// look up rate void AClashOfBallsBall::LookUpAtRate(float Rate) { //UE_LOG(LogTemp, Warning, TEXT("LookUp/Down")); // calculate delta for this frame from the rate information AddControllerPitchInput(Rate * BaseLookUpRate * GetWorld()->GetDeltaSeconds()); }
void ARoguelikeChar::CharacterMouseLookUpDown(float AxisValue) { if (bIsDead)return; if (FMath::Abs(AxisValue) > 0.005f) { float Amt = AxisValue * TurningSpeed * GetWorld()->GetDeltaSeconds(); if (AxisValue > 0) { if (PlayerSpringArm->GetComponentRotation().Pitch + Amt <= -ClampingAngle) return; else { AddControllerPitchInput(Amt); } } else if (AxisValue < 0) { if (PlayerSpringArm->GetComponentRotation().Pitch + Amt >= ClampingAngle) return; else { AddControllerPitchInput(Amt); } } } }
void AOrionSpectatorPawn::LookUpAtRate(float Rate) { AOrionPlayerController *PC = Cast<AOrionPlayerController>(Controller); if (PC) { if (PC->bThirdPersonCamera) AddControllerPitchInput(Rate * BaseLookUpRate * GetWorld()->GetDeltaSeconds()); else if (PC->bDaveyCam) { // calculate delta for this frame from the rate information AddControllerPitchInput(Rate * BaseLookUpRate * GetWorld()->GetDeltaSeconds()); } } }
void APlayerCharacter::LookUpAtRate(float Rate) { // calculate delta for this frame from the rate information AddControllerPitchInput(Rate * BaseLookUpRate * GetWorld()->GetDeltaSeconds()); //pitch vertical rotation }
void AFP_FirstPersonCharacter::TouchUpdate(const ETouchIndex::Type FingerIndex, const FVector Location) { // If we are processing a touch event and this index matches the initial touch event process movement if ((TouchItem.bIsPressed == true) && (TouchItem.FingerIndex == FingerIndex)) { if (GetWorld() != nullptr) { UGameViewportClient* ViewportClient = GetWorld()->GetGameViewport(); if (ViewportClient != nullptr) { FVector MoveDelta = Location - TouchItem.Location; FVector2D ScreenSize; ViewportClient->GetViewportSize(ScreenSize); FVector2D ScaledDelta = FVector2D(MoveDelta.X, MoveDelta.Y) / ScreenSize; if (ScaledDelta.X != 0.0f) { TouchItem.bMoved = true; float Value = ScaledDelta.X * BaseTurnRate; AddControllerYawInput(Value); } if (ScaledDelta.Y != 0.0f) { TouchItem.bMoved = true; float Value = ScaledDelta.Y* BaseTurnRate; AddControllerPitchInput(Value); } TouchItem.Location = Location; } TouchItem.Location = Location; } } }
void APlayerCharacter::MoveMouseY(float val) { if (val != 0.0f) { AddControllerPitchInput(val); } }
/*Description: Controls the camera pitch*/ void APoseidonCharacter::CameraPitch(float value) { if (!mWasGrappleShot && !mCameraLock) { AddControllerPitchInput(value * LookUpBaseRate * GetWorld()->GetDeltaSeconds()); } }
void AMobileOpenCVCharacter::TouchUpdate(const ETouchIndex::Type FingerIndex, const FVector Location) { if ((TouchItem.bIsPressed == true) && ( TouchItem.FingerIndex==FingerIndex)) { if (TouchItem.bIsPressed) { if (GetWorld() != nullptr) { UGameViewportClient* ViewportClient = GetWorld()->GetGameViewport(); if (ViewportClient != nullptr) { FVector MoveDelta = Location - TouchItem.Location; FVector2D ScreenSize; ViewportClient->GetViewportSize(ScreenSize); FVector2D ScaledDelta = FVector2D( MoveDelta.X, MoveDelta.Y) / ScreenSize; if (ScaledDelta.X != 0.0f) { TouchItem.bMoved = true; float Value = ScaledDelta.X * BaseTurnRate; AddControllerYawInput(Value); } if (ScaledDelta.Y != 0.0f) { TouchItem.bMoved = true; float Value = ScaledDelta.Y* BaseTurnRate; AddControllerPitchInput(Value); } TouchItem.Location = Location; } TouchItem.Location = Location; } } } }
