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15 changed files with 0 additions and 196 deletions

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[/Script/EngineSettings.GameMapsSettings]
GameDefaultMap=/Engine/Maps/Templates/OpenWorld
GameInstanceClass=/Game/Gamemodes/BP_TankGameinstance.BP_TankGameinstance_C
GlobalDefaultGameMode=/Game/Gamemodes/BP_TankGamemode.BP_TankGamemode_C
[/Script/WindowsTargetPlatform.WindowsTargetSettings]
DefaultGraphicsRHI=DefaultGraphicsRHI_DX12

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Content/Gamemodes/BP_TankGamemode.uasset (Stored with Git LFS)

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Content/Input/IA_Movement.uasset (Stored with Git LFS)

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Content/Input/IA_Yaw.uasset (Stored with Git LFS)

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Content/Input/IMC_Player.uasset (Stored with Git LFS)

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Content/Levels/Level.umap (Stored with Git LFS)

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// Fill out your copyright notice in the Description page of Project Settings.
#include "TankGameInstance.h"

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Engine/GameInstance.h"
#include "TankGameInstance.generated.h"
/**
*
*/
UCLASS()
class TANK_API UTankGameInstance : public UGameInstance
{
GENERATED_BODY()
};

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// Fill out your copyright notice in the Description page of Project Settings.
#include "TankPlayerCharacter.h"
#include "TankPlayerController.h"
#include "EnhancedInputComponent.h"
#include "EnhancedInputSubsystems.h"
#include "InputMappingContext.h"
// Sets default values
ATankPlayerCharacter::ATankPlayerCharacter()
{
// 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;
}
// Called when the game starts or when spawned
void ATankPlayerCharacter::BeginPlay()
{
Super::BeginPlay();
}
// Called every frame
void ATankPlayerCharacter::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
// Called to bind functionality to input
void ATankPlayerCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
if (ATankPlayerController* TankPlayerController = Cast<ATankPlayerController>(GetController()))
{
if (UEnhancedInputLocalPlayerSubsystem* InputSystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(TankPlayerController->GetLocalPlayer()))
{
if (!InputMappingContext.IsNull())
{
InputSystem->AddMappingContext(InputMappingContext.LoadSynchronous(), 0);
}
}
}
if (UEnhancedInputComponent* Input = Cast<UEnhancedInputComponent>(PlayerInputComponent))
{
if (MovementAction)
{
Input->BindAction(MovementAction, ETriggerEvent::Triggered, this, &ATankPlayerCharacter::MovementCallback);
}
if (YawAction)
{
Input->BindAction(YawAction, ETriggerEvent::Triggered, this, &ATankPlayerCharacter::RotationCallback);
}
}
}
void ATankPlayerCharacter::MovementCallback(const FInputActionInstance& Instance)
{
float Movement = Instance.GetValue().Get<float>();
AddMovementInput(GetActorForwardVector(), Movement);
}
void ATankPlayerCharacter::RotationCallback(const FInputActionInstance& Instance)
{
float Rotation = Instance.GetValue().Get<float>();
AddControllerYawInput(Rotation);
}

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "TankPlayerCharacter.generated.h"
class UInputMappingContext;
class UInputAction;
UCLASS()
class TANK_API ATankPlayerCharacter : public ACharacter
{
GENERATED_BODY()
public:
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
TSoftObjectPtr<UInputMappingContext> InputMappingContext;
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
UInputAction* MovementAction;
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
UInputAction* YawAction;
public:
// Sets default values for this character's properties
ATankPlayerCharacter();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
// Called to bind functionality to input
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
private:
UFUNCTION()
void MovementCallback(const FInputActionInstance& Instance);
UFUNCTION()
void RotationCallback(const FInputActionInstance& Instance);
};

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// Fill out your copyright notice in the Description page of Project Settings.
#include "TankPlayerController.h"

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/PlayerController.h"
#include "TankPlayerController.generated.h"
/**
*
*/
UCLASS()
class TANK_API ATankPlayerController : public APlayerController
{
GENERATED_BODY()
};