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Tank Player Controller
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// Fill out your copyright notice in the Description page of Project Settings. | |
#include "TankPlayerController.h" | |
#include "GameFramework/Actor.h" | |
#include "GameFramework/Pawn.h" | |
#include "Engine/World.h" | |
#include "GameFramework/Controller.h" | |
void ATankPlayerController::BeginPlay() | |
{ | |
Super::BeginPlay(); | |
auto ControlledTank = GetControlledTank(); | |
if (!ControlledTank) | |
{ | |
UE_LOG(LogTemp, Warning, TEXT("PlayerController Begin Play")); | |
} | |
else | |
{ | |
UE_LOG(LogTemp, Warning, TEXT("PlayerController possessing: %s"), *(ControlledTank->GetName())) | |
} | |
} | |
ATank * ATankPlayerController::GetControlledTank() const { | |
return Cast<ATank>(GetPawn()); | |
}; | |
void ATankPlayerController::AimTowardsCrosshair() | |
{ | |
if (!GetControlledTank()) { return; } | |
FVector HitLocation; | |
if (GetSightRayHitLocation(HitLocation)) | |
{ | |
GetControlledTank()->AImAt(HitLocation); | |
} | |
} | |
// Called every frame | |
void ATankPlayerController::Tick(float DeltaTime) | |
{ | |
Super::Tick(DeltaTime); | |
AimTowardsCrosshair(); | |
} | |
bool ATankPlayerController::GetSightRayHitLocation(FVector& HitLocation) const | |
{ | |
//Find the crosshair position in pixels coordinates | |
int32 ViewPortSizeX, ViewPortSizeY; | |
GetViewportSize(ViewPortSizeX, ViewPortSizeY); | |
auto ScreenLocation = FVector2D(ViewPortSizeX * CrossHairXLocation, ViewPortSizeY * CrossHairYLocation); | |
FVector LookDirection; | |
if (GetLookDirection(ScreenLocation, LookDirection)) | |
{ | |
GetLookVectorHitLocation(LookDirection, HitLocation); | |
} | |
return false; | |
} | |
bool ATankPlayerController::GetLookDirection(FVector2D ScreenLocation, FVector& LookDirection) const | |
{ | |
FVector CameraWorldLocation; | |
return DeprojectScreenPositionToWorld(ScreenLocation.X, ScreenLocation.Y, CameraWorldLocation, LookDirection); | |
} | |
bool ATankPlayerController::GetLookVectorHitLocation(FVector LookDirection, FVector&HitLocation) const | |
{ | |
FHitResult HitResult; | |
auto StartLocation = PlayerCameraManager->GetCameraLocation(); | |
auto EndLocation = StartLocation + (LookDirection * LineTraceRange); | |
if (GetWorld()->LineTraceSingleByChannel(HitResult, StartLocation, EndLocation, ECollisionChannel::ECC_Visibility)) | |
{ | |
HitLocation = HitResult.Location; | |
return true; | |
} | |
HitLocation = FVector(0); | |
return false; | |
} |
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