Created
December 21, 2022 08:52
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Unreal C++ Rope Swing Component
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#include "SwingComponent.h" | |
#include "GameFramework/CharacterMovementComponent.h" | |
#include "GameFramework/SpringArmComponent.h" | |
#include "Components/CapsuleComponent.h" | |
#include "Components/SceneComponent.h" | |
USwingComponent::USwingComponent() | |
{ | |
PrimaryComponentTick.bCanEverTick = true; | |
SwingForce = 1000.0f; | |
RopeLength = 100.0f; | |
ReleaseForce = 1000.0f; | |
bIsSwinging = false; | |
bIsReleasing = false; | |
} | |
void USwingComponent::BeginPlay() | |
{ | |
Super::BeginPlay(); | |
// Get a reference to the character's movement, capsule, and spring arm components | |
MovementComponent = GetOwner()->FindComponentByClass<UCharacterMovementComponent>(); | |
CapsuleComponent = GetOwner()->FindComponentByClass<UCapsuleComponent>(); | |
SpringArmComponent = GetOwner()->FindComponentByClass<USpringArmComponent>(); | |
// Get the character's initial location | |
InitialLocation = GetOwner()->GetActorLocation(); | |
} | |
void USwingComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) | |
{ | |
Super::TickComponent(DeltaTime, TickType, ThisTickFunction); | |
// Check if the character is swinging or releasing | |
if (bIsSwinging || bIsReleasing) | |
{ | |
FVector SwingVector; | |
// Calculate swing or release force based on current location and rope length | |
FVector Location = GetOwner()->GetActorLocation(); | |
float Distance = FVector::Distance(Location, InitialLocation); | |
if (Distance > RopeLength) | |
{ | |
if (bIsSwinging) | |
{ | |
SwingVector = (InitialLocation - Location).GetSafeNormal() * SwingForce; | |
} | |
else if (bIsReleasing) | |
{ | |
SwingVector = (Location - InitialLocation).GetSafeNormal() * ReleaseForce; | |
} | |
} | |
// Apply swing or release force to the character | |
MovementComponent->AddForce(SwingVector); | |
} | |
} | |
void USwingComponent::Swing() | |
{ | |
bIsSwinging = true; | |
bIsReleasing = false; | |
} | |
void USwingComponent::Release() | |
{ | |
bIsSwinging = false; | |
bIsReleasing = true; | |
} | |
void USwingComponent::StopSwinging() | |
{ | |
bIsSwinging = false; | |
bIsReleasing = false; | |
} |
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