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[End Result] Classic Camera C++ - PlayerCharacter.cpp
// Fill out your copyright notice in the Description page of Project Settings.
#include "PlayerCharacter.h"
#include "Components/InputComponent.h"
#include "GameFramework/CharacterMovementComponent.h"
// Sets default values
APlayerCharacter::APlayerCharacter()
{
// Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
bUseControllerRotationYaw = false;
GetMesh()->SetRelativeLocation(FVector(0.0f, 0.0f, -90.0f));
GetMesh()->SetRelativeRotation(FRotator(0.0f, -90.0f, 0.0f));
// Set Default Walk Speed
GetCharacterMovement()->MaxWalkSpeed = WalkSpeed;
}
// Called when the game starts or when spawned
void APlayerCharacter::BeginPlay()
{
Super::BeginPlay();
}
// Called every frame
void APlayerCharacter::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
// Called to bind functionality to input
void APlayerCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
// Bind Axis Events
InputComponent->BindAxis("MoveForward", this, &APlayerCharacter::MoveForward);
InputComponent->BindAxis("Turn", this, &APlayerCharacter::Turn);
// Bind Action Events
InputComponent->BindAction("Sprint", IE_Pressed, this, &APlayerCharacter::StartSprint);
InputComponent->BindAction("Sprint", IE_Released, this, &APlayerCharacter::StopSprint);
}
// Move Forward
void APlayerCharacter::MoveForward(float InputAxis)
{
AddMovementInput(GetActorForwardVector(), InputAxis);
}
// Turn
void APlayerCharacter::Turn(float InputAxis)
{
TurnAmount = InputAxis;
AddActorLocalRotation(FRotator(0.0f, TurnAmount, 0.0f));
}
// Sprinting
void APlayerCharacter::StartSprint()
{
GetCharacterMovement()->MaxWalkSpeed = RunSpeed;
}
void APlayerCharacter::StopSprint()
{
GetCharacterMovement()->MaxWalkSpeed = WalkSpeed;
}
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