绑定的按键响应事件中的具体键位,需要在项目设置下进行设置

PikaqiuThirdTestCharacter.h
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "PikaqiuThirdTestCharacter.generated.h"
UCLASS(config=Game)
class APikaqiuThirdTestCharacter : public ACharacter
{
GENERATED_BODY()
/** Camera boom positioning the camera behind the character */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
class USpringArmComponent* CameraBoom;
/** Follow camera */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
class UCameraComponent* FollowCamera;
public:
APikaqiuThirdTestCharacter();
/** Base turn rate, in deg/sec. Other scaling may affect final turn rate. */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Camera)
float BaseTurnRate;
/** Base look up/down rate, in deg/sec. Other scaling may affect final rate. */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Camera)
float BaseLookUpRate;
protected:
/** Resets HMD orientation in VR. */
void OnResetVR();
/** Called for forwards/backward input */
void MoveForward(float Value);
/** Called for side to side input */
void MoveRight(float Value);
/**
* Called via input to turn at a given rate.
* @param Rate This is a normalized rate, i.e. 1.0 means 100% of desired turn rate
*/
void TurnAtRate(float Rate);
/**
* 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 LookUpAtRate(float Rate);
/** Handler for when a touch input begins. */
void TouchStarted(ETouchIndex::Type FingerIndex, FVector Location);
/** Handler for when a touch input stops. */
void TouchStopped(ETouchIndex::Type FingerIndex, FVector Location);
protected:
// APawn interface
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
// End of APawn interface
public:
/** Returns CameraBoom subobject **/
FORCEINLINE class USpringArmComponent* GetCameraBoom() const { return CameraBoom; }
/** Returns FollowCamera subobject **/
FORCEINLINE class UCameraComponent* GetFollowCamera() const { return FollowCamera; }
/********************************系统生成的代码分割线**********************************/
private:
//右手状态
bool rightState;
//左手状态
bool leftState;
//能否旋转
bool canTrun;
//死亡状态
bool deathState;
//导向旋转
FRotator desireRotation;
protected:
//右转身函数
void RightTurn();
//左转身函数
void LeftTurn();
//按键响应函数
void PikaSetupPlayerInputComponent(class UInputComponent *InputComponent);
public:
//模拟的构造函数
void PikaStructure();
//重载BeginPlay和Tick函数
virtual void BeginPlay() override;
virtual void Tick(float DeltaSeconds) override;
//自动向前跑
void KeepMoving();
FVector JudgeRAndL(FRotator pikaRotation);
FVector AddInputMoveForworld();
void PikaPirnt(FString pikaStr);
FRotator PikaCombinRotation(FRotator rotation1 , FRotator rotation2);
//设置角色的转向
void PikaCharacterTurn();
}PikaqiuThirdTestCharacter.cpp
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#include "PikaqiuThirdTestCharacter.h"
#include "HeadMountedDisplayFunctionLibrary.h"
#include "Camera/CameraComponent.h"
#include "Components/CapsuleComponent.h"
#include "Components/InputComponent.h"
#include "GameFramework/CharacterMovementComponent.h"
#include "GameFramework/Controller.h"
#include "GameFramework/SpringArmComponent.h"
#include "Engine.h"
//////////////////////////////////////////////////////////////////////////
// APikaqiuThirdTestCharacter
APikaqiuThirdTestCharacter::APikaqiuThirdTestCharacter()
{
// Set size for collision capsule
GetCapsuleComponent()->InitCapsuleSize(42.f, 96.0f);
// set our turn rates for input
BaseTurnRate = 45.f;
BaseLookUpRate = 45.f;
// Don't rotate when the controller rotates. Let that just affect the camera.
bUseControllerRotationPitch = false;
bUseControllerRotationYaw = false;
bUseControllerRotationRoll = false;
// Configure character movement
GetCharacterMovement()->bOrientRotationToMovement = true; // Character moves in the direction of input...
