// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Pawn.h"
#include "CameraPawn.generated.h"
UCLASS()
class TRUEFPSPROJECT_API ACameraPawn : public APawn {
GENERATED_BODY()
public:
// Sets default values for this pawn's properties
ACameraPawn();
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "AAA")
class UStaticMeshComponent* staticMeshComponent;
//摄像机的摇臂
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "AAA")
class USpringArmComponent* springArm;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "AAA")
class UCameraComponent* myCamera;
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;
void ZoomIn();
void ZoomOut();
private:
bool bZoomIn = false;
float zoomScale = 1.0;
};
// Fill out your copyright notice in the Description page of Project Settings.
#include "CameraPawn.h"
#include "GameFramework/SpringArmComponent.h"
#include "Camera/CameraComponent.h"
// Sets default values
ACameraPawn::ACameraPawn() {
// 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;
staticMeshComponent = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("staticMeshComponent"));
RootComponent = staticMeshComponent;
springArm = CreateDefaultSubobject<USpringArmComponent>(TEXT("springArm"));
springArm->SetupAttachment(RootComponent);
springArm->SetRelativeLocationAndRotation(FVector(0.0, 0.0, 50.0), FRotator(-45, 0.0, 0.0));
//摇臂的长度
springArm->TargetArmLength = 400.0;
//开启摄像机延迟
springArm->bEnableCameraLag = true;
//摄像机延迟速度
springArm->CameraLagSpeed = 3.0f;
myCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("myCamera"));
myCamera->SetupAttachment(springArm, USpringArmComponent::SocketName);
//设置默认玩家
AutoPossessPlayer = EAutoReceiveInput::Player0;
}
// Called when the game starts or when spawned
void ACameraPawn::BeginPlay() {
Super::BeginPlay();
}
// Called every frame
void ACameraPawn::Tick(float DeltaTime) {
Super::Tick(DeltaTime);
if (bZoomIn){
zoomScale += DeltaTime;
} else {
zoomScale -= DeltaTime;
}
zoomScale = FMath::Clamp<float>(zoomScale, 0.0f, 1.0f);
/**
基于 zoomScale 混合相机的FOV和SpringArm的长度
基于两个量之间的线型差值,在数字from和to之间的值
*/
myCamera->FieldOfView = FMath::Lerp<float>(90.0f, 60.0, zoomScale);
springArm->TargetArmLength = FMath::Lerp<float>(400.0, 300.0, zoomScale);
}
// Called to bind functionality to input
void ACameraPawn::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent) {
Super::SetupPlayerInputComponent(PlayerInputComponent);
PlayerInputComponent->BindAction("ZoomIn", IE_Pressed, this, &ACameraPawn::ZoomIn);
PlayerInputComponent->BindAction("ZoomIn", IE_Released, this, &ACameraPawn::ZoomOut);
}
void ACameraPawn::ZoomIn() {
bZoomIn = true;
}
void ACameraPawn::ZoomOut() {
bZoomIn = false;
}
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