Derive gravity and jump velocity from time in air and max height
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SwordNGun/Content/Characters/Protagonist/BP_NewProtag.uasset
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SwordNGun/Content/Characters/Protagonist/BP_NewProtag.uasset
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SwordNGun/Content/Maps/MovementTest.umap
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SwordNGun/Content/Maps/MovementTest.umap
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@ -205,11 +205,13 @@ void ASNGCharacterBase::Tick(float DeltaTime)
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// Debug
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if(CharacterMovementDebug)
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{
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float LateralSpeed = GetVelocity().Size2D();
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FVector StartPos(GetActorLocation().X,
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GetActorLocation().Y,
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GetActorLocation().Z - GetCapsuleComponent()->GetScaledCapsuleHalfHeight());
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FVector ActorForward = UKismetMathLibrary::GetForwardVector(GetActorRotation());
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DrawDebugDirectionalArrow(GetWorld(), StartPos, StartPos + (ActorForward * 100.0f),
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DrawDebugDirectionalArrow(GetWorld(),
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StartPos, StartPos + (ActorForward * ((LateralSpeed / GetCharacterMovement()->MaxWalkSpeed) * 100.0f)),
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10.0f, FColor::Blue, false, -1.0f, 0, 2.0f);
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FVector CurrInputDirection = GetInputAsWorldDirection();
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@ -220,7 +222,7 @@ void ASNGCharacterBase::Tick(float DeltaTime)
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FString DebugMsg = FString::Printf(TEXT("MaxWalkSpeed: %f"), GetCharacterMovement()->MaxWalkSpeed);
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GEngine->AddOnScreenDebugMessage(-1, 0.0f, FColor::Magenta, DebugMsg);
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float LateralSpeed = GetVelocity().Size2D();
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DebugMsg = FString::Printf(TEXT("LateralSpeed: %f"), LateralSpeed);
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GEngine->AddOnScreenDebugMessage(-1, 0.0f, FColor::Magenta, DebugMsg);
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@ -4,21 +4,21 @@
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#include "Components/SNGCharacterMovementComponent.h"
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#include "Kismet/KismetMathLibrary.h"
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#include "PhysicsEngine/PhysicsSettings.h"
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USNGCharacterMovementComponent::USNGCharacterMovementComponent()
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{
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// Defaults
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DefaultGroundFriction = 8.0f;
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DefaultGravityScale = 1.0f;
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DefaultMaxWalkSpeed = 600.0f;
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DefaultRotationRate = FRotator(0.0f, 360.0f, 0.0f);
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// sprint
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SprintingMaxWalkSpeed = 800.0f;
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SprintLateralSpeedThreshold = 300.0f;
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SprintingMaxWalkSpeed = 1000.0f;
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SprintLateralSpeedThreshold = 500.0f;
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SprintingRotationRate = FRotator(0.0f, 180.0f, 0.0f);
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TimeToInitiateSprint = 4.0f;
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WalkToSprintInterpSpeed = 1.0f;
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TimeToInitiateSprint = 2.0f;
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WalkToSprintInterpSpeed = 4.0f;
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// firing
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FiringMaxWalkSpeed = 300.0f;
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@ -26,11 +26,16 @@ USNGCharacterMovementComponent::USNGCharacterMovementComponent()
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// reloading
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ReloadingMaxWalkSpeed = 300.0f;
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// Set defaults dealing with jumping and being airborne
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DefaultJumpForce = 1000.0f;
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DefaultAirFriction = 150.0f;
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DefaultAirControl = 0.35;
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// airborne defaults
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DefaultAirControl = 0.3f;
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// jump
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MaxJumpHeight = 250.0f;
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DesiredJumpDuration = 0.75f;
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ComputerGravityScaleAndJumpZVelocity();
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/*
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// not used...yet
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MinJumpHeight = 200.0f;
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MaxJumpTime = 0.2f;
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@ -38,6 +43,13 @@ USNGCharacterMovementComponent::USNGCharacterMovementComponent()
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MinAllowedDashHeight = 175.0f;
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MinAllowedAttackHeight = 175.0f;
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*/
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// Character Movement component defaults
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SetWalkableFloorAngle(45.622231f);
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AirControlBoostMultiplier = 0.0f;
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AirControlBoostVelocityThreshold = 0.0f;
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}
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/**
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@ -50,16 +62,48 @@ void USNGCharacterMovementComponent::RestoreMovementDefaults()
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GravityScale = DefaultGravityScale;
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RotationRate = DefaultRotationRate;
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MaxWalkSpeed = DefaultMaxWalkSpeed;
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BrakingDecelerationