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Created July 3, 2020 12:52
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// Copyright Epic Games, Inc. All Rights Reserved.
#include "jetpackCharacter.h"
#include "HeadMountedDisplayFunctionLibrary.h"
#include "Camera/CameraComponent.h"
#include "Components/CapsuleComponent.h"
#include "Components/InputComponent.h"
#include "GameFramework/CharacterMovementComponent.h"
#include "GameFramework/Controller.h"
#include "GameFramework/SpringArmComponent.h"
//////////////////////////////////////////////////////////////////////////
// AjetpackCharacter
AjetpackCharacter::AjetpackCharacter() {
// Set size for collision capsule
GetCapsuleComponent()->InitCapsuleSize(42.f, 96.0f);
// set our turn rates for input
BaseTurnRate = 45.f;
BaseLookUpRate = 45.f;
// Don't rotate when the controller rotates. Let that just affect the camera.
bUseControllerRotationPitch = false;
bUseControllerRotationYaw = false;
bUseControllerRotationRoll = false;
// Configure character movement
GetCharacterMovement()->bOrientRotationToMovement = true; // Character moves in the direction of input...
GetCharacterMovement()->RotationRate = FRotator(0.0f, 540.0f, 0.0f); // ...at this rotation rate
GetCharacterMovement()->JumpZVelocity = 600.f;
GetCharacterMovement()->AirControl = 0.2f;
// Create a camera boom (pulls in towards the player if there is a collision)
CameraBoom = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraBoom"));
CameraBoom->SetupAttachment(RootComponent);
CameraBoom->TargetArmLength = 300.0f; // The camera follows at this distance behind the character
CameraBoom->bUsePawnControlRotation = true; // Rotate the arm based on the controller
// Create a follow camera
FollowCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("FollowCamera"));
FollowCamera->SetupAttachment(CameraBoom, USpringArmComponent::SocketName); // Attach the camera to the end of the boom and let the boom adjust to match the controller orientation
FollowCamera->bUsePawnControlRotation = false; // Camera does not rotate relative to arm
// Note: The skeletal mesh and anim blueprint references on the Mesh component (inherited from Character)
// are set in the derived blueprint asset named MyCharacter (to avoid direct content references in C++)
}
//////////////////////////////////////////////////////////////////////////
// Input
void AjetpackCharacter::SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) {
// Set up gameplay key bindings
check(PlayerInputComponent);
PlayerInputComponent->BindAction("Jump", IE_Pressed, this, &AjetpackCharacter::EnableJetpack);
PlayerInputComponent->BindAction("Jump", IE_Released, this, &AjetpackCharacter::DisableJetpack);
PlayerInputComponent->BindAxis("MoveForward", this, &AjetpackCharacter::MoveForward);
PlayerInputComponent->BindAxis("MoveRight", this, &AjetpackCharacter::MoveRight);
// We have 2 versions of the rotation bindings to handle different kinds of devices differently
// "turn" handles devices that provide an absolute delta, such as a mouse.
// "turnrate" is for devices that we choose to treat as a rate of change, such as an analog joystick
PlayerInputComponent->BindAxis("Turn", this, &APawn::AddControllerYawInput);
PlayerInputComponent->BindAxis("TurnRate", this, &AjetpackCharacter::TurnAtRate);
PlayerInputComponent->BindAxis("LookUp", this, &APawn::AddControllerPitchInput);
PlayerInputComponent->BindAxis("LookUpRate", this, &AjetpackCharacter::LookUpAtRate);
// handle touch devices
PlayerInputComponent->BindTouch(IE_Pressed, this, &AjetpackCharacter::TouchStarted);
PlayerInputComponent->BindTouch(IE_Released, this, &AjetpackCharacter::TouchStopped);
// VR headset functionality
PlayerInputComponent->BindAction("ResetVR", IE_Pressed, this, &AjetpackCharacter::OnResetVR);
}
void AjetpackCharacter::GetLifetimeReplicatedProps(TArray <FLifetimeProperty> &OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
}
void AjetpackCharacter::FireJetpack_Implementation() {
UCharacterMovementComponent *movement = GetCharacterMovement();
if (jetpack_active) {
movement->MovementMode = MOVE_Flying;
FVector velocity = movement->Velocity;
velocity.Z += 25.0f;
movement->Velocity = velocity;
//FVector force = FVector::UpVector;
//force = force * 250.0f;
//movement->AddForce(force);
} else {
if (movement->MovementMode == MOVE_Flying) {
movement->MovementMode = MOVE_Falling;
}
}
}
void AjetpackCharacter::Tick(float DeltaSeconds) {
UCharacterMovementComponent *movement = GetCharacterMovement();
ENetRole net_role = GetLocalRole();
FireJetpack();
