52 lines
2.0 KiB
C++
52 lines
2.0 KiB
C++
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// Copyright Epic Games, Inc. All Rights Reserved.
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#include "ProjectFishCharacter.h"
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#include "UObject/ConstructorHelpers.h"
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#include "Camera/CameraComponent.h"
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#include "Components/DecalComponent.h"
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#include "Components/CapsuleComponent.h"
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#include "GameFramework/CharacterMovementComponent.h"
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#include "GameFramework/PlayerController.h"
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#include "GameFramework/SpringArmComponent.h"
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#include "Materials/Material.h"
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#include "Engine/World.h"
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AProjectFishCharacter::AProjectFishCharacter()
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{
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// Set size for player capsule
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GetCapsuleComponent()->InitCapsuleSize(42.f, 96.0f);
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// Don't rotate character to camera direction
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bUseControllerRotationPitch = false;
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bUseControllerRotationYaw = false;
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bUseControllerRotationRoll = false;
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// Configure character movement
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GetCharacterMovement()->bOrientRotationToMovement = true; // Rotate character to moving direction
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GetCharacterMovement()->RotationRate = FRotator(0.f, 640.f, 0.f);
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GetCharacterMovement()->bConstrainToPlane = true;
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GetCharacterMovement()->bSnapToPlaneAtStart = true;
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// Create a camera boom...
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CameraBoom = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraBoom"));
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CameraBoom->SetupAttachment(RootComponent);
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CameraBoom->SetUsingAbsoluteRotation(true); // Don't want arm to rotate when character does
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CameraBoom->TargetArmLength = 800.f;
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CameraBoom->SetRelativeRotation(FRotator(-60.f, 0.f, 0.f));
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CameraBoom->bDoCollisionTest = false; // Don't want to pull camera in when it collides with level
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// Create a camera...
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TopDownCameraComponent = CreateDefaultSubobject<UCameraComponent>(TEXT("TopDownCamera"));
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TopDownCameraComponent->SetupAttachment(CameraBoom, USpringArmComponent::SocketName);
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TopDownCameraComponent->bUsePawnControlRotation = false; // Camera does not rotate relative to arm
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// Activate ticking in order to update the cursor every frame.
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PrimaryActorTick.bCanEverTick = true;
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PrimaryActorTick.bStartWithTickEnabled = true;
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}
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void AProjectFishCharacter::Tick(float DeltaSeconds)
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{
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Super::Tick(DeltaSeconds);
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}
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