Clamp character and camera position to stage boundaries
Clamp character and camera position to stage boundaries
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KOFForever/Content/Maps/DebugStage.umap
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BIN
KOFForever/Content/Maps/DebugStage.umap
(Stored with Git LFS)
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@ -7,6 +7,7 @@
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#include "Camera/CameraComponent.h"
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#include "Camera/CameraComponent.h"
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#include "Character/KOFBaseCharacter.h"
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#include "Character/KOFBaseCharacter.h"
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#include "GameModes/KOFDefaultGameMode.h"
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#include "GameModes/KOFDefaultGameMode.h"
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#include "Kismet/GameplayStatics.h"
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AKOFDefaultCamera::AKOFDefaultCamera()
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AKOFDefaultCamera::AKOFDefaultCamera()
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{
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{
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@ -42,7 +43,8 @@ void AKOFDefaultCamera::Tick(float DeltaSeconds)
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FVector P2Loc = P2->GetActorLocation();
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FVector P2Loc = P2->GetActorLocation();
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FVector CameraLoc = GetActorLocation();
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FVector CameraLoc = GetActorLocation();
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FVector MidPoint = FVector(CameraLoc.X, (P1Loc.Y + P2Loc.Y) / 2.0f, ((P1Loc.Z + P2Loc.Z) / ZAveragingFactor) + HeightOffset);
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float HalfStageLength = GameMode->GetStageLength() / 2.0f;
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FVector MidPoint = FVector(CameraLoc.X, FMath::Clamp((P1Loc.Y + P2Loc.Y) / 2.0f, -HalfStageLength, HalfStageLength), ((P1Loc.Z + P2Loc.Z) / ZAveragingFactor) + HeightOffset);
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SetActorLocation(MidPoint);
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SetActorLocation(MidPoint);
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// set FOV
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// set FOV
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@ -40,37 +40,11 @@ void UKOFCharacterMovementComponent::TickComponent(float DeltaTime, ELevelTick T
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FVector CurrentLoc = Owner->GetActorLocation();
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FVector CurrentLoc = Owner->GetActorLocation();
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Owner->SetActorLocation(FVector(CurrentLoc.X, AdjustedY, CurrentLoc.Z));
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Owner->SetActorLocation(FVector(CurrentLoc.X, AdjustedY, CurrentLoc.Z));
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}
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}
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}
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void UKOFCharacterMovementComponent::PostPhysicsTickComponent(float DeltaTime,
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FCharacterMovementComponentPostPhysicsTickFunction& ThisTickFunction)
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{
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Super::PostPhysicsTickComponent(DeltaTime, ThisTickFunction);
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AKOFBaseCharacter* Owner = Cast<AKOFBaseCharacter>(GetOwner());
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if(!Owner)
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{
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UE_LOG(LogTemp, Error, TEXT("AKOFCharacterMovementComponent::PostPhysicsTickComponent - could not get the owner"));
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return;
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}
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AKOFDefaultGameMode* GameMode = Cast<AKOFDefaultGameMode>(GetWorld()->GetAuthGameMode());
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if(!GameMode)
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{
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UE_LOG(LogTemp, Error, TEXT("AKOFCharacterMovementComponent::PostPhysicsTickComponent - could not get the game mode"));
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return;
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}
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AKOFBaseCharacter* Opponent = GameMode->GetCurrentOpponent(Owner->IsPossessedByPlayer1());
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if(Opponent)
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{
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float YDistance = FMath::Abs(Opponent->GetActorLocation().Y - Owner->GetActorLocation().Y);
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float HalfYDistance = YDistance / 2.0f;
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float YMidpoint = (Owner->GetActorLocation().Y + Opponent->GetActorLocation().Y) / 2.0f;
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float AdjustedY = FMath::Clamp(Owner->GetActorLocation().Y, YMidpoint - HalfYDistance, YMidpoint + HalfYDistance);
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// clamp to stage bounds
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FVector CurrentLoc = Owner->GetActorLocation();
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FVector CurrentLoc = Owner->GetActorLocation();
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Owner->SetActorLocation(FVector(CurrentLoc.X, AdjustedY, CurrentLoc.Z));
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float HalfStageLength = GameMode->GetStageLength() / 2.0f;
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}
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Owner->SetActorLocation(FVector(CurrentLoc.X,
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FMath::Clamp(CurrentLoc.Y, -HalfStageLength, HalfStageLength),
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CurrentLoc.Z));
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}
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}
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@ -10,6 +10,7 @@ AKOFDefaultGameMode::AKOFDefaultGameMode()
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NumCharactersPerTeam = 3;
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NumCharactersPerTeam = 3;
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MaxAllowedDistanceFromOpponent = 700.0f;
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MaxAllowedDistanceFromOpponent = 700.0f;
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StageLength = 2400.0f;
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StartY = 250.0f;
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StartY = 250.0f;
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}
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}
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@ -17,6 +17,4 @@ class KOFFOREVER_API UKOFCharacterMovementComponent : public UCharacterMovementC
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UKOFCharacterMovementComponent();
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UKOFCharacterMovementComponent();
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virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
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virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
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virtual void PostPhysicsTickComponent(float DeltaTime, FCharacterMovementComponentPostPhysicsTickFunction& ThisTickFunction) override;
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};
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};
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@ -33,6 +33,8 @@ public:
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FORCEINLINE float GetMaxAllowedDistanceFromOpponent() { return MaxAllowedDistanceFromOpponent; }
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FORCEINLINE float GetMaxAllowedDistanceFromOpponent() { return MaxAllowedDistanceFromOpponent; }
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FORCEINLINE float GetStageLength() { return StageLength; }
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protected:
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protected:
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/** Number of characters on a single player's team */
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/** Number of characters on a single player's team */
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Settings|Team")
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Settings|Team")
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@ -42,6 +44,9 @@ protected:
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Settings|Stage")
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Settings|Stage")
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float MaxAllowedDistanceFromOpponent;
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float MaxAllowedDistanceFromOpponent;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Settings|Stage")
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float StageLength;
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/** Y offset from origin where character's will be spawned */
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/** Y offset from origin where character's will be spawned */
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Settings|Stage")
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Settings|Stage")
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float StartY;
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float StartY;
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