void AMMO_Character::TurnUp(float AxisValue) { if (LockedTarget)return; if (bMantineeHasControl)return; if (FMath::Abs(AxisValue) > 0.05f) { AddControllerPitchInput(AxisValue* TurningSpeed); } }
void AAvatar::Pitch(float amount) { if (inventory_showing) { APlayerController* p_controller = GetWorld()->GetFirstPlayerController(); ANPC_HUD* hud = Cast<ANPC_HUD>(p_controller->GetHUD()); hud->MouseMoved(); return; } else { AddControllerPitchInput(200.f * amount * GetWorld()->GetDeltaSeconds()); } }
void ASECharacter::LookUp(float Val) { if (State != ECharacterState::Idle || ZoomState != ECharacterZoomState::None) return; auto PS = CastChecked<ASECharacterState>(PlayerState); if (!PS) return; if (PS->CursorState == ECharacterCursorState::Locked) AddControllerPitchInput(Val); }
void AAvatar::Pitch( float amount ) { //y if( inventoryShowing ) { // if the button is down click drag APlayerController* PController = GetWorld()->GetFirstPlayerController(); AMyHUD* hud = Cast<AMyHUD>( PController->GetHUD() ); hud->MouseMoved(); } //else { AddControllerPitchInput(200.f*amount * GetWorld()->GetDeltaSeconds()); } }
//Mouse look void AMyCharacter::LookUp(float Val) { AddControllerPitchInput(Val); }
void AAvatar::Pitch(float amount) { if (!hasWon && !hasLost){ AddControllerPitchInput(-200.f * amount * GetWorld()->GetDeltaSeconds()); } }
void AAvatar::Pitch(float amount) { AddControllerPitchInput(100.f*amount*GetWorld()->GetDeltaSeconds()); }
void ANimModCharacter::LookUpAtRate(float Val) { // calculate delta for this frame from the rate information AddControllerPitchInput(Val * BaseLookUpRate * GetWorld()->GetDeltaSeconds()); }
void AWeaponEssentialsCharacter::LookUpAtRate(float Rate) { // Calculate delta for this frame from the rate information AddControllerPitchInput(Rate * BaseLookUpRate * GetWorld()->GetDeltaSeconds()); }
void APlayerCharacter::VerticalMovement(float Value) { AddControllerPitchInput(Value * mouseSensitivity * GetWorld()->GetDeltaSeconds()); }
void ABatteryCollectorCharacter::LookUpAtRate(float Rate) { // calculate delta for this frame from the rate information AddControllerPitchInput(Rate * BaseLookUpRate * GetWorld()->GetDeltaSeconds()); }
void ARewindableReplayDemoCharacter::LookUpAtRate(float Rate) { // calculate delta for this frame from the rate information AddControllerPitchInput(Rate * BaseLookUpRate * GetWorld()->GetDeltaSeconds()); }
void APlayableCharacter::LookUp(float Step) { AddControllerPitchInput(Step); }
/** * Called via input to turn look up/down at a given rate. * @param Rate This is a normalized rate, i.e. 1.0 means 100% of desired turn rate */ void AMutagenPlayer::LookUpAtRate(float Rate) { // calculate delta for this frame from the rate information AddControllerPitchInput(Rate * BaseLookUpRate * GetWorld()->GetDeltaSeconds()); }
void ADefaultPawn::LookUpAtRate(float Rate) { // calculate delta for this frame from the rate information AddControllerPitchInput(Rate * BaseLookUpRate * GetWorld()->GetDeltaSeconds() * CustomTimeDilation); }
void AKIMCharacter::LookUp(float Value) { AddControllerPitchInput(Value * BaseLookRate * GetWorld()->GetDeltaSeconds()); }