// Copyright Epic Games, Inc. All Rights Reserved. #include "ForestryCharacter.h" #include "DebugMessages.h" #include "Animation/AnimInstance.h" #include "Camera/CameraComponent.h" #include "Components/CapsuleComponent.h" #include "Components/SkeletalMeshComponent.h" #include "EnhancedInputComponent.h" #include "InputActionValue.h" #include "GameFramework/CharacterMovementComponent.h" #include "Forestry.h" AForestryCharacter::AForestryCharacter() { // Set size for collision capsule GetCapsuleComponent()->InitCapsuleSize(55.f, 96.0f); // Create the first person mesh that will be viewed only by this character's owner FirstPersonMesh = CreateDefaultSubobject(TEXT("First Person Mesh")); FirstPersonMesh->SetupAttachment(GetMesh()); FirstPersonMesh->SetOnlyOwnerSee(true); FirstPersonMesh->FirstPersonPrimitiveType = EFirstPersonPrimitiveType::FirstPerson; FirstPersonMesh->SetCollisionProfileName(FName("NoCollision")); // Create the Camera Component FirstPersonCameraComponent = CreateDefaultSubobject(TEXT("First Person Camera")); FirstPersonCameraComponent->SetupAttachment(FirstPersonMesh, FName("head")); FirstPersonCameraComponent->SetRelativeLocationAndRotation(FVector(-2.8f, 5.89f, 0.0f), FRotator(0.0f, 90.0f, -90.0f)); FirstPersonCameraComponent->bUsePawnControlRotation = true; FirstPersonCameraComponent->bEnableFirstPersonFieldOfView = true; FirstPersonCameraComponent->bEnableFirstPersonScale = true; FirstPersonCameraComponent->FirstPersonFieldOfView = 70.0f; FirstPersonCameraComponent->FirstPersonScale = 0.6f; // configure the character comps GetMesh()->SetOwnerNoSee(true); GetMesh()->FirstPersonPrimitiveType = EFirstPersonPrimitiveType::WorldSpaceRepresentation; GetCapsuleComponent()->SetCapsuleSize(34.0f, 96.0f); // Interactable Searcher InteractableSearcher = CreateDefaultSubobject("Interactable Searcher"); // Statistics Component StatisticsComponent = CreateDefaultSubobject("Statistics"); // Flashlight Component FlashlightComponent = CreateDefaultSubobject("Flashlight"); // Crouch Helper CrouchHelper = CreateDefaultSubobject("Crouch Helper"); CrouchHelper->Setup(GetCapsuleComponent()); // Configure character movement GetCharacterMovement()->BrakingDecelerationFalling = 1500.0f; GetCharacterMovement()->AirControl = 0.5f; GetCharacterMovement()->MaxWalkSpeed = WalkSpeed; // Physics Handle PhysicsHandleComponent = CreateDefaultSubobject("PhysicsHandle"); PhysicsHandleComponent->LinearStiffness = 2000.f; PhysicsHandleComponent->AngularStiffness = 2000.f; PhysicsHandleComponent->LinearDamping = 100.f; PhysicsHandleComponent->AngularDamping = 100.f; } bool AForestryCharacter::CanStand() const { if (!GetCapsuleComponent()) return false; UCapsuleComponent* Capsule = GetCapsuleComponent(); float CurrentHalfHeight = Capsule->GetUnscaledCapsuleHalfHeight(); float DesiredHalfHeight = CrouchHelper->GetStandHeight(); if (CurrentHalfHeight >= DesiredHalfHeight) return true; float Radius = Capsule->GetUnscaledCapsuleRadius(); FVector Start = Capsule->GetComponentLocation() + FVector(0,0,CurrentHalfHeight); FVector End = Capsule->GetComponentLocation() + FVector(0,0,DesiredHalfHeight); FHitResult Hit; FCollisionQueryParams Params; Params.AddIgnoredActor(this); bool bHit = GetWorld()->SweepSingleByChannel( Hit, Start, End, FQuat::Identity, ECC_Visibility, FCollisionShape::MakeCapsule(Radius, DesiredHalfHeight - CurrentHalfHeight), Params ); return !bHit; } void AForestryCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent) { // Set up action bindings if (UEnhancedInputComponent* EnhancedInputComponent = Cast(PlayerInputComponent)) { // Crouching EnhancedInputComponent->BindAction(CrouchAction, ETriggerEvent::Started, this, &AForestryCharacter::DoCrouchStart); EnhancedInputComponent->BindAction(CrouchAction, ETriggerEvent::Completed, this, &AForestryCharacter::DoCrouchEnd); // Sprinting