UE4C++ APawn类,添加轴映射,使能够控制APawn移动

APawn类,添加轴映射,使能够控制APawn移动

MyPawn.h

// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Pawn.h"
#include "Components/StaticMeshComponent.h"
#include "Camera/CameraComponent.h"
#include "MyPawn.generated.h"

UCLASS()
class FIRSTDEMO_API AMyPawn : public APawn
{
	GENERATED_BODY()

public:
	// Sets default values for this pawn's properties
	AMyPawn();

protected:
	// Called when the game starts or when spawned
	virtual void BeginPlay() override;

public:	
	// Called every frame
	virtual void Tick(float DeltaTime) override;

	// Called to bind functionality to input
	virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;

	UPROPERTY(VisibleAnywhere)
	UStaticMeshComponent* MyStaticMesh;

	UPROPERTY(VisibleAnywhere)
	UCameraComponent* MyCamera;

	UPROPERTY(EditAnywhere)
	float MaxSpeed;//添加pawn移动速度参数

private:
	//添加轴映射函数,MoveForward,MoveRight,Velocity
	//设为私有变量,Pawn类里自身进行处理,无需暴露给外部
	void MoveForward(float Value);
	void MoveRight(float Value);
	FVector Velocity;

};

MyPawn.cpp

// Fill out your copyright notice in the Description page of Project Settings.


#include "MyPawn.h"
#include "Components/InputComponent.h"

// Sets default values
AMyPawn::AMyPawn()
{
 	// Set this pawn to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
	PrimaryActorTick.bCanEverTick = true;

	RootComponent=CreateDefaultSubobject<USceneComponent>(TEXT("RootComponent"));

	MyStaticMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("MyStaticMesh"));
	MyStaticMesh->SetupAttachment(GetRootComponent());

	MyCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("MyCamera"));
	MyCamera->SetupAttachment(GetRootComponent());

	MyCamera->SetRelativeLocation(FVector(-300.f, 0.f, 300.f));
	MyCamera->SetRelativeRotation(FRotator(-45.f, 0.f, 0.f));

	AutoPossessPlayer = EAutoReceiveInput::Player0;
	
	//初始化
	MaxSpeed = 100.f;
	Velocity = FVector::ZeroVector;

}

// Called when the game starts or when spawned
void AMyPawn::BeginPlay()
{
	Super::BeginPlay();
	
}

// Called every frame
void AMyPawn::Tick(float DeltaTime)
{
	Super::Tick(DeltaTime);
	//在tick中添加偏移函数
	AddActorLocalOffset(Velocity * DeltaTime, true);

}

// Called to bind functionality to input
void AMyPawn::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
	Super::SetupPlayerInputComponent(PlayerInputComponent);
	
	//绑定玩家输入轴映射,轴映射和函数名要相对应
	PlayerInputComponent->BindAxis(TEXT("MoveForward"), this, &AMyPawn::MoveForward);
	PlayerInputComponent->BindAxis(TEXT("MoveRight"), this, &AMyPawn::MoveRight);

}

void AMyPawn::MoveForward(float Value)
{
	//向前的速度,利用Clamp 将value限制在-1,1之间,放置Ue4编辑器中数值过大,产生bug
	Velocity.X = FMath::Clamp(Value, -1.f, 1.f) * MaxSpeed;
}

void AMyPawn::MoveRight(float Value)
{
	//向右的速度,利用Clamp 将value限制在-1,1之间,放置Ue4编辑器中数值过大,产生bug
	Velocity.Y = FMath::Clamp(Value, -1.f, 1.f) * MaxSpeed;
}


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