feat: initial commit

This commit is contained in:
2025-10-10 20:23:14 +02:00
commit ea4fa7bbe6
500 changed files with 2686 additions and 0 deletions

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Source/UTAD_UI.Target.cs Normal file
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// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.Collections.Generic;
public class UTAD_UITarget : TargetRules
{
public UTAD_UITarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Game;
DefaultBuildSettings = BuildSettingsVersion.V5;
IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_5;
ExtraModuleNames.Add("UTAD_UI");
}
}

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// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class UTAD_UI : ModuleRules
{
public UTAD_UI(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "NavigationSystem", "AIModule", "Niagara", "EnhancedInput" });
}
}

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

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Source/UTAD_UI/UTAD_UI.h Normal file
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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
DECLARE_LOG_CATEGORY_EXTERN(LogUTAD_UI, Log, All);

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// Copyright Epic Games, Inc. All Rights Reserved.
#include "UTAD_UICharacter.h"
#include "UObject/ConstructorHelpers.h"
#include "Camera/CameraComponent.h"
#include "Components/DecalComponent.h"
#include "Components/CapsuleComponent.h"
#include "GameFramework/CharacterMovementComponent.h"
#include "GameFramework/PlayerController.h"
#include "GameFramework/SpringArmComponent.h"
#include "Materials/Material.h"
#include "Engine/World.h"
AUTAD_UICharacter::AUTAD_UICharacter()
{
// Set size for player capsule
GetCapsuleComponent()->InitCapsuleSize(42.f, 96.0f);
// Don't rotate character to camera direction
bUseControllerRotationPitch = false;
bUseControllerRotationYaw = false;
bUseControllerRotationRoll = false;
// Configure character movement
GetCharacterMovement()->bOrientRotationToMovement = true; // Rotate character to moving direction
GetCharacterMovement()->RotationRate = FRotator(0.f, 640.f, 0.f);
GetCharacterMovement()->bConstrainToPlane = true;
GetCharacterMovement()->bSnapToPlaneAtStart = true;
// Create a camera boom...
CameraBoom = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraBoom"));
CameraBoom->SetupAttachment(RootComponent);
CameraBoom->SetUsingAbsoluteRotation(true); // Don't want arm to rotate when character does
CameraBoom->TargetArmLength = 800.f;
CameraBoom->SetRelativeRotation(FRotator(-60.f, 0.f, 0.f));
CameraBoom->bDoCollisionTest = false; // Don't want to pull camera in when it collides with level
// Create a camera...
TopDownCameraComponent = CreateDefaultSubobject<UCameraComponent>(TEXT("TopDownCamera"));
TopDownCameraComponent->SetupAttachment(CameraBoom, USpringArmComponent::SocketName);
TopDownCameraComponent->bUsePawnControlRotation = false; // Camera does not rotate relative to arm
// Activate ticking in order to update the cursor every frame.
PrimaryActorTick.bCanEverTick = true;
PrimaryActorTick.bStartWithTickEnabled = true;
}
void AUTAD_UICharacter::Tick(float DeltaSeconds)
{
Super::Tick(DeltaSeconds);
}

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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "UTAD_UICharacter.generated.h"
UCLASS(Blueprintable)
class AUTAD_UICharacter : public ACharacter
{
GENERATED_BODY()
public:
AUTAD_UICharacter();
// Called every frame.
virtual void Tick(float DeltaSeconds) override;
/** Returns TopDownCameraComponent subobject **/
FORCEINLINE class UCameraComponent* GetTopDownCameraComponent() const { return TopDownCameraComponent; }
/** Returns CameraBoom subobject **/
FORCEINLINE class USpringArmComponent* GetCameraBoom() const { return CameraBoom; }
private:
/** Top down camera */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
class UCameraComponent* TopDownCameraComponent;
/** Camera boom positioning the camera above the character */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
class USpringArmComponent* CameraBoom;
};

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// Copyright Epic Games, Inc. All Rights Reserved.
#include "UTAD_UIGameMode.h"
#include "UTAD_UIPlayerController.h"
#include "UTAD_UICharacter.h"
#include "UObject/ConstructorHelpers.h"
AUTAD_UIGameMode::AUTAD_UIGameMode()
{
// use our custom PlayerController class
PlayerControllerClass = AUTAD_UIPlayerController::StaticClass();
// set default pawn class to our Blueprinted character
static ConstructorHelpers::FClassFinder<APawn> PlayerPawnBPClass(TEXT("/Game/TopDown/Blueprints/BP_TopDownCharacter"));
if (PlayerPawnBPClass.Class != nullptr)
{
DefaultPawnClass = PlayerPawnBPClass.Class;
}
// set default controller to our Blueprinted controller
static ConstructorHelpers::FClassFinder<APlayerController> PlayerControllerBPClass(TEXT("/Game/TopDown/Blueprints/BP_TopDownPlayerController"));
if(PlayerControllerBPClass.Class != NULL)
{
PlayerControllerClass = PlayerControllerBPClass.Class;
}
}

