Files
utad-ui/Source/UTAD_UI/UTAD_UIPlayerController.cpp
2025-10-12 15:02:39 +02:00

235 lines
6.3 KiB
C++

// 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"
#include "Blueprint/UserWidget.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();
// Create and show the main HUD
ShowMainHUD();
}
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);
// Setup skill tree input
if (OpenSkillTreeAction)
{
EnhancedInputComponent->BindAction(
OpenSkillTreeAction, ETriggerEvent::Started, this,
&AUTAD_UIPlayerController::OnOpenSkillTree);
}
}
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();
}
void AUTAD_UIPlayerController::OnOpenSkillTree()
{
ToggleSkillTree();
}
void AUTAD_UIPlayerController::ShowMainHUD()
{
if (MainHUDClass && !MainHUDWidget)
{
MainHUDWidget = CreateWidget<UUserWidget>(this, MainHUDClass);
if (MainHUDWidget)
{
MainHUDWidget->AddToViewport(0);
}
}
}
void AUTAD_UIPlayerController::ShowSkillTree()
{
if (!SkillTreeWidget && SkillTreeWidgetClass)
{
SkillTreeWidget = CreateWidget<UUserWidget>(this, SkillTreeWidgetClass);
}
if (SkillTreeWidget && !SkillTreeWidget->IsInViewport())
{
SkillTreeWidget->AddToViewport(1);
// Set input mode to Game and UI
FInputModeGameAndUI InputMode;
InputMode.SetWidgetToFocus(SkillTreeWidget->TakeWidget());
InputMode.SetLockMouseToViewportBehavior(EMouseLockMode::DoNotLock);
SetInputMode(InputMode);
bShowMouseCursor = true;
}
}
void AUTAD_UIPlayerController::HideSkillTree()
{
if (SkillTreeWidget && SkillTreeWidget->IsInViewport())
{
SkillTreeWidget->RemoveFromParent();
// Set input mode back to game and UI for top-down gameplay
// This allows mouse clicks to work for character movement
FInputModeGameAndUI InputMode;
InputMode.SetLockMouseToViewportBehavior(EMouseLockMode::DoNotLock);
InputMode.SetHideCursorDuringCapture(false);
SetInputMode(InputMode);
// Keep mouse cursor visible for top-down game
bShowMouseCursor = true;
}
}
void AUTAD_UIPlayerController::ToggleSkillTree()
{
if (SkillTreeWidget && SkillTreeWidget->IsInViewport())
{
HideSkillTree();
}
else
{
ShowSkillTree();
}
}