Exemplo n.º 1
0
void ACoverActor::DetermineMovementDirection(FVector& MovementDirection, FRotator& FacingDirection)
{
	FName NearbySocket = GetNearbySocket();
	
	AActor* Char = UGameplayStatics::GetPlayerCharacter(GetWorld(), 0);

	//Determine the movement and facing direction of the player, based on the described logic
	//The way that we're deciding the facing direction is similar to the way we've decided
	//the movement direction
	if (NearbySocket.IsEqual("ForwardSocket"))
	{
		MovementDirection = -GetActorRightVector();
		FacingDirection = GetActorRotation();
	}
	else if (NearbySocket.IsEqual("BackwardSocket"))
	{
		MovementDirection = GetActorRightVector();
		FacingDirection = GetActorRotation() + FRotator(0, 180, 0);
	}
	else if (NearbySocket.IsEqual("RightSocket"))
	{
		MovementDirection = GetActorForwardVector();
		FacingDirection = GetActorRotation() + FRotator(0, 90, 0);
	}
	else
	{
		MovementDirection = -GetActorForwardVector();
		FacingDirection = GetActorRotation() + FRotator(0, -90.f, 0);
	}
}
Exemplo n.º 2
0
void AMobileEnemy::BeginPlay() {
  Super::BeginPlay();
  m_totalDistance = RightDistance + LeftDistance;
  m_currentDistance = LeftDistance;
  m_actualJumpSpeed = 0.0f;
  m_capsuleHeight = CapsuleComponent->GetScaledCapsuleHalfHeight();
  m_capsuleRadious = CapsuleComponent->GetScaledCapsuleRadius();
  m_capsuleHeightPadding = m_capsuleHeight * PADDING_ENEMY_COLLISION_PERCENT;
  m_capsuleRadiousPadding = m_capsuleRadious * 0.55f;
  m_lastPosition = GetActorLocation();
  m_nextPosition = m_lastPosition;
  m_rightVector = GetActorRightVector();
  {
    FVector right = GetActorRightVector();
    right = right;
    m_rightPosition = (m_lastPosition + RightDistance * right) * right;
    m_leftPosition = (m_lastPosition + LeftDistance * -right) * right;
  }
  m_isMoving = !HasTrigger;
  m_initialMovement = m_isMoving;
  m_initialStatus = GetTransform();
  if (Fly)
    m_enableGravity = false;
  RegisterDelegate();
}
Exemplo n.º 3
0
void AUModCharacter::MoveRight(float Value)
{
    if (Value != 0.0f)
    {
        AddMovementInput(GetActorRightVector(), Value);
    }
}
Exemplo n.º 4
0
void APawnCharacter::MoveRight(float AxisValue)
{
	if (OurMovementComponent && (OurMovementComponent->UpdatedComponent == RootComponent))
	{
		OurMovementComponent->AddInputVector(GetActorRightVector() * AxisValue);
	}
}
void AShaderPluginDemoCharacter::MoveRight(float Value)
{
	if (Value != 0.0f)
	{
		// add movement in that direction
		AddMovementInput(GetActorRightVector(), Value);
	}
}
void AGearVR_QSCharacter::MoveRight(float Value)
{
	if (Value != 0.0f)
	{
		// add movement in that direction
		AddMovementInpVR(GetActorRightVector(), Value);
	}
}
void ASterlingResortsCharacter::MoveRight(float Value)
{
    if (Value != 0.0f)
    {
        // add movement in that direction
        AddMovementInput(GetActorRightVector(), Value);
    }
}
void AUnreal4FPSGameCharacter::MoveRight(float Value)
{
	if (Value != 0.0f)
	{
		// add movement in that direction
		AddMovementInput(GetActorRightVector(), Value);
	}
}
Exemplo n.º 9
0
void AAvatar::MoveRight(float amount)
{
    if(Controller && amount && !hasWon && !hasLost)