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

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// Copyright Epic Games, Inc. All Rights Reserved.
#include "UTAD_UIPlayerController.h"
#include "GameFramework/Pawn.h"
#include "Blueprint/AIBlueprintHelperLibrary.h"
#include "NiagaraSystem.h"
#include "NiagaraFunctionLibrary.h"
#include "UTAD_UICharacter.h"
#include "Engine/World.h"
#include "EnhancedInputComponent.h"
#include "InputActionValue.h"
#include "EnhancedInputSubsystems.h"
#include "Engine/LocalPlayer.h"
DEFINE_LOG_CATEGORY(LogTemplateCharacter);
AUTAD_UIPlayerController::AUTAD_UIPlayerController()
{
bShowMouseCursor = true;
DefaultMouseCursor = EMouseCursor::Default;
CachedDestination = FVector::ZeroVector;
FollowTime = 0.f;
}
void AUTAD_UIPlayerController::BeginPlay()
{
// Call the base class
Super::BeginPlay();
}
void AUTAD_UIPlayerController::SetupInputComponent()
{
// set up gameplay key bindings
Super::SetupInputComponent();
// Add Input Mapping Context
if (UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(GetLocalPlayer()))
{
Subsystem->AddMappingContext(DefaultMappingContext, 0);
}
// Set up action bindings
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);
// 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);
}
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));
}
}
void AUTAD_UIPlayerController::OnInputStarted()
{
StopMovement();
}
// Triggered every frame when the input is held down
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
FHitResult Hit;
bool bHitSuccessful = false;
if (bIsTouch)
{
bHitSuccessful = GetHitResultUnderFinger(ETouchIndex::Touch1, ECollisionChannel::ECC_Visibility, true, Hit);
}
else
{
bHitSuccessful = GetHitResultUnderCursor(ECollisionChannel::ECC_Visibility, true, Hit);
}
// If we hit a surface, cache the location
if (bHitSuccessful)
{
CachedDestination = Hit.Location;
}
// Move towards mouse pointer or touch
APawn* ControlledPawn = GetPawn();
if (ControlledPawn != nullptr)
{
FVector WorldDirection = (CachedDestination - ControlledPawn->GetActorLocation()).GetSafeNormal();
ControlledPawn->AddMovementInput(WorldDirection, 1.0, false);
}
}
void AUTAD_UIPlayerController::OnSetDestinationReleased()
{
// If it was a short press
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);
}
FollowTime = 0.f;
}
// Triggered every frame when the input is held down
void AUTAD_UIPlayerController::OnTouchTriggered()
{
bIsTouch = true;
OnSetDestinationTriggered();
}
void AUTAD_UIPlayerController::OnTouchReleased()
{
bIsTouch = false;
OnSetDestinationReleased();
}

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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Templates/SubclassOf.h"
#include "GameFramework/PlayerController.h"
#include "UTAD_UIPlayerController.generated.h"
/** Forward declaration to improve compiling times */
class UNiagaraSystem;
class UInputMappingContext;
class UInputAction;
DECLARE_LOG_CATEGORY_EXTERN(LogTemplateCharacter, Log, All);
UCLASS()
class AUTAD_UIPlayerController : public APlayerController
{
GENERATED_BODY()
public:
AUTAD_UIPlayerController();
/** Time Threshold to know if it was a short press */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input)
float ShortPressThreshold;
/** FX Class that we will spawn when clicking */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input)
UNiagaraSystem* FXCursor;
/** MappingContext */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = "true"))
UInputMappingContext* DefaultMappingContext;
/** Jump Input Action */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = "true"))
UInputAction* SetDestinationClickAction;
/** Jump Input Action */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = "true"))
UInputAction* SetDestinationTouchAction;
protected:
/** True if the controlled character should navigate to the mouse cursor. */
uint32 bMoveToMouseCursor : 1;
virtual void SetupInputComponent() override;
// To add mapping context
virtual void BeginPlay();
/** Input handlers for SetDestination action. */
void OnInputStarted();
void OnSetDestinationTriggered();
void OnSetDestinationReleased();
void OnTouchTriggered();
void OnTouchReleased();
private:
FVector CachedDestination;
bool bIsTouch; // Is it a touch device
float FollowTime; // For how long it has been pressed
};

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// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.Collections.Generic;
public class UTAD_UIEditorTarget : TargetRules
{
public UTAD_UIEditorTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Editor;
DefaultBuildSettings = BuildSettingsVersion.V5;
IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_5;
ExtraModuleNames.Add("UTAD_UI");
}
}