diff --git a/.gitattributes b/.gitattributes index f1833f7..03796ec 100644 --- a/.gitattributes +++ b/.gitattributes @@ -1 +1,12 @@ +# UE file types *.uasset filter=lfs diff=lfs merge=lfs -text +*.umap filter=lfs diff=lfs merge=lfs -text +# Raw Content types +*.fbx filter=lfs diff=lfs merge=lfs -text +*.3ds filter=lfs diff=lfs merge=lfs -text +*.psd filter=lfs diff=lfs merge=lfs -text +*.png filter=lfs diff=lfs merge=lfs -text +*.mp3 filter=lfs diff=lfs merge=lfs -text +*.wav filter=lfs diff=lfs merge=lfs -text +*.xcf filter=lfs diff=lfs merge=lfs -text +*.jpg filter=lfs diff=lfs merge=lfs -text diff --git a/Config/DefaultEditor.ini b/Config/DefaultEditor.ini index 4ecb6eb..ac3b301 100644 --- a/Config/DefaultEditor.ini +++ b/Config/DefaultEditor.ini @@ -5,4 +5,5 @@ SimpleMapName=/Game/TP_ThirdPerson/Maps/ThirdPersonExampleMap bAllowClassAndBlueprintPinMatching=true bReplaceBlueprintWithClass= true bDontLoadBlueprintOutsideEditor= true -bBlueprintIsNotBlueprintType= true \ No newline at end of file +bBlueprintIsNotBlueprintType= true + diff --git a/Config/DefaultEngine.ini b/Config/DefaultEngine.ini index 4f971e4..60f03fa 100644 --- a/Config/DefaultEngine.ini +++ b/Config/DefaultEngine.ini @@ -8,7 +8,7 @@ TransitionMap= bUseSplitscreen=True TwoPlayerSplitscreenLayout=Horizontal ThreePlayerSplitscreenLayout=FavorTop -GlobalDefaultGameMode=/Game/ThirdPersonBP/Blueprints/ThirdPersonGameMode.ThirdPersonGameMode_C +GlobalDefaultGameMode=/Game/MyAssets/Blueprints/MyGameMode.MyGameMode_C GlobalDefaultServerGameMode=None [/Script/IOSRuntimeSettings.IOSRuntimeSettings] diff --git a/Config/DefaultInput.ini b/Config/DefaultInput.ini index 774c29b..8b61ab3 100644 --- a/Config/DefaultInput.ini +++ b/Config/DefaultInput.ini @@ -142,6 +142,8 @@ DoubleClickTime=0.200000 +ActionMappings=(ActionName="ResetVR",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=MagicLeap_Left_Bumper) +ActionMappings=(ActionName="SpawnActors",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=One) 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includes +#include "ThirdPersonCharacter.h" +#include "ActorSpawner.h" // Fireball spawner object +#include "BallActor.h" // Fireball object + +// Engine includes +#include "Kismet/GameplayStatics.h" // For spawning fireball static mesh +#include "Camera/CameraComponent.h" +#include "GameFramework/SpringArmComponent.h" +#include "GameFramework/CharacterMovementComponent.h" + + +// Sets default values +AThirdPersonCharacter::AThirdPersonCharacter() +{ + // 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; + + // Instantiate required components for the player character + SpringArmComp = CreateDefaultSubobject(TEXT("SpringArmComp")); + CameraComp = CreateDefaultSubobject(TEXT("CameraComp")); + + + // Set location and rotation of character mesh + GetMesh()->SetRelativeLocationAndRotation(FVector(0.0f, 0.0f, 0.0f), + FQuat(FRotator(0.0f, -90.0f, 0.0f))); + + // Set up character component hierarchy + SpringArmComp->SetupAttachment(this->GetRootComponent()); // Attach spring arm to mesh + CameraComp->SetupAttachment(SpringArmComp); // Attach camera to spring arm + //CameraComp->SetRelativeLocation(0.0f, 0.0f, ) + + // Initialize variables + SpringArmComp->bUsePawnControlRotation = true; + + // Setup ACharacter class movement variables for desired movement + GetCharacterMovement()->bOrientRotationToMovement = true; + GetCharacterMovement()->bUseControllerDesiredRotation = true; + GetCharacterMovement()->bIgnoreBaseRotation = true; +} + +// Called when the game starts or when spawned +void AThirdPersonCharacter::BeginPlay() +{ + Super::BeginPlay(); + +} + +void AThirdPersonCharacter::SpawnActors() +{ + AActor* ActorSpawnerToFind = UGameplayStatics::GetActorOfClass(GetWorld(), AActorSpawner::StaticClass()); + + AActorSpawner* ActorSpawnerReference = Cast(ActorSpawnerToFind); + if (ActorSpawnerReference) + { + ActorSpawnerReference->SpawnActor(); + } +} + +void AThirdPersonCharacter::DestroyActors() +{ + TArray FoundActors; + UGameplayStatics::GetAllActorsOfClass(GetWorld(), ABallActor::StaticClass(), FoundActors); + for (AActor* ActorFound : FoundActors) + { + ActorFound->Destroy(); + } + +} + +void AThirdPersonCharacter::MoveForward(float InputAxis) +{ + if ((Controller != nullptr) && (InputAxis != 0.0f)) + { + // Find which direction is forward relative to the player's current rotation + const FRotator Rotation = Controller->GetControlRotation(); + const FRotator YawRotation(0.0f, Rotation.Yaw, 0.0f); + + // Get forward vector from YawRotation and apply movement from InputAxis + const FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X); + AddMovementInput(Direction, InputAxis); + } +} + +void AThirdPersonCharacter::MoveRight(float InputAxis) +{ + if ((Controller != nullptr) && (InputAxis != 0.0f)) + { + const FRotator Rotation = Controller->GetControlRotation(); + const FRotator YawRotation(0.0f, Rotation.Yaw, 0.0f); + const FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y); + AddMovementInput(Direction, InputAxis); + } +} + +void AThirdPersonCharacter::BeginSprint() +{ + GetCharacterMovement()->MaxWalkSpeed = 1000.0f; +} + +void AThirdPersonCharacter::EndSprint() +{ + GetCharacterMovement()->MaxWalkSpeed = 600.0f; +} + +void AThirdPersonCharacter::BeginCrouch() +{ + Crouch(); +} + +void AThirdPersonCharacter::EndCrouch() +{ + UnCrouch(); +} + +// Called every frame +void AThirdPersonCharacter::Tick(float DeltaTime) +{ + Super::Tick(DeltaTime); + +} + +// Called to bind functionality to input +void AThirdPersonCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent) +{ + Super::SetupPlayerInputComponent(PlayerInputComponent); + + // Set up callbacks for project input configuration (Edit->Project Settings-Input) + + // Movement and camera control + PlayerInputComponent->BindAxis("MoveForward", this, &AThirdPersonCharacter::MoveForward); + PlayerInputComponent->BindAxis("MoveRight", this, &AThirdPersonCharacter::MoveRight); + PlayerInputComponent->BindAxis("Turn", this, &AThirdPersonCharacter::AddControllerYawInput); + PlayerInputComponent->BindAxis("TurnRate", this, &AThirdPersonCharacter::AddControllerYawInput); + PlayerInputComponent->BindAxis("LookUp", this, &AThirdPersonCharacter::AddControllerPitchInput); + PlayerInputComponent->BindAxis("LookUpRate", this, &AThirdPersonCharacter::AddControllerPitchInput); + PlayerInputComponent->BindAction("Jump", IE_Pressed, this, &ACharacter::Jump); + PlayerInputComponent->BindAction("Jump", IE_Released, this, &ACharacter::StopJumping); + PlayerInputComponent->BindAction("Crouch", IE_Pressed, this, &AThirdPersonCharacter::BeginCrouch); + PlayerInputComponent->BindAction("Crouch", IE_Released, this, &AThirdPersonCharacter::EndCrouch); + PlayerInputComponent->BindAction("Sprint", IE_Pressed, this, &AThirdPersonCharacter::BeginSprint); + PlayerInputComponent->BindAction("Sprint", IE_Released, this, &AThirdPersonCharacter::EndSprint); + + // Player actions + PlayerInputComponent->BindAction("SpawnActors", IE_Pressed, this, &AThirdPersonCharacter::SpawnActors); + PlayerInputComponent->BindAction("DestroyActors", IE_Pressed, this, &AThirdPersonCharacter::DestroyActors); +} + diff --git a/Source/ThirdPerson/Public/ThirdPersonCharacter.h b/Source/ThirdPerson/Public/ThirdPersonCharacter.h new file mode 100644 index 0000000..eb5d63a --- /dev/null +++ b/Source/ThirdPerson/Public/ThirdPersonCharacter.h @@ -0,0 +1,45 @@ +// All content (c) Shaun Reed 2021, all rights reserved + +#pragma once + +#include "CoreMinimal.h" +#include "GameFramework/Character.h" +#include "ThirdPersonCharacter.generated.h" + +UCLASS() +class THIRDPERSON_API AThirdPersonCharacter : public ACharacter +{ + GENERATED_BODY() + +public: + // Sets default values for this character's properties + AThirdPersonCharacter(); + +protected: + // Called when the game starts or when spawned + virtual void BeginPlay() override; + + UPROPERTY(VisibleAnywhere, BlueprintReadWrite) + class USpringArmComponent* SpringArmComp; + + UPROPERTY(VisibleAnywhere, BlueprintReadWrite) + class UCameraComponent* CameraComp; + + // Input actions + void SpawnActors(); + void DestroyActors(); + void MoveForward(float InputAxis); + void MoveRight(float InputAxis); + void BeginSprint(); + void EndSprint(); + void BeginCrouch(); + void EndCrouch(); + +public: + // Called every frame + virtual void Tick(float DeltaTime) override; + + // Called to bind functionality to input + virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override; + +};