Ed_
842ae8a32a
Avoding lifting the "highlighting" to an enemy interface until it proves to me its necessary
51 lines
1.5 KiB
C++
51 lines
1.5 KiB
C++
#include "GasaCharacter.h"
|
|
|
|
#include "Camera/CameraComponent.h"
|
|
#include "GameFramework/CharacterMovementComponent.h"
|
|
#include "GameFramework/SpringArmComponent.h"
|
|
|
|
void AGasaCharacter::SetHighlight(EHighlight desired)
|
|
{
|
|
|
|
}
|
|
|
|
AGasaCharacter::AGasaCharacter()
|
|
{
|
|
PrimaryActorTick.bCanEverTick = false;
|
|
|
|
UCharacterMovementComponent*
|
|
Movement = GetCharacterMovement();
|
|
Movement->bOrientRotationToMovement = true;
|
|
Movement->bConstrainToPlane = true;
|
|
Movement->bSnapToPlaneAtStart = true;
|
|
Movement->RotationRate = FRotator(0.0, 400.f, 0.0);
|
|
|
|
bUseControllerRotationPitch = false;
|
|
bUseControllerRotationRoll = false;
|
|
bUseControllerRotationYaw = false;
|
|
|
|
USceneComponent* root_component = GetRootComponent();
|
|
USkeletalMeshComponent* mesh = GetMesh();
|
|
|
|
CamSpringArm = CreateDefaultSubobject<USpringArmComponent>("Camera Spring Arm");
|
|
CamSpringArm->SetupAttachment(root_component);
|
|
CamSpringArm->SetRelativeRotation( FQuat::MakeFromEuler(FVector(0.0, -35.0, 0.0)));
|
|
CamSpringArm->TargetArmLength = 400.0f;
|
|
|
|
CamSpringArm->bInheritPitch = false;
|
|
CamSpringArm->bInheritYaw = false;
|
|
CamSpringArm->bInheritRoll = false;
|
|
|
|
Camera = CreateDefaultSubobject<UCameraComponent>("Camera");
|
|
Camera->SetupAttachment(CamSpringArm);
|
|
|
|
Weapon = CreateDefaultSubobject<USkeletalMeshComponent>("Weapon");
|
|
Weapon->SetupAttachment(mesh, FName("WeaponAttach"));
|
|
Weapon->SetCollisionEnabled(ECollisionEnabled::NoCollision);
|
|
}
|
|
|
|
void AGasaCharacter::BeginPlay()
|
|
{
|
|
Super::BeginPlay();
|
|
}
|