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#include "SideScrollingCharacter.h"
#include "GameFramework/CharacterMovementComponent.h"
#include "Components/CapsuleComponent.h"
#include "Camera/CameraComponent.h"
#include "Components/InputComponent.h"
#include "InputActionValue.h"
#include "EnhancedInputComponent.h"
#include "InputAction.h"
#include "Engine/World.h"
#include "SideScrollingInteractable.h"
#include "Kismet/KismetMathLibrary.h"
#include "TimerManager.h"
ASideScrollingCharacter::ASideScrollingCharacter()
{
PrimaryActorTick.bCanEverTick = true;
// create the camera component
Camera = CreateDefaultSubobject<UCameraComponent>(TEXT("Camera"));
Camera->SetupAttachment(RootComponent);
Camera->SetRelativeLocationAndRotation(FVector(0.0f, 300.0f, 0.0f), FRotator(0.0f, -90.0f, 0.0f));
// configure the collision capsule
GetCapsuleComponent()->SetCapsuleSize(35.0f, 90.0f);
// configure the Pawn properties
bUseControllerRotationYaw = false;
// configure the character movement component
GetCharacterMovement()->GravityScale = 1.75f;
GetCharacterMovement()->MaxAcceleration = 1500.0f;
GetCharacterMovement()->BrakingFrictionFactor = 1.0f;
GetCharacterMovement()->bUseSeparateBrakingFriction = true;
GetCharacterMovement()->Mass = 500.0f;
GetCharacterMovement()->SetWalkableFloorAngle(75.0f);
GetCharacterMovement()->MaxWalkSpeed = 500.0f;
GetCharacterMovement()->MinAnalogWalkSpeed = 20.0f;
GetCharacterMovement()->BrakingDecelerationWalking = 2000.0f;
GetCharacterMovement()->bIgnoreBaseRotation = true;
GetCharacterMovement()->PerchRadiusThreshold = 15.0f;
GetCharacterMovement()->LedgeCheckThreshold = 6.0f;
GetCharacterMovement()->JumpZVelocity = 750.0f;
GetCharacterMovement()->AirControl = 1.0f;
GetCharacterMovement()->RotationRate = FRotator(0.0f, 750.0f, 0.0f);
GetCharacterMovement()->bOrientRotationToMovement = true;
GetCharacterMovement()->SetPlaneConstraintNormal(FVector(0.0f, 1.0f, 0.0f));
GetCharacterMovement()->bConstrainToPlane = true;
// enable double jump and coyote time
JumpMaxCount = 3;
}
void ASideScrollingCharacter::EndPlay(EEndPlayReason::Type EndPlayReason)
{
Super::EndPlay(EndPlayReason);
// clear the wall jump timer
GetWorld()->GetTimerManager().ClearTimer(WallJumpTimer);
}
void ASideScrollingCharacter::SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
// Set up action bindings
if (UEnhancedInputComponent* EnhancedInputComponent = Cast<UEnhancedInputComponent>(PlayerInputComponent))
{
// Jumping
EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Started, this, &ASideScrollingCharacter::DoJumpStart);
EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Completed, this, &ASideScrollingCharacter::DoJumpEnd);
// Interacting
EnhancedInputComponent->BindAction(InteractAction, ETriggerEvent::Triggered, this, &ASideScrollingCharacter::DoInteract);
// Moving
EnhancedInputComponent->BindAction(MoveAction, ETriggerEvent::Triggered, this, &ASideScrollingCharacter::Move);
// Dropping from platform
EnhancedInputComponent->BindAction(DropAction, ETriggerEvent::Triggered, this, &ASideScrollingCharacter::Drop);
EnhancedInputComponent->BindAction(DropAction, ETriggerEvent::Completed, this, &ASideScrollingCharacter::DropReleased);
}
}
void ASideScrollingCharacter::NotifyHit(class UPrimitiveComponent* MyComp, AActor* Other, class UPrimitiveComponent* OtherComp, bool bSelfMoved, FVector HitLocation, FVector HitNormal, FVector NormalImpulse, const FHitResult& Hit)
{
Super::NotifyHit(MyComp, Other, OtherComp, bSelfMoved, HitLocation, HitNormal, NormalImpulse, Hit);
// only apply push impulse if we're falling
if (!GetCharacterMovement()->IsFalling())
{
return;
}
// ensure the colliding component is valid
if (OtherComp)
{
// ensure the component is movable and simulating physics
if (OtherComp->Mobility == EComponentMobility::Movable && OtherComp->IsSimulatingPhysics())
{
const FVector PushDir = FVector(ActionValueY > 0.0f ? 1.0f : -1.0f, 0.0f, 0.0f);
// push the component away
OtherComp->AddImpulse(PushDir * JumpPushImpulse, NAME_None, true);
}
}
}
void ASideScrollingCharacter::Landed(const FHitResult& Hit)
{
// reset the double jump
bHasDoubleJumped = false;
}
void ASideScrollingCharacter::OnMovementModeChanged(EMovementMode PrevMovementMode, uint8 PreviousCustomMode /*= 0*/)
{
Super::OnMovementModeChanged(PrevMovementMode, PreviousCustomMode);
// are we falling?
if (GetCharacterMovement()->MovementMode == EMovementMode::MOVE_Falling)
{
// save the game time when we started falling, so we can check it later for coyote time jumps
LastFallTime = GetWorld()->GetTimeSeconds();
}
}
void ASideScrollingCharacter::Move(const FInputActionValue& Value)
{
FVector2D MoveVector = Value.Get<FVector2D>();
// route the input
DoMove(MoveVector.Y);
}
void ASideScrollingCharacter::Drop(const FInputActionValue& Value)
{
// route the input
DoDrop(Value.Get<float>());
}
void ASideScrollingCharacter::DropReleased(const FInputActionValue& Value)
{
// reset the input
DoDrop(0.0f);
}
void ASideScrollingCharacter::DoMove(float Forward)
{
// is movement temporarily disabled after wall jumping?
