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- // Fill out your copyright notice in the Description page of Project Settings.
- #include "VRCharacterBase.h"
- #include "Kismet/GameplayStatics.h"
- #include "Kismet/KismetSystemLibrary.h"
- #include "Components/CapsuleComponent.h"
- #include "VRHUDBase.h"
- static FName FirstPersonCameraName(TEXT("FirstPersonCamera"));
- // Sets default values
- AVRCharacterBase::AVRCharacterBase(const FObjectInitializer& ObjectInitializer): Super(ObjectInitializer)
- {
- // 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;
- GetCapsuleComponent()->InitCapsuleSize(50, 50);
- GetCapsuleComponent()->SetRelativeLocation(FVector(-240, 60, 190));
- GetMesh()->SetRelativeLocation(FVector(0, 0, -100));
- GetMesh()->SetRelativeRotation(FRotator(0, -90, 0));
- FirstPersonCamera = CreateDefaultSubobject<UCameraComponent>(FirstPersonCameraName);
- if (FirstPersonCamera) {
- FirstPersonCamera->SetRelativeLocation(FVector(60, 0, 15));
- FirstPersonCamera->SetupAttachment(GetCapsuleComponent());
- }
- MyTimeline.SetTimelineLength(2);
- MyCurveFloat = CreateDefaultSubobject<UCurveFloat>(FName("MyCurveFloat"));
- if (MyCurveFloat) {
- MyCurveFloat->FloatCurve.AddKey(0, 0);
- MyCurveFloat->FloatCurve.AddKey(2, 100);
- }
- FOnTimelineFloatStatic onTimelineUpdate;
- onTimelineUpdate.BindUFunction(this, FName("OnTimelineUpdate"));
- MyTimeline.AddInterpFloat(MyCurveFloat, onTimelineUpdate);
- FOnTimelineEventStatic onTimelineFinished;
- onTimelineFinished.BindUFunction(this, FName("OnTimelineFinished"));
- MyTimeline.SetTimelineFinishedFunc(onTimelineFinished);
- }
- // Called when the game starts or when spawned
- void AVRCharacterBase::BeginPlay()
- {
- Super::BeginPlay();
- }
- // Called every frame
- void AVRCharacterBase::Tick(float DeltaTime)
- {
- Super::Tick(DeltaTime);
- MyTimeline.TickTimeline(DeltaTime);
- }
- // Called to bind functionality to input
- void AVRCharacterBase::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
- {
- Super::SetupPlayerInputComponent(PlayerInputComponent);
- PlayerInputComponent->BindAxis("MoveForward", this, &AVRCharacterBase::MoveForward);
- PlayerInputComponent->BindAxis("MoveRight", this, &AVRCharacterBase::MoveRight);
- PlayerInputComponent->BindAxis("Turn", this, &AVRCharacterBase::Turn);
- PlayerInputComponent->BindAxis("LookUp", this, &AVRCharacterBase::LookUp);
- PlayerInputComponent->BindAction("BeginWaitConnected", EInputEvent::IE_Pressed, this, &AVRCharacterBase::BeginWaitConnected);
- PlayerInputComponent->BindAction("TestButton", EInputEvent::IE_Pressed, this, &AVRCharacterBase::Test);
- }
- void AVRCharacterBase::MoveForward(float value) {
- FVector direction = GetActorForwardVector();
- AddMovementInput(direction * value);
- }
- void AVRCharacterBase::MoveRight(float value) {
- FVector direction = GetActorRightVector();
- AddMovementInput(direction * value);
- }
- void AVRCharacterBase::Turn(float value) {
- AddControllerYawInput(value);
- }
- void AVRCharacterBase::LookUp(float value) {
- FirstPersonCamera->AddRelativeRotation(FRotator(-value, 0, 0));
- }
- void AVRCharacterBase::BeginWaitConnected() {
- UE_LOG(LogTemp, Warning, TEXT("AVRCharacterBase::BeginWaitConnected"));
- MyTimeline.PlayFromStart();
- }
- void AVRCharacterBase::OnTimelineUpdate(float value) {
- UE_LOG(LogTemp, Warning, TEXT("AVRCharacterBase::OnTimelineUpdate: %f"), value);
- }
- void AVRCharacterBase::OnTimelineFinished() {
- UE_LOG(LogTemp, Warning, TEXT("AVRCharacterBase::OnTimelineFinished"));
- }
- void AVRCharacterBase::Test() {
- UGameInstance *gameInstance = GetGameInstance();
-
- AVRHUDBase* hud = Cast<AVRHUDBase>(UGameplayStatics::GetPlayerController(GetWorld(), 0)->GetHUD());
- hud->Test();
- }
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