    {
        FVector fwd = GetActorRightVector();
        AddMovementInput (fwd, amount);
    }
}
void AFP_FirstPersonCharacter::MoveRight(float Value)
{
	if (Value != 0.0f)
	{
		// Add movement in that direction
		AddMovementInput(GetActorRightVector(), Value);
	}
}
void ASGJAM16_SPOOPYCharacter::MoveRight(float Value)
{
	if (Value != 0.0f)
	{
		// add movement in that direction
		AddMovementInput(GetActorRightVector(), Value);
	}
}
Exemplo n.º 12
0
//Move right/left
void APawnWithCamera::MoveRight(float AxisValue)
{
    //Again, pass where we are moving to at the movementcomponent
    if (OurMovementComponent && (OurMovementComponent->UpdatedComponent == RootComponent))
    {
        OurMovementComponent->AddInputVector(GetActorRightVector() * AxisValue);
    }
}
void AGestureRecognizerCharacter::MoveRight(float Value)
{
	if (Value != 0.0f)
	{
		// add movement in that direction
		AddMovementInput(GetActorRightVector(), Value);
	}
}
Exemplo n.º 14
0
void AAvatar::MoveRight(float amount)
{
	if (Controller && amount)
	{
		FVector right = GetActorRightVector();
		AddMovementInput(right, amount);
	}
}
Exemplo n.º 15
0
void ASearchFinalCharacter::MoveRight(float Value)
{
	if (Value != 0.0f)
	{
		// add movement in that direction
		AddMovementInput(GetActorRightVector(), Value);
	}
}
Exemplo n.º 16
0
void APlayerCharacter::MoveRight(float val)
{
	if (val != 0.0f)
	{
		FVector dir = GetActorRightVector();
		AddMovementInput(dir, val, false);
	}
}
void AMobileOpenCVCharacter::MoveRight(float Value)
{
	if (Value != 0.0f)
	{
		// add movement in that direction
		AddMovementInput(GetActorRightVector(), Value);
	}
}
Exemplo n.º 18
0
void ATotemCharacter::MoveRight(float Value)
{
	if (Value != 0.0f && bCanMove && bAcceptMoveInput)
	{
		// add movement in that direction
		AddMovementInput(GetActorRightVector(), Value * StrafeSpeedScale);
	}
}
void AInventoryPrototypeCharacter::MoveRight(float Value)
{
	if (Value != 0.0f)
	{
		// add movement in that direction
		AddMovementInput(GetActorRightVector(), Value);
	}
}
Exemplo n.º 20
0
void AMurphysLawCharacter::MoveRight(float Value)
{
	if (Value != 0.0f && CanPlayerMove())
	{
		// add movement in that direction
		AddMovementInput(GetActorRightVector(), Value);
	}
}
void AVertexColorSpreadCharacter::MoveRight(float Value)
{
	if (Value != 0.0f)
	{
		// add movement in that direction
		AddMovementInput(GetActorRightVector(), Value);
	}
}
void AUDKPresentationCharacter::MoveRight(float Value)
{
	if (Value != 0.0f)
	{
		// add movement in that direction
		AddMovementInput(GetActorRightVector(), Value);
	}
}
void AMiniJamJuly2015Character::MoveRight(float Value)
{
	if (Value != 0.0f)
	{
		// add movement in that direction
		AddMovementInput(GetActorRightVector(), Value);
	}
}
Exemplo n.º 24
0
/*Description: Moves the player sideways*/
void APoseidonCharacter::MoveSides(float value)
{
	if (value != 0.0f && !mWasGrappleShot && !mCameraLock)
	{
		AddMovementInput(GetActorRightVector(), value);
		value = FMath::Abs(value);
		PlayerController->ClientPlayCameraShake(HeadBobClass, value);
	}
}
Exemplo n.º 25
0
void AAvatar::MoveRight( float amount )
{
	//if( inventoryShowing ) return;
	
