Movement Input

This commit is contained in:
Edward R. Gonzalez 2024-04-12 17:53:47 -04:00
parent fbb3e03d85
commit 6e06627910
6 changed files with 77 additions and 5 deletions

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@ -1,5 +1,7 @@
// #define private protected 
#include "CoreMinimal.h" #include "CoreMinimal.h"
// #define private protected
class UInputMappingContext; class UInputAction;
struct FInputActionValue;
class UInputMappingContext;

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@ -1,6 +1,7 @@
#include "GasaPlayerController.h" #include "GasaPlayerController.h"
#include "Engine/LocalPlayer.h" #include "Engine/LocalPlayer.h"
#include "EnhancedInputComponent.h"
#include "EnhancedInputSubsystems.h" #include "EnhancedInputSubsystems.h"
AGasaPlayerController::AGasaPlayerController() AGasaPlayerController::AGasaPlayerController()
@ -8,6 +9,58 @@ AGasaPlayerController::AGasaPlayerController()
bReplicates = true; bReplicates = true;
} }
void AGasaPlayerController::Move(FInputActionValue const& ActionValue)
{
#if 0
FVector2D AxisV = ActionValue.Get<FVector2D>();
FRotator ControlRot = GetControlRotation();
FRotator YawRot = FRotator(0.f, ControlRot.Yaw, 0.f);
FVector FwdDir = FRotationMatrix(YawRot).GetUnitAxis(EAxis::X);
FVector RightDir = FRotationMatrix(YawRot).GetUnitAxis(EAxis::Y);
APawn* Pawn = GetPawn<APawn>();
if (Pawn)
{
Pawn->AddMovementInput(FwdDir, AxisV.Y);
Pawn->AddMovementInput(RightDir, AxisV.X);
}
#else
FVector2f AxisV = FVector2f(ActionValue.Get<FVector2D>());
FQuat // FQuat isomorphic to FRotor (Hypothetical Def)
ControlRotor = GetControlRotation().Quaternion();
// ControlRotor.Normalize(); // The Quaternion should always be a versor with UE...
FQuat4f
YawRotor = FQuat4f(FVector3f::UpVector, ControlRotor.GetAngle());
// YawRotor.Normalize(); // The Quaternion should always be a versor with UE...
FVector3f FwdDir = YawRotor.RotateVector(FVector3f::ForwardVector);
FVector3f RightDir = YawRotor.RotateVector(FVector3f::RightVector);
APawn* PPawn = GetPawn<APawn>();
if (PPawn)
{
PPawn->AddMovementInput(FVector(FwdDir), AxisV.Y);
PPawn->AddMovementInput(FVector(RightDir), AxisV.X);
}
#endif
}
#pragma region PlayerController
void AGasaPlayerController::SetupInputComponent()
{
Super::SetupInputComponent();
UEnhancedInputComponent*
EIC = CastChecked<UEnhancedInputComponent>(InputComponent);
{
EIC->BindAction(IA_Move, ETriggerEvent::Triggered, this, &ThisClass::Move);
}
}
#pragma endregion PlayerController
#pragma region Actor
void AGasaPlayerController::BeginPlay() void AGasaPlayerController::BeginPlay()
{ {
Super::BeginPlay(); Super::BeginPlay();
@ -26,3 +79,4 @@ void AGasaPlayerController::BeginPlay()
SetInputMode(MouseMode); SetInputMode(MouseMode);
} }
} }
#pragma endregion Actor

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@ -1,18 +1,34 @@
#pragma once #pragma once
#include "GasaCommon.h" #include "GasaCommon.h"
#include "GameFramework/PlayerController.h"
#include "GasaPlayerController.generated.h" #include "GasaPlayerController.generated.h"
UCLASS(Blueprintable) UCLASS(Blueprintable)
class GASA_API AGasaPlayerController : public APlayerController class GASA_API AGasaPlayerController : public APlayerController
{ {
GENERATED_BODY() GENERATED_BODY()
public: public:
#pragma region Input
UPROPERTY(EditAnywhere, Category="Input")
TObjectPtr<UInputMappingContext> IMC; TObjectPtr<UInputMappingContext> IMC;
UPROPERTY(EditAnywhere, Category="Input")
TObjectPtr<UInputAction> IA_Move;
#pragma endregion Input
AGasaPlayerController(); AGasaPlayerController();
void Move(FInputActionValue const& ActionValue);
#pragma region PlayerController
void SetupInputComponent() override;
#pragma endregion PlayerController
#pragma region Actor
void BeginPlay() override; void BeginPlay() override;
#pragma endregion Actor
}; };