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| @ -2,8 +2,6 @@ | |||||||
| 
 | 
 | ||||||
| [/Script/EngineSettings.GameMapsSettings] | [/Script/EngineSettings.GameMapsSettings] | ||||||
| GameDefaultMap=/Engine/Maps/Templates/OpenWorld | GameDefaultMap=/Engine/Maps/Templates/OpenWorld | ||||||
| GameInstanceClass=/Game/Gamemodes/BP_TankGameinstance.BP_TankGameinstance_C |  | ||||||
| GlobalDefaultGameMode=/Game/Gamemodes/BP_TankGamemode.BP_TankGamemode_C |  | ||||||
| 
 | 
 | ||||||
| [/Script/WindowsTargetPlatform.WindowsTargetSettings] | [/Script/WindowsTargetPlatform.WindowsTargetSettings] | ||||||
| DefaultGraphicsRHI=DefaultGraphicsRHI_DX12 | DefaultGraphicsRHI=DefaultGraphicsRHI_DX12 | ||||||
|  | |||||||
							
								
								
									
										
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							| @ -1,5 +0,0 @@ | |||||||
| // Fill out your copyright notice in the Description page of Project Settings.
 |  | ||||||
| 
 |  | ||||||
| 
 |  | ||||||
| #include "TankGameInstance.h" |  | ||||||
| 
 |  | ||||||
| @ -1,17 +0,0 @@ | |||||||
| // 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() |  | ||||||
| 	 |  | ||||||
| }; |  | ||||||
| @ -1,74 +0,0 @@ | |||||||
| // 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); |  | ||||||
| } |  | ||||||
| 
 |  | ||||||
| @ -1,52 +0,0 @@ | |||||||
| // 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); |  | ||||||
| 	 |  | ||||||
| }; |  | ||||||
| @ -1,5 +0,0 @@ | |||||||
| // Fill out your copyright notice in the Description page of Project Settings.
 |  | ||||||
| 
 |  | ||||||
| 
 |  | ||||||
| #include "TankPlayerController.h" |  | ||||||
| 
 |  | ||||||
| @ -1,17 +0,0 @@ | |||||||
| // 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() |  | ||||||
| 	 |  | ||||||
| }; |  | ||||||
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