EnhancedInputComponent->BindAction(SprintAction, ETriggerEvent::Started, this, &AForestryCharacter::DoSprintStart); EnhancedInputComponent->BindAction(SprintAction, ETriggerEvent::Completed, this, &AForestryCharacter::DoSprintEnd); // Jumping EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Started, this, &AForestryCharacter::DoJumpStart); EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Completed, this, &AForestryCharacter::DoJumpEnd); // Moving EnhancedInputComponent->BindAction(MoveAction, ETriggerEvent::Triggered, this, &AForestryCharacter::MoveInput); // Looking/Aiming EnhancedInputComponent->BindAction(LookAction, ETriggerEvent::Triggered, this, &AForestryCharacter::LookInput); EnhancedInputComponent->BindAction(MouseLookAction, ETriggerEvent::Triggered, this, &AForestryCharacter::LookInput); if (InteractableSearcher) InteractableSearcher->SetupPlayerInput(EnhancedInputComponent); if (FlashlightComponent) FlashlightComponent->SetupPlayerInput(EnhancedInputComponent); } else { UE_LOG(LogForestry, Error, TEXT("'%s' Failed to find an Enhanced Input Component! This template is built to use the Enhanced Input system. If you intend to use the legacy system, then you will need to update this C++ file."), *GetNameSafe(this)); } } void AForestryCharacter::TickActor(float DeltaTime, ELevelTick TickType, FActorTickFunction& ThisTickFunction) { Super::TickActor(DeltaTime, TickType, ThisTickFunction); if (bIsCrouching) { if (bWannaStand) { if (!CanStand()) return; bIsCrouching = false; bWannaStand = false; CrouchHelper->Stand(); ChangeMoveSpeed(WalkSpeed); } } } void AForestryCharacter::MoveInput(const FInputActionValue& Value) { // get the Vector2D move axis FVector2D MovementVector = Value.Get(); // pass the axis values to the move input DoMove(MovementVector.X, MovementVector.Y); // bool bIsMoving = MovementVector != FVector2D::ZeroVector; } void AForestryCharacter::LookInput(const FInputActionValue& Value) { // get the Vector2D look axis FVector2D LookAxisVector = Value.Get(); // pass the axis values to the aim input DoAim(LookAxisVector.X, LookAxisVector.Y); } void AForestryCharacter::ChangeMoveSpeed(const float Speed) const { GetCharacterMovement()->MaxWalkSpeed = Speed; } void AForestryCharacter::DoAim(float Yaw, float Pitch) { if (GetController()) { // pass the rotation inputs AddControllerYawInput(Yaw); AddControllerPitchInput(Pitch); } } void AForestryCharacter::DoMove(float Right, float Forward) { if (GetController()) { // pass the move inputs AddMovementInput(GetActorRightVector(), Right); AddMovementInput(GetActorForwardVector(), Forward); } } void AForestryCharacter::DoJumpStart() { // pass Jump to the character if (!bIsCrouching) Jump(); } void AForestryCharacter::DoJumpEnd() { // pass StopJumping to the character StopJumping(); } void AForestryCharacter::DoSprintStart() { if (StatisticsComponent->GetStatisticCurrentValue(EStatisticType::STAMINA) < MinStaminaToSprint) { // TODO: Notify that stamina is too low! printk(110, "Character: Stamina is too low to sprint!") return; } if (bIsCrouching) return; if (!GetCharacterMovement()->IsMovingOnGround()) return; bIsSprinting = true; StatisticsComponent->SetDrainMultiplierForType(EStatisticType::STAMINA, StatisticsComponent->StaminaSprintMultiplier); StatisticsComponent->SetDrainMultiplierForType(EStatisticType::THIRST, StatisticsComponent->ThirstSprintMultiplier); ChangeMoveSpeed(SprintSpeed); } void AForestryCharacter::DoSprintEnd() { if (!bIsSprinting) return; bIsSprinting = false; StatisticsComponent->SetDrainMultiplierForType(EStatisticType::STAMINA, StatisticsComponent->DefaultMultiplier); StatisticsComponent->SetDrainMultiplierForType(EStatisticType::THIRST, StatisticsComponent->DefaultMultiplier); ChangeMoveSpeed(WalkSpeed); } void AForestryCharacter::DoCrouchStart() { if (bIsCrouching) return; if (bIsSprinting) DoSprintEnd(); bWannaStand = false; bIsCrouching = true; CrouchHelper->Crouch(); ChangeMoveSpeed(CrouchSpeed); } void AForestryCharacter::DoCrouchEnd() { if (!bIsCrouching) return; if (!bWannaStand) bWannaStand = true; }