Add basic PlayerCharacter
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@ -2,6 +2,8 @@
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[/Script/EngineSettings.GameMapsSettings]
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GameDefaultMap=/Engine/Maps/Templates/OpenWorld
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GlobalDefaultGameMode=/Game/Gamemode/BP_DefaultGamemode.BP_DefaultGamemode_C
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GameInstanceClass=/Script/vampires.VampireGameInstance
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[/Script/WindowsTargetPlatform.WindowsTargetSettings]
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DefaultGraphicsRHI=DefaultGraphicsRHI_DX12
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Content/Player/BP_PlayerCharacter.uasset (Stored with Git LFS)
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Content/Player/BP_PlayerCharacter.uasset (Stored with Git LFS)
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@ -3,3 +3,67 @@
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#include "PlayerCharacter.h"
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#include "VampirePlayerController.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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APlayerCharacter::APlayerCharacter()
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{
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// Create Camera Boom
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CameraSpringArmComponent = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraSpringArmComponent"));
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CameraSpringArmComponent->SetupAttachment(RootComponent);
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CameraSpringArmComponent->bDoCollisionTest = true;
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CameraSpringArmComponent->bUsePawnControlRotation = false;
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CameraSpringArmComponent->TargetArmLength = 1000;
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CameraSpringArmComponent->bEnableCameraLag = false;
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CameraSpringArmComponent->SocketOffset = { 0.0f, 0.0f, 0.0f };
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CameraSpringArmComponent->SetRelativeRotation({-90.0, 0.0f, 0.0f});
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// Create Camera
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CameraComponent = CreateDefaultSubobject<UCameraComponent>(TEXT("Camera Component"));
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CameraComponent->SetupAttachment(CameraSpringArmComponent, USpringArmComponent::SocketName);
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CameraComponent->bUsePawnControlRotation = false;
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CameraComponent->SetProjectionMode(ECameraProjectionMode::Type::Orthographic);
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CameraComponent->SetOrthoWidth(4000.0f);
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}
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void APlayerCharacter::BeginPlay()
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{
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Super::BeginPlay();
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}
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void APlayerCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
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{
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Super::SetupPlayerInputComponent(PlayerInputComponent);
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if (AVampirePlayerController* TankPlayerController = Cast<AVampirePlayerController>(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, &APlayerCharacter::MovementCallback);
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}
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}
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}
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void APlayerCharacter::MovementCallback(const FInputActionInstance& Instance)
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{
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FVector2D vec2 = Instance.GetValue().Get<FVector2D>();
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if (vec2.Size() != 0.0f)
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{
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AddMovementInput({0.0f,1.0f,0.0f}, vec2.Y);
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AddMovementInput({1.0f,0.0f,0.0f}, vec2.X);
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}
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}
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@ -4,8 +4,13 @@
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#include "CoreMinimal.h"
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#include "VampireCharacter.h"
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#include "Camera/CameraComponent.h"
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#include "GameFramework/SpringArmComponent.h"
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#include "PlayerCharacter.generated.h"
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class UInputMappingContext;
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class UInputAction;
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/**
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*
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*/
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@ -13,5 +18,35 @@ UCLASS()
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class VAMPIRES_API APlayerCharacter : public AVampireCharacter
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{
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GENERATED_BODY()
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public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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USpringArmComponent* CameraSpringArmComponent = nullptr;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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UCameraComponent* CameraComponent = nullptr;
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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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public:
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APlayerCharacter();
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protected:
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virtual void BeginPlay() override;
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public:
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virtual void SetupPlayerInputComponent(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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};
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@ -0,0 +1,5 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "VampireGameInstance.h"
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@ -0,0 +1,17 @@
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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 "Engine/GameInstance.h"
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#include "VampireGameInstance.generated.h"
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/**
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*
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*/
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UCLASS()
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class VAMPIRES_API UVampireGameInstance : public UGameInstance
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{
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GENERATED_BODY()
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};
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@ -0,0 +1,5 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "VampireGameMode.h"
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@ -0,0 +1,17 @@
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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/GameMode.h"
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#include "VampireGameMode.generated.h"
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/**
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*
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*/
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UCLASS()
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class VAMPIRES_API AVampireGameMode : public AGameMode
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{
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GENERATED_BODY()
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};
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@ -0,0 +1,23 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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using UnrealBuildTool;
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public class vampires : ModuleRules
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{
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public vampires(ReadOnlyTargetRules Target) : base(Target)
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{
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PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
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PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "EnhancedInput" });
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PrivateDependencyModuleNames.AddRange(new string[] { });
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// Uncomment if you are using Slate UI
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// PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" });
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// Uncomment if you are using online features
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// PrivateDependencyModuleNames.Add("OnlineSubsystem");
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// To include OnlineSubsystemSteam, add it to the plugins section in your uproject file with the Enabled attribute set to true
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}
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}
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@ -0,0 +1,6 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "vampires.h"
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#include "Modules/ModuleManager.h"
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IMPLEMENT_PRIMARY_GAME_MODULE( FDefaultGameModuleImpl, vampires, "vampires" );
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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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