126 lines
		
	
	
		
			4.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			126 lines
		
	
	
		
			4.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| // Copyright Epic Games, Inc. All Rights Reserved.
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| 
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| #include "UTAD_UIPlayerController.h"
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| #include "GameFramework/Pawn.h"
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| #include "Blueprint/AIBlueprintHelperLibrary.h"
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| #include "NiagaraSystem.h"
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| #include "NiagaraFunctionLibrary.h"
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| #include "UTAD_UICharacter.h"
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| #include "Engine/World.h"
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| #include "EnhancedInputComponent.h"
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| #include "InputActionValue.h"
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| #include "EnhancedInputSubsystems.h"
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| #include "Engine/LocalPlayer.h"
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| 
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| DEFINE_LOG_CATEGORY(LogTemplateCharacter);
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| 
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| AUTAD_UIPlayerController::AUTAD_UIPlayerController()
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| {
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| 	bShowMouseCursor = true;
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| 	DefaultMouseCursor = EMouseCursor::Default;
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| 	CachedDestination = FVector::ZeroVector;
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| 	FollowTime = 0.f;
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| }
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| 
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| void AUTAD_UIPlayerController::BeginPlay()
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| {
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| 	// Call the base class  
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| 	Super::BeginPlay();
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| }
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| 
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| void AUTAD_UIPlayerController::SetupInputComponent()
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| {
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| 	// set up gameplay key bindings
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| 	Super::SetupInputComponent();
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| 
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| 	// Add Input Mapping Context
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| 	if (UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(GetLocalPlayer()))
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| 	{
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| 		Subsystem->AddMappingContext(DefaultMappingContext, 0);
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| 	}
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| 
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| 	// Set up action bindings
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| 	if (UEnhancedInputComponent* EnhancedInputComponent = Cast<UEnhancedInputComponent>(InputComponent))
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| 	{
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| 		// Setup mouse input events
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| 		EnhancedInputComponent->BindAction(SetDestinationClickAction, ETriggerEvent::Started, this, &AUTAD_UIPlayerController::OnInputStarted);
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| 		EnhancedInputComponent->BindAction(SetDestinationClickAction, ETriggerEvent::Triggered, this, &AUTAD_UIPlayerController::OnSetDestinationTriggered);
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| 		EnhancedInputComponent->BindAction(SetDestinationClickAction, ETriggerEvent::Completed, this, &AUTAD_UIPlayerController::OnSetDestinationReleased);
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| 		EnhancedInputComponent->BindAction(SetDestinationClickAction, ETriggerEvent::Canceled, this, &AUTAD_UIPlayerController::OnSetDestinationReleased);
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| 
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| 		// Setup touch input events
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| 		EnhancedInputComponent->BindAction(SetDestinationTouchAction, ETriggerEvent::Started, this, &AUTAD_UIPlayerController::OnInputStarted);
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| 		EnhancedInputComponent->BindAction(SetDestinationTouchAction, ETriggerEvent::Triggered, this, &AUTAD_UIPlayerController::OnTouchTriggered);
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| 		EnhancedInputComponent->BindAction(SetDestinationTouchAction, ETriggerEvent::Completed, this, &AUTAD_UIPlayerController::OnTouchReleased);
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| 		EnhancedInputComponent->BindAction(SetDestinationTouchAction, ETriggerEvent::Canceled, this, &AUTAD_UIPlayerController::OnTouchReleased);
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| 	}
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| 	else
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| 	{
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| 		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));
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| 	}
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| }
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| 
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| void AUTAD_UIPlayerController::OnInputStarted()
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| {
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| 	StopMovement();
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| }
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| 
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| // Triggered every frame when the input is held down
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| void AUTAD_UIPlayerController::OnSetDestinationTriggered()
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| {
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| 	// We flag that the input is being pressed
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| 	FollowTime += GetWorld()->GetDeltaSeconds();
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| 	
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| 	// We look for the location in the world where the player has pressed the input
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| 	FHitResult Hit;
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| 	bool bHitSuccessful = false;
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| 	if (bIsTouch)
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| 	{
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| 		bHitSuccessful = GetHitResultUnderFinger(ETouchIndex::Touch1, ECollisionChannel::ECC_Visibility, true, Hit);
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| 	}
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| 	else
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| 	{
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| 		bHitSuccessful = GetHitResultUnderCursor(ECollisionChannel::ECC_Visibility, true, Hit);
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| 	}
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| 
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| 	// If we hit a surface, cache the location
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| 	if (bHitSuccessful)
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| 	{
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| 		CachedDestination = Hit.Location;
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| 	}
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| 	
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| 	// Move towards mouse pointer or touch
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| 	APawn* ControlledPawn = GetPawn();
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| 	if (ControlledPawn != nullptr)
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| 	{
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| 		FVector WorldDirection = (CachedDestination - ControlledPawn->GetActorLocation()).GetSafeNormal();
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| 		ControlledPawn->AddMovementInput(WorldDirection, 1.0, false);
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| 	}
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| }
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| 
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| void AUTAD_UIPlayerController::OnSetDestinationReleased()
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| {
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| 	// If it was a short press
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| 	if (FollowTime <= ShortPressThreshold)
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| 	{
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| 		// We move there and spawn some particles
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| 		UAIBlueprintHelperLibrary::SimpleMoveToLocation(this, CachedDestination);
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| 		UNiagaraFunctionLibrary::SpawnSystemAtLocation(this, FXCursor, CachedDestination, FRotator::ZeroRotator, FVector(1.f, 1.f, 1.f), true, true, ENCPoolMethod::None, true);
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| 	}
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| 
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| 	FollowTime = 0.f;
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| }
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| 
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| // Triggered every frame when the input is held down
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| void AUTAD_UIPlayerController::OnTouchTriggered()
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| {
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| 	bIsTouch = true;
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| 	OnSetDestinationTriggered();
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| }
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| 
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| void AUTAD_UIPlayerController::OnTouchReleased()
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| {
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| 	bIsTouch = false;
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| 	OnSetDestinationReleased();
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| }
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