Initial Commit - Lesson 31 (Commit #1)
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "Player/ShooterPlayerController.h"
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#include "EnhancedInputComponent.h"
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#include "EnhancedInputSubsystems.h"
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#include "InputMappingContext.h"
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#include "Interfaces/PlayerInterface.h"
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AShooterPlayerController::AShooterPlayerController()
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{
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bReplicates = true;
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bPawnAlive = true;
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}
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void AShooterPlayerController::OnPossess(APawn* InPawn)
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{
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Super::OnPossess(InPawn);
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bPawnAlive = true;
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}
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void AShooterPlayerController::OnRep_PlayerState()
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{
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Super::OnRep_PlayerState();
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OnPlayerStateReplicated.Broadcast();
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}
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void AShooterPlayerController::BeginPlay()
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{
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Super::BeginPlay();
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UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(GetLocalPlayer());
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if (Subsystem)
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{
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Subsystem->AddMappingContext(ShooterIMC, 0);
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}
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}
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void AShooterPlayerController::SetupInputComponent()
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{
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Super::SetupInputComponent();
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UEnhancedInputComponent* ShooterInputComponent = CastChecked<UEnhancedInputComponent>(InputComponent);
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ShooterInputComponent->BindAction(MoveAction, ETriggerEvent::Triggered, this, &AShooterPlayerController::Input_Move);
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ShooterInputComponent->BindAction(LookAction, ETriggerEvent::Triggered, this, &AShooterPlayerController::Input_Look);
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ShooterInputComponent->BindAction(CrouchAction, ETriggerEvent::Started, this, &AShooterPlayerController::Input_Crouch);
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ShooterInputComponent->BindAction(JumpAction, ETriggerEvent::Started, this, &AShooterPlayerController::Input_Jump);
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}
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void AShooterPlayerController::Input_Move(const FInputActionValue& InputActionValue)
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{
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if (!bPawnAlive) return;
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const FVector2D InputAxisVector = InputActionValue.Get<FVector2D>();
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const FRotator Rotation = GetControlRotation();
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const FRotator YawRotation(0.f, Rotation.Yaw, 0.f);
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const FVector ForwardDirection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X);
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const FVector RightDirection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y);
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if (APawn* ControlledPawn = GetPawn<APawn>())
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{
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ControlledPawn->AddMovementInput(ForwardDirection, InputAxisVector.Y);
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ControlledPawn->AddMovementInput(RightDirection, InputAxisVector.X);
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}
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}
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void AShooterPlayerController::Input_Look(const FInputActionValue& InputActionValue)
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{
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const FVector2D InputAxisVector = InputActionValue.Get<FVector2D>();
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AddYawInput(InputAxisVector.X);
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AddPitchInput(InputAxisVector.Y);
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}
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void AShooterPlayerController::Input_Crouch()
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{
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if (!bPawnAlive) return;
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if (GetPawn() == nullptr || !GetPawn()->Implements<UPlayerInterface>()) return;
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IPlayerInterface::Execute_Initiate_Crouch(GetPawn());
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}
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void AShooterPlayerController::Input_Jump()
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{
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if (!bPawnAlive) return;
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if (GetPawn() == nullptr || !GetPawn()->Implements<UPlayerInterface>()) return;
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IPlayerInterface::Execute_Initiate_Jump(GetPawn());
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}
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