	if( Controller && amount )
	{
		FVector right = GetActorRightVector();
		AddMovementInput(right, amount);
	}
}
Exemplo n.º 26
0
// Called every frame
void APawnWithCamera::Tick(float DeltaTime)
{
	Super::Tick(DeltaTime);

	//Rotate our actor's yaw, which will turn our camera because we're attached to it
	{
		FRotator NewRotation = OurCameraBase->GetComponentRotation();
		NewRotation.Yaw += -CameraInput.X;
		OurCameraBase->SetWorldRotation(NewRotation);
	}

	//Rotate our camera's pitch, but limit it so we're always looking downward
	{
		FRotator NewRotation = OurCameraBase->GetComponentRotation();
		NewRotation.Pitch = FMath::Clamp(NewRotation.Pitch - CameraInput.Y, -80.0f, 80.0f);
		OurCameraBase->SetWorldRotation(NewRotation);
	}

	//Handle movement based on our "MoveX" and "MoveY" axes
	{
		if (!MovementInput.IsZero())
		{
			//Scale our movement input axis values by 100 units per second
			MovementInput = MovementInput.SafeNormal() * 100.0f;
			FVector NewLocation = GetActorLocation();
			NewLocation += GetActorForwardVector() * MovementInput.X * DeltaTime;
			NewLocation += GetActorRightVector() * MovementInput.Y * DeltaTime;
			SetActorLocation(NewLocation);
		}
	}




	FVector LeftEyePosition = LeftEyePos->GetComponentLocation() - OurCamera->GetComponentLocation();
	LeftEyePosition.Normalize();

	FVector RightEyePosition = RightEyePos->GetComponentLocation() - OurCamera->GetComponentLocation();
	RightEyePosition.Normalize();

	FVector4 LeftEyeWeight;
	FVector4 RightEyeWeight;

	for (int i = 0; i < 4; i++)
	{
		LeftEyeWeight[i] = FVector::DotProduct((LeftEyePosition - FishEyePos[i]), dir[i]) / length[i];
		RightEyeWeight[i] = FVector::DotProduct((RightEyePosition - FishEyePos[i]), dir[i]) / length[i];
	}

	RV_MatInst->SetVectorParameterValue(FName("LeftEyePos"), LeftEyePosition);
	RV_MatInst->SetVectorParameterValue(FName("RightEyePos"), RightEyePosition);
	RV_MatInst->SetVectorParameterValue(FName("RightWeight"), LeftEyePosition);
	RV_MatInst->SetVectorParameterValue(FName("LeftWeight"), RightEyePosition);
}
Exemplo n.º 27
0
void AMyCharacter::Strafe(float Scale)
{
	FString Message = FString::Printf(TEXT("Scale = %f"), Scale);

	GEngine->AddOnScreenDebugMessage(
		1,
		5.f,
		FColor::Red,
		Message);
	CharacterMovement->AddInputVector(GetActorRightVector() * Scale * 10);
}
Exemplo n.º 28
0
void ASECharacter::MoveRight(float Value)
{
   if (State != ECharacterState::Idle || ZoomState != ECharacterZoomState::None)
      return;

   auto PS = CastChecked<ASECharacterState>(PlayerState);
   if (!PS) return;

   if (PS->CursorState == ECharacterCursorState::Locked && Value != 0.0f)
      AddMovementInput(GetActorRightVector(), Value);
}
// Called when the game starts or when spawned
void ABouncerPlayer::BeginPlay()
{
	Super::BeginPlay();
	//Set the bounds based on where the player starts
	rightVector = GetActorRightVector();
	rightBounds = GetActorLocation() + GetActorRightVector() * 250;
	leftBounds = GetActorLocation() + GetActorRightVector() *-250;
	startRotation = Mesh->GetComponentRotation();

	StunnedMeshTwo->SetVisibility(false);
	StunnedMesh->SetVisibility(false);

	//set overhead camera position
	//Camera->SetWorldLocation(FVector(-1300, 0, 1500));
	//Camera->SetWorldRotation(FRotator(-55, 0, 0));

	APlayerController* PlayerController = Cast<APlayerController>(Controller);
	if (PlayerController)
		PlayerController->bForceFeedbackEnabled = true;
}
Exemplo n.º 30
0
void ACharacterKim::MoveRight(float Value)
{
//	if (Stunned->isActive == false) {
		if (Value != 0.0f)
		{
			// add movement in that direction
			AddMovementInput(GetActorRightVector(), Value);
			if (ActiveAbility->bIsActive == true) {
				ActiveAbility->DeactivateAbility();
			}
		}
//	}
}