if (net_role == ROLE_Authority) {
} else {
}
}
void AjetpackCharacter::SetJetpackFiringOnServer_Implementation(bool firing) {
//GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Orange, FString::Printf(TEXT("local role = %d"), GetLocalRole()));
//GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Orange, FString::Printf(TEXT("remote role = %d"), GetRemoteRole()));
jetpack_active = firing;
}
void AjetpackCharacter::EnableJetpack() {
SetJetpackFiringOnServer(true);
//jetpack_enabled = true;
//GetCharacterMovement()->MovementMode = MOVE_Flying;
}
void AjetpackCharacter::DisableJetpack() {
SetJetpackFiringOnServer(false);
//jetpack_enabled = false;
//GetCharacterMovement()->MovementMode = MOVE_Falling;
}
void AjetpackCharacter::OnResetVR() {
UHeadMountedDisplayFunctionLibrary::ResetOrientationAndPosition();
}
void AjetpackCharacter::TouchStarted(ETouchIndex::Type FingerIndex, FVector Location) {
Jump();
}
void AjetpackCharacter::TouchStopped(ETouchIndex::Type FingerIndex, FVector Location) {
StopJumping();
}
void AjetpackCharacter::TurnAtRate(float Rate) {
// calculate delta for this frame from the rate information
AddControllerYawInput(Rate * BaseTurnRate * GetWorld()->GetDeltaSeconds());
}
void AjetpackCharacter::LookUpAtRate(float Rate) {
// calculate delta for this frame from the rate information
AddControllerPitchInput(Rate * BaseLookUpRate * GetWorld()->GetDeltaSeconds());
}
void AjetpackCharacter::MoveForward(float Value) {
if ((Controller != NULL) && (Value != 0.0f))
{
// find out which way is forward
const FRotator Rotation = Controller->GetControlRotation();
const FRotator YawRotation(0, Rotation.Yaw, 0);
// get forward vector
const FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X);
AddMovementInput(Direction, Value);
}
}
void AjetpackCharacter::MoveRight(float Value) {
if ( (Controller != NULL) && (Value != 0.0f) )
{
// find out which way is right
const FRotator Rotation = Controller->GetControlRotation();
const FRotator YawRotation(0, Rotation.Yaw, 0);
// get right vector
const FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y);
// add movement in that direction
AddMovementInput(Direction, Value);
}
}
// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "Net/UnrealNetwork.h"
#include "jetpackCharacter.generated.h"
UCLASS(config=Game)
class AjetpackCharacter : public ACharacter {
GENERATED_BODY()
/** Camera boom positioning the camera behind the character */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
class USpringArmComponent* CameraBoom;
/** Follow camera */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
class UCameraComponent* FollowCamera;
public:
AjetpackCharacter();
/** Property replication */
void GetLifetimeReplicatedProps(TArray<FLifetimeProperty> &OutLifetimeProps) const override;
/** Base turn rate, in deg/sec. Other scaling may affect final turn rate. */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Camera)
float BaseTurnRate;
/** Base look up/down rate, in deg/sec. Other scaling may affect final rate. */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Camera)
float BaseLookUpRate;
protected:
UPROPERTY(Replicated)
bool jetpack_active = false;
UFUNCTION(NetMulticast, Unreliable)
void FireJetpack();
UFUNCTION(Server, Unreliable)
void SetJetpackFiringOnServer(bool firing);
/** Resets HMD orientation in VR. */
void OnResetVR();
/** Called for forwards/backward input */
void MoveForward(float Value);
/** Called for side to side input */
void MoveRight(float Value);
/**
* Called via input to turn at a given rate.
* @param Rate This is a normalized rate, i.e. 1.0 means 100% of desired turn rate
*/
void TurnAtRate(float Rate);
/**
* Called via input to turn look up/down at a given rate.
* @param Rate This is a normalized rate, i.e. 1.0 means 100% of desired turn rate
*/
void LookUpAtRate(float Rate);
/** Handler for when a touch input begins. */
void TouchStarted(ETouchIndex::Type FingerIndex, FVector Location);
/** Handler for when a touch input stops. */
void TouchStopped(ETouchIndex::Type FingerIndex, FVector Location);
void EnableJetpack();
void DisableJetpack();
protected:
virtual void Tick(float DeltaSeconds) override;
// APawn interface
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
// End of APawn interface
public:
/** Returns CameraBoom subobject **/
FORCEINLINE class USpringArmComponent* GetCameraBoom() const { return CameraBoom; }
/** Returns FollowCamera subobject **/
FORCEINLINE class UCameraComponent* GetFollowCamera() const { return FollowCamera; }
};
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