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@luca1337
Created February 8, 2018 15:03
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FloatingMovementController C++ To handle 2D SideScroller
// Fill out your copyright notice in the Description page of Project Settings.
#include "PawnShip.h"
#include "Runtime/Engine/Classes/Components/StaticMeshComponent.h"
#include "Runtime/CoreUObject/Public/UObject/ConstructorHelpers.h"
#include "Runtime/Engine/Classes/GameFramework/SpringArmComponent.h"
#include "Runtime/Engine/Classes/Camera/CameraComponent.h"
#include "Components/InputComponent.h"
APawnShip::APawnShip()
{
// Set this pawn to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
// Don't rotate when the controller rotates.
bUseControllerRotationPitch = false;
bUseControllerRotationYaw = false;
bUseControllerRotationRoll = false;
UStaticMeshComponent* MeshComponent = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("RootComponent"));
RootComponent = MeshComponent;
//MeshComponent->SetCollisionProfileName(TEXT("Pawn"));
MeshVisual = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("VisualRepresentation"));
MeshVisual->AttachTo(RootComponent);
USpringArmComponent* SpringArm = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraAttachmentArm"));
SpringArm->SetupAttachment(RootComponent);
SpringArm->bAbsoluteRotation = true; // Rotation of th
SpringArm->bDoCollisionTest = false;
SpringArm->TargetArmLength = 500.f;
SpringArm->SocketOffset = FVector(0.f, 0.f, 75.f);
SpringArm->RelativeRotation = FRotator(0.f, 180.f, 0.f);
// Create a camera and attach it
UCameraComponent* Camera = CreateDefaultSubobject<UCameraComponent>(TEXT("ActualCamera"));
Camera->SetupAttachment(SpringArm, USpringArmComponent::SocketName);
this->MovementComponent = CreateDefaultSubobject<UFloatingPawnMovement>(TEXT("MovComp"));
this->MovementComponent->UpdatedComponent = RootComponent;
AutoPossessPlayer = EAutoReceiveInput::Player0;
}
void APawnShip::BeginPlay()
{
Super::BeginPlay();
}
void APawnShip::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
void APawnShip::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
PlayerInputComponent->BindAxis("MoveRight", this, &APawnShip::MoveRight);
PlayerInputComponent->BindAxis("MoveUp", this, &APawnShip::MoveUp);
}
void APawnShip::MoveRight(float val)
{
this->MovementComponent->AddInputVector(FVector(0, -val, 0), false);
}
void APawnShip::MoveUp(float val)
{
this->MovementComponent->AddInputVector(FVector(0, 0, val), false);
}
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Pawn.h"
#include "Components/StaticMeshComponent.h"
#include "GameFramework/MovementComponent.h"
#include "GameFramework/FloatingPawnMovement.h"
#include "PawnShip.generated.h"
UCLASS()
class FLOATINGTASK_API APawnShip : public APawn
{
GENERATED_BODY()
public:
// Sets default values for this pawn's properties
APawnShip();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
UFloatingPawnMovement* MovementComponent;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
// Called to bind functionality to input
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
UPROPERTY(EditAnywhere)
UStaticMeshComponent* MeshVisual;
void MoveRight(float val);
void MoveUp(float val);
};
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