126 lines
4.4 KiB
C++
126 lines
4.4 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "ProjectFishPlayerController.h"
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#include "GameFramework/Pawn.h"
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#include "Blueprint/AIBlueprintHelperLibrary.h"
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#include "NiagaraSystem.h"
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#include "NiagaraFunctionLibrary.h"
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#include "ProjectFishCharacter.h"
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#include "Engine/World.h"
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#include "EnhancedInputComponent.h"
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#include "InputActionValue.h"
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#include "EnhancedInputSubsystems.h"
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#include "Engine/LocalPlayer.h"
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DEFINE_LOG_CATEGORY(LogTemplateCharacter);
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AProjectFishPlayerController::AProjectFishPlayerController()
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{
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bShowMouseCursor = true;
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DefaultMouseCursor = EMouseCursor::Default;
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CachedDestination = FVector::ZeroVector;
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FollowTime = 0.f;
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}
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void AProjectFishPlayerController::BeginPlay()
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{
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// Call the base class
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Super::BeginPlay();
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}
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void AProjectFishPlayerController::SetupInputComponent()
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{
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// set up gameplay key bindings
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Super::SetupInputComponent();
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// Add Input Mapping Context
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if (UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(GetLocalPlayer()))
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{
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Subsystem->AddMappingContext(DefaultMappingContext, 0);
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}
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// Set up action bindings
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if (UEnhancedInputComponent* EnhancedInputComponent = Cast<UEnhancedInputComponent>(InputComponent))
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{
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// Setup mouse input events
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EnhancedInputComponent->BindAction(SetDestinationClickAction, ETriggerEvent::Started, this, &AProjectFishPlayerController::OnInputStarted);
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EnhancedInputComponent->BindAction(SetDestinationClickAction, ETriggerEvent::Triggered, this, &AProjectFishPlayerController::OnSetDestinationTriggered);
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EnhancedInputComponent->BindAction(SetDestinationClickAction, ETriggerEvent::Completed, this, &AProjectFishPlayerController::OnSetDestinationReleased);
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EnhancedInputComponent->BindAction(SetDestinationClickAction, ETriggerEvent::Canceled, this, &AProjectFishPlayerController::OnSetDestinationReleased);
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// Setup touch input events
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EnhancedInputComponent->BindAction(SetDestinationTouchAction, ETriggerEvent::Started, this, &AProjectFishPlayerController::OnInputStarted);
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EnhancedInputComponent->BindAction(SetDestinationTouchAction, ETriggerEvent::Triggered, this, &AProjectFishPlayerController::OnTouchTriggered);
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EnhancedInputComponent->BindAction(SetDestinationTouchAction, ETriggerEvent::Completed, this, &AProjectFishPlayerController::OnTouchReleased);
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EnhancedInputComponent->BindAction(SetDestinationTouchAction, ETriggerEvent::Canceled, this, &AProjectFishPlayerController::OnTouchReleased);
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}
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else
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{
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UE_LOG(LogTemplateCharacter, Error, TEXT("'%s' Failed to find an Enhanced Input Component! This template is built to use the Enhanced Input system. If you intend to use the legacy system, then you will need to update this C++ file."), *GetNameSafe(this));
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}
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}
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void AProjectFishPlayerController::OnInputStarted()
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{
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StopMovement();
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}
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// Triggered every frame when the input is held down
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void AProjectFishPlayerController::OnSetDestinationTriggered()
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{
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// We flag that the input is being pressed
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FollowTime += GetWorld()->GetDeltaSeconds();
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// We look for the location in the world where the player has pressed the input
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FHitResult Hit;
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bool bHitSuccessful = false;
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if (bIsTouch)
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{
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bHitSuccessful = GetHitResultUnderFinger(ETouchIndex::Touch1, ECollisionChannel::ECC_Visibility, true, Hit);
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}
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else
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{
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bHitSuccessful = GetHitResultUnderCursor(ECollisionChannel::ECC_Visibility, true, Hit);
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}
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// If we hit a surface, cache the location
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if (bHitSuccessful)
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{
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CachedDestination = Hit.Location;
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}
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// Move towards mouse pointer or touch
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APawn* ControlledPawn = GetPawn();
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if (ControlledPawn != nullptr)
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{
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FVector WorldDirection = (CachedDestination - ControlledPawn->GetActorLocation()).GetSafeNormal();
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ControlledPawn->AddMovementInput(WorldDirection, 1.0, false);
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}
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}
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void AProjectFishPlayerController::OnSetDestinationReleased()
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{
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// If it was a short press
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if (FollowTime <= ShortPressThreshold)
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{
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// We move there and spawn some particles
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UAIBlueprintHelperLibrary::SimpleMoveToLocation(this, CachedDestination);
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UNiagaraFunctionLibrary::SpawnSystemAtLocation(this, FXCursor, CachedDestination, FRotator::ZeroRotator, FVector(1.f, 1.f, 1.f), true, true, ENCPoolMethod::None, true);
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}
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FollowTime = 0.f;
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}
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// Triggered every frame when the input is held down
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void AProjectFishPlayerController::OnTouchTriggered()
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{
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bIsTouch = true;
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OnSetDestinationTriggered();
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}
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void AProjectFishPlayerController::OnTouchReleased()
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{
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bIsTouch = false;
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OnSetDestinationReleased();
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}
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