feat: initial commit
This commit is contained in:
		
							
								
								
									
										125
									
								
								Source/UTAD_UI/UTAD_UIPlayerController.cpp
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										125
									
								
								Source/UTAD_UI/UTAD_UIPlayerController.cpp
									
									
									
									
									
										Normal file
									
								
							| @@ -0,0 +1,125 @@ | ||||
| // 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(); | ||||
| } | ||||
		Reference in New Issue
	
	Block a user