Create TankPlayerCharacter
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "TankPlayerCharacter.h"
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#include "TankPlayerController.h"
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#include "EnhancedInputComponent.h"
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#include "EnhancedInputSubsystems.h"
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#include "InputMappingContext.h"
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// Sets default values
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ATankPlayerCharacter::ATankPlayerCharacter()
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{
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// Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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PrimaryActorTick.bCanEverTick = true;
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}
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// Called when the game starts or when spawned
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void ATankPlayerCharacter::BeginPlay()
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{
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Super::BeginPlay();
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}
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// Called every frame
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void ATankPlayerCharacter::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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}
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// Called to bind functionality to input
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void ATankPlayerCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
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{
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Super::SetupPlayerInputComponent(PlayerInputComponent);
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if (ATankPlayerController* TankPlayerController = Cast<ATankPlayerController>(GetController()))
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{
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if (UEnhancedInputLocalPlayerSubsystem* InputSystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(TankPlayerController->GetLocalPlayer()))
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{
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if (!InputMappingContext.IsNull())
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{
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InputSystem->AddMappingContext(InputMappingContext.LoadSynchronous(), 0);
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}
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}
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}
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if (UEnhancedInputComponent* Input = Cast<UEnhancedInputComponent>(PlayerInputComponent))
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{
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if (MovementAction)
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{
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Input->BindAction(MovementAction, ETriggerEvent::Triggered, this, &ATankPlayerCharacter::MovementCallback);
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}
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if (YawAction)
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{
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Input->BindAction(YawAction, ETriggerEvent::Triggered, this, &ATankPlayerCharacter::RotationCallback);
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}
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}
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}
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void ATankPlayerCharacter::MovementCallback(const FInputActionInstance& Instance)
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{
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float Movement = Instance.GetValue().Get<float>();
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AddMovementInput(GetActorForwardVector(), Movement);
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}
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void ATankPlayerCharacter::RotationCallback(const FInputActionInstance& Instance)
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{
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float Rotation = Instance.GetValue().Get<float>();
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AddControllerYawInput(Rotation);
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}
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/Character.h"
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#include "TankPlayerCharacter.generated.h"
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class UInputMappingContext;
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class UInputAction;
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UCLASS()
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class TANK_API ATankPlayerCharacter : public ACharacter
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{
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GENERATED_BODY()
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public:
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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TSoftObjectPtr<UInputMappingContext> InputMappingContext;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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UInputAction* MovementAction;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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UInputAction* YawAction;
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public:
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// Sets default values for this character's properties
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ATankPlayerCharacter();
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protected:
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// Called when the game starts or when spawned
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virtual void BeginPlay() override;
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public:
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// Called every frame
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virtual void Tick(float DeltaTime) override;
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// Called to bind functionality to input
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virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
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private:
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UFUNCTION()
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void MovementCallback(const FInputActionInstance& Instance);
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UFUNCTION()
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void RotationCallback(const FInputActionInstance& Instance);
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};
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