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| @ -2,8 +2,6 @@ | ||||
| 
 | ||||
| [/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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							| @ -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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