79 lines
2.1 KiB
C++
79 lines
2.1 KiB
C++
#include "GasaCharacter.h"
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#include "Camera/CameraComponent.h"
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#include "Components/CapsuleComponent.h"
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#include "GameFramework/CharacterMovementComponent.h"
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#include "GameFramework/SpringArmComponent.h"
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#include "Kismet/KismetSystemLibrary.h"
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void AGasaCharacter::SetHighlight(EHighlight Desired)
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{
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HighlightState = Desired;
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}
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AGasaCharacter::AGasaCharacter()
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{
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PrimaryActorTick.bCanEverTick = false;
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UCharacterMovementComponent*
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Movement = GetCharacterMovement();
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Movement->bOrientRotationToMovement = true;
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Movement->bConstrainToPlane = true;
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Movement->bSnapToPlaneAtStart = true;
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Movement->RotationRate = FRotator(0.0, 400.f, 0.0);
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bUseControllerRotationPitch = false;
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bUseControllerRotationRoll = false;
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bUseControllerRotationYaw = false;
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USceneComponent* root_component = GetRootComponent();
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USkeletalMeshComponent* mesh = GetMesh();
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CamSpringArm = CreateDefaultSubobject<USpringArmComponent>("Camera Spring Arm");
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CamSpringArm->SetupAttachment(root_component);
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CamSpringArm->SetRelativeRotation( FQuat::MakeFromEuler(FVector(0.0, -35.0, 0.0)));
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CamSpringArm->TargetArmLength = 400.0f;
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CamSpringArm->bInheritPitch = false;
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CamSpringArm->bInheritYaw = false;
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CamSpringArm->bInheritRoll = false;
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Camera = CreateDefaultSubobject<UCameraComponent>("Camera");
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Camera->SetupAttachment(CamSpringArm);
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Weapon = CreateDefaultSubobject<USkeletalMeshComponent>("Weapon");
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Weapon->SetupAttachment(mesh, FName("WeaponAttach"));
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Weapon->SetCollisionEnabled(ECollisionEnabled::NoCollision);
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}
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void AGasaCharacter::BeginPlay()
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{
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Super::BeginPlay();
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}
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void AGasaCharacter::Tick(float DeltaSeconds)
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{
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Super::Tick(DeltaSeconds);
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switch (HighlightState)
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{
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case EHighlight::Disabled:
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break;
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case EHighlight::Enabled:
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{
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UCapsuleComponent* Capsule = GetCapsuleComponent();
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UKismetSystemLibrary::DrawDebugCapsule(this
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, Capsule->GetComponentLocation()
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, Capsule->GetScaledCapsuleHalfHeight()
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, Capsule->GetScaledCapsuleRadius()
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, Capsule->GetComponentRotation()
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, FLinearColor(0.8, 0.32, 0.05f, 1.f)
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, 0.f
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, 1.f
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);
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}
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break;
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}
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}
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