if (!bHasWallJumped)
{
// save the movement values
ActionValueY = Forward;
// figure out the movement direction
const FVector MoveDir = FVector(1.0f, Forward > 0.0f ? 0.1f : -0.1f, 0.0f);
// apply the movement input
AddMovementInput(MoveDir, Forward);
}
}
void ASideScrollingCharacter::DoDrop(float Value)
{
// save the movement value
DropValue = Value;
}
void ASideScrollingCharacter::DoJumpStart()
{
// handle advanced jump behaviors
MultiJump();
}
void ASideScrollingCharacter::DoJumpEnd()
{
StopJumping();
}
void ASideScrollingCharacter::DoInteract()
{
// do a sphere trace to look for interactive objects
FHitResult OutHit;
const FVector Start = GetActorLocation();
const FVector End = Start + FVector(100.0f, 0.0f, 0.0f);
FCollisionShape ColSphere;
ColSphere.SetSphere(InteractionRadius);
FCollisionObjectQueryParams ObjectParams;
ObjectParams.AddObjectTypesToQuery(ECC_Pawn);
ObjectParams.AddObjectTypesToQuery(ECC_WorldDynamic);
FCollisionQueryParams QueryParams;
QueryParams.AddIgnoredActor(this);
if (GetWorld()->SweepSingleByObjectType(OutHit, Start, End, FQuat::Identity, ObjectParams, ColSphere, QueryParams))
{
// have we hit an interactable?
if (ISideScrollingInteractable* Interactable = Cast<ISideScrollingInteractable>(OutHit.GetActor()))
{
// interact
Interactable->Interaction(this);
}
}
}
void ASideScrollingCharacter::MultiJump()
{
// does the user want to drop to a lower platform?
if (DropValue > 0.0f)
{
CheckForSoftCollision();
return;
}
// reset the drop value
DropValue = 0.0f;
// if we're grounded, disregard advanced jump logic
if (!GetCharacterMovement()->IsFalling())
{
Jump();
return;
}
// if we have a horizontal input, try for wall jump first
if (!bHasWallJumped && !FMath::IsNearlyZero(ActionValueY))
{
// trace ahead of the character for walls
FHitResult OutHit;
const FVector Start = GetActorLocation();
const FVector End = Start + (FVector(ActionValueY > 0.0f ? 1.0f : -1.0f, 0.0f, 0.0f) * WallJumpTraceDistance);
FCollisionQueryParams QueryParams;
QueryParams.AddIgnoredActor(this);
GetWorld()->LineTraceSingleByChannel(OutHit, Start, End, ECC_Visibility, QueryParams);
if (OutHit.bBlockingHit)
{
// rotate to the bounce direction
const FRotator BounceRot = UKismetMathLibrary::MakeRotFromX(OutHit.ImpactNormal);
SetActorRotation(FRotator(0.0f, BounceRot.Yaw, 0.0f));
// calculate the impulse vector
FVector WallJumpImpulse = OutHit.ImpactNormal * WallJumpHorizontalImpulse;
WallJumpImpulse.Z = GetCharacterMovement()->JumpZVelocity * WallJumpVerticalMultiplier;
// launch the character away from the wall
LaunchCharacter(WallJumpImpulse, true, true);
// enable wall jump lockout for a bit
bHasWallJumped = true;
// schedule wall jump lockout reset
GetWorld()->GetTimerManager().SetTimer(WallJumpTimer, this, &ASideScrollingCharacter::ResetWallJump, DelayBetweenWallJumps, false);
return;
}
}
// test for double jump only if we haven't already tested for wall jump
if (!bHasWallJumped)
{
// are we still within coyote time frames?
if (GetWorld()->GetTimeSeconds() - LastFallTime < MaxCoyoteTime)
{
UE_LOG(LogTemp, Warning, TEXT("Coyote Jump"));
// use the built-in CMC functionality to do the jump
Jump();
// no coyote time jump
} else {
// The movement component handles double jump but we still need to manage the flag for animation
if (!bHasDoubleJumped)
{
// raise the double jump flag
bHasDoubleJumped = true;
// let the CMC handle jump
Jump();
}
}
}
}
void ASideScrollingCharacter::CheckForSoftCollision()
{
// reset the drop value
DropValue = 0.0f;
// trace down
FHitResult OutHit;
const FVector Start = GetActorLocation();
const FVector End = Start + (FVector::DownVector * SoftCollisionTraceDistance);
FCollisionObjectQueryParams ObjectParams;
ObjectParams.AddObjectTypesToQuery(SoftCollisionObjectType);
FCollisionQueryParams QueryParams;
QueryParams.AddIgnoredActor(this);
GetWorld()->LineTraceSingleByObjectType(OutHit, Start, End, ObjectParams, QueryParams);
// did we hit a soft floor?
if (OutHit.GetActor())
{
// drop through the floor
SetSoftCollision(true);
}
}
void ASideScrollingCharacter::ResetWallJump()
{
// reset the wall jump flag
bHasWallJumped = false;
}
void ASideScrollingCharacter::SetSoftCollision(bool bEnabled)
{
// enable or disable collision response to the soft collision channel
GetCapsuleComponent()->SetCollisionResponseToChannel(SoftCollisionObjectType, bEnabled ? ECR_Ignore : ECR_Block);
}
bool ASideScrollingCharacter::HasDoubleJumped() const
{
return bHasDoubleJumped;
}
bool ASideScrollingCharacter::HasWallJumped() const
{
return bHasWallJumped;
}
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