriggerEvent::Canceled, this, &AUTAD_UIPlayerController::OnSetDestinationReleased);
EnhancedInputComponent->BindAction(
SetDestinationClickAction, ETriggerEvent::Started, this,
&AUTAD_UIPlayerController::OnInputStarted);
EnhancedInputComponent->BindAction(
SetDestinationClickAction, ETriggerEvent::Triggered, this,
&AUTAD_UIPlayerController::OnSetDestinationTriggered);
EnhancedInputComponent->BindAction(
SetDestinationClickAction, ETriggerEvent::Completed, this,
&AUTAD_UIPlayerController::OnSetDestinationReleased);
EnhancedInputComponent->BindAction(
SetDestinationClickAction, ETriggerEvent::Canceled, this,
&AUTAD_UIPlayerController::OnSetDestinationReleased);
// Setup touch input events
EnhancedInputComponent->BindAction(SetDestinationTouchAction, ETriggerEvent::Started, this, &AUTAD_UIPlayerController::OnInputStarted);
EnhancedInputComponent->BindAction(SetDestinationTouchAction, ETriggerEvent::Triggered, this, &AUTAD_UIPlayerController::OnTouchTriggered);
EnhancedInputComponent->BindAction(SetDestinationTouchAction, ETriggerEvent::Completed, this, &AUTAD_UIPlayerController::OnTouchReleased);
EnhancedInputComponent->BindAction(SetDestinationTouchAction, ETriggerEvent::Canceled, this, &AUTAD_UIPlayerController::OnTouchReleased);
EnhancedInputComponent->BindAction(
SetDestinationTouchAction, ETriggerEvent::Started, this,
&AUTAD_UIPlayerController::OnInputStarted);
EnhancedInputComponent->BindAction(
SetDestinationTouchAction, ETriggerEvent::Triggered, this,
&AUTAD_UIPlayerController::OnTouchTriggered);
EnhancedInputComponent->BindAction(
SetDestinationTouchAction, ETriggerEvent::Completed, this,
&AUTAD_UIPlayerController::OnTouchReleased);
EnhancedInputComponent->BindAction(
SetDestinationTouchAction, ETriggerEvent::Canceled, this,
&AUTAD_UIPlayerController::OnTouchReleased);
}
else
{
UE_LOG(LogTemplateCharacter, Error, TEXT("'%s' Failed to find an Enhanced Input Component! This template is built to use the Enhanced Input system. If you intend to use the legacy system, then you will need to update this C++ file."), *GetNameSafe(this));
UE_LOG(
LogTemplateCharacter, Error,
TEXT(
"'%s' Failed to find an Enhanced Input Component! This template is built to use the Enhanced Input system. If you intend to use the legacy system, then you will need to update this C++ file."),
*GetNameSafe(this));
}
}
@@ -70,17 +93,20 @@ void AUTAD_UIPlayerController::OnSetDestinationTriggered()
{
// We flag that the input is being pressed
FollowTime += GetWorld()->GetDeltaSeconds();
// We look for the location in the world where the player has pressed the input
// We look for the location in the world where the player has pressed the
// input
FHitResult Hit;
bool bHitSuccessful = false;
bool bHitSuccessful = false;
if (bIsTouch)
{
bHitSuccessful = GetHitResultUnderFinger(ETouchIndex::Touch1, ECollisionChannel::ECC_Visibility, true, Hit);
bHitSuccessful = GetHitResultUnderFinger(
ETouchIndex::Touch1, ECollisionChannel::ECC_Visibility, true, Hit);
}
else
{
bHitSuccessful = GetHitResultUnderCursor(ECollisionChannel::ECC_Visibility, true, Hit);
bHitSuccessful = GetHitResultUnderCursor(
ECollisionChannel::ECC_Visibility, true, Hit);
}
// If we hit a surface, cache the location
@@ -88,12 +114,14 @@ void AUTAD_UIPlayerController::OnSetDestinationTriggered()
{
CachedDestination = Hit.Location;
}
// Move towards mouse pointer or touch
APawn* ControlledPawn = GetPawn();
if (ControlledPawn != nullptr)
{
FVector WorldDirection = (CachedDestination - ControlledPawn->GetActorLocation()).GetSafeNormal();
FVector WorldDirection =
(CachedDestination - ControlledPawn->GetActorLocation())
.GetSafeNormal();
ControlledPawn->AddMovementInput(WorldDirection, 1.0, false);
}
}
@@ -104,8 +132,11 @@ void AUTAD_UIPlayerController::OnSetDestinationReleased()
if (FollowTime <= ShortPressThreshold)
{
// We move there and spawn some particles
UAIBlueprintHelperLibrary::SimpleMoveToLocation(this, CachedDestination);
UNiagaraFunctionLibrary::SpawnSystemAtLocation(this, FXCursor, CachedDestination, FRotator::ZeroRotator, FVector(1.f, 1.f, 1.f), true, true, ENCPoolMethod::None, true);
UAIBlueprintHelperLibrary::SimpleMoveToLocation(this,
CachedDestination);
UNiagaraFunctionLibrary::SpawnSystemAtLocation(
this, FXCursor, CachedDestination, FRotator::ZeroRotator,
FVector(1.f, 1.f, 1.f), true, true, ENCPoolMethod::None, true);
}
FollowTime = 0.f;