GetCharacterMovement()->RotationRate = FRotator(0.0f, 540.0f, 0.0f); // ...at this rotation rate
GetCharacterMovement()->JumpZVelocity = 600.f;
GetCharacterMovement()->AirControl = 0.2f;
// Create a camera boom (pulls in towards the player if there is a collision)
CameraBoom = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraBoom"));
CameraBoom->SetupAttachment(RootComponent);
CameraBoom->TargetArmLength = 300.0f; // The camera follows at this distance behind the character
CameraBoom->bUsePawnControlRotation = true; // Rotate the arm based on the controller
// Create a follow camera
FollowCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("FollowCamera"));
FollowCamera->SetupAttachment(CameraBoom, USpringArmComponent::SocketName); // Attach the camera to the end of the boom and let the boom adjust to match the controller orientation
FollowCamera->bUsePawnControlRotation = false; // Camera does not rotate relative to arm
// Note: The skeletal mesh and anim blueprint references on the Mesh component (inherited from Character)
// are set in the derived blueprint asset named MyCharacter (to avoid direct content references in C++)
PikaStructure();
}
//////////////////////////////////////////////////////////////////////////
// Input
void APikaqiuThirdTestCharacter::SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent)
{
// Set up gameplay key bindings
check(PlayerInputComponent);
/*PlayerInputComponent->BindAction("Jump", IE_Pressed, this, &ACharacter::Jump);
PlayerInputComponent->BindAction("Jump", IE_Released, this, &ACharacter::StopJumping);
PlayerInputComponent->BindAxis("MoveForward", this, &APikaqiuThirdTestCharacter::MoveForward);
PlayerInputComponent->BindAxis("MoveRight", this, &APikaqiuThirdTestCharacter::MoveRight);
// We have 2 versions of the rotation bindings to handle different kinds of devices differently
// "turn" handles devices that provide an absolute delta, such as a mouse.
// "turnrate" is for devices that we choose to treat as a rate of change, such as an analog joystick
PlayerInputComponent->BindAxis("Turn", this, &APawn::AddControllerYawInput);
PlayerInputComponent->BindAxis("TurnRate", this, &APikaqiuThirdTestCharacter::TurnAtRate);
PlayerInputComponent->BindAxis("LookUp", this, &APawn::AddControllerPitchInput);
PlayerInputComponent->BindAxis("LookUpRate", this, &APikaqiuThirdTestCharacter::LookUpAtRate);
// handle touch devices
PlayerInputComponent->BindTouch(IE_Pressed, this, &APikaqiuThirdTestCharacter::TouchStarted);
PlayerInputComponent->BindTouch(IE_Released, this, &APikaqiuThirdTestCharacter::TouchStopped);
// VR headset functionality
PlayerInputComponent->BindAction("ResetVR", IE_Pressed, this, &APikaqiuThirdTestCharacter::OnResetVR);*/
//皮卡丘按键响应
PikaSetupPlayerInputComponent(PlayerInputComponent);
}
void APikaqiuThirdTestCharacter::OnResetVR()
{
UHeadMountedDisplayFunctionLibrary::ResetOrientationAndPosition();
}
void APikaqiuThirdTestCharacter::TouchStarted(ETouchIndex::Type FingerIndex, FVector Location)
{
Jump();
}
void APikaqiuThirdTestCharacter::TouchStopped(ETouchIndex::Type FingerIndex, FVector Location)
{
StopJumping();
}
void APikaqiuThirdTestCharacter::TurnAtRate(float Rate)
{
// calculate delta for this frame from the rate information
AddControllerYawInput(Rate * BaseTurnRate * GetWorld()->GetDeltaSeconds());
}
void APikaqiuThirdTestCharacter::LookUpAtRate(float Rate)
{
// calculate delta for this frame from the rate information
AddControllerPitchInput(Rate * BaseLookUpRate * GetWorld()->GetDeltaSeconds());
}
void APikaqiuThirdTestCharacter::MoveForward(float Value)
{
if ((Controller != NULL) && (Value != 0.0f))
{
// find out which way is forward
const FRotator Rotation = Controller->GetControlRotation();
const FRotator YawRotation(0, Rotation.Yaw, 0);
// get forward vector
const FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X);
AddMovementInput(Direction, Value);
}
}
void APikaqiuThirdTestCharacter::MoveRight(float Value)
{
if ( (Controller != NULL) && (Value != 0.0f) )
{
// find out which way is right
const FRotator Rotation = Controller->GetControlRotation();
const FRotator YawRotation(0, Rotation.Yaw, 0);
// get right vector
const FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y);
// add movement in that direction
AddMovementInput(Direction, Value);
}
}
/********************************系统生成的代码分割线**********************************/
//模拟的构造函数
void APikaqiuThirdTestCharacter::PikaStructure()
{
//初始化基础变量
//右手状态
rightState = false;
//左手状态
leftState = false;
//能否旋转
canTrun = true;
//死亡状态
deathState = false;
//导向旋转
desireRotation = FRotator(0);
}
//重载BeginPlay和Tick函数
void APikaqiuThirdTestCharacter::BeginPlay()
{
Super::BeginPlay();
}
void APikaqiuThirdTestCharacter::Tick(float DeltaSeconds)
{
Super::Tick(DeltaSeconds);
if (deathState)
{
}
else
{
PikaCharacterTurn();
KeepMoving();
}
}
//自动向前跑
void APikaqiuThirdTestCharacter::KeepMoving()
{
AddMovementInput(JudgeRAndL(desireRotation) , 1);
}
FVector APikaqiuThirdTestCharacter::JudgeRAndL(FRotator pikaRotation)
{
if(rightState)
{
rightState = false;
return AddInputMoveForworld();
}
else if (leftState)
{
leftState = false;
return AddInputMoveForworld();
}
else
{
return AddInputMoveForworld();
}
}
FVector APikaqiuThirdTestCharacter::AddInputMoveForworld()
{
//获取角色的旋转值
const FRotator pikaRotation = Controller->GetControlRotation();
//保证只有Yaw变化
const FRotator yawRotation(0 , pikaRotation.Yaw , 0);
const FVector desiron = FRotationMatrix(yawRotation).GetUnitAxis(EAxis::X);
return desiron;
}
void APikaqiuThirdTestCharacter::PikaPirnt(FString pikaStr)
{
if (GEngine)
{
GEngine->AddOnScreenDebugMessage(-1 , 0.5f , FColor::Red , pikaStr);
}
}
//按键响应
void APikaqiuThirdTestCharacter::PikaSetupPlayerInputComponent(class UInputComponent *InputComponent)
{
//键盘按键
InputComponent->BindAction("pikaRight" , IE_Pressed , this , &APikaqiuThirdTestCharacter::RightTurn);
InputComponent->BindAction("pikaLeft", IE_Pressed, this, &APikaqiuThirdTestCharacter::LeftTurn);
}
FRotator APikaqiuThirdTestCharacter::PikaCombinRotation(FRotator rotation1, FRotator rotation2)
{
FQuat aQuat = FQuat(rotation1);
FQuat bQuat = FQuat(rotation2);
return FRotator(aQuat * bQuat);
}
//右转身函数
void APikaqiuThirdTestCharacter::RightTurn()
{
if (canTrun)
{
//顺时针旋转90度
FRotator pikaRotation = FRotator(0 , 90 , 0);
desireRotation = PikaCombinRotation(desireRotation, pikaRotation);
rightState = true;
}
PikaPirnt("RightTurn");
}
//左转身函数
void APikaqiuThirdTestCharacter::LeftTurn()
{
if (canTrun)
{
//逆时针旋转90度
FRotator pikaRotation = FRotator(0, -90, 0);
desireRotation = PikaCombinRotation(desireRotation, pikaRotation);
leftState = true;
}
PikaPirnt("LeftTurn");
}
// 设置角色的转向
void APikaqiuThirdTestCharacter::PikaCharacterTurn()
{
GetController()->SetControlRotation(FMath::RInterpTo(GetControlRotation() , desireRotation , GetWorld()->GetRealTimeSeconds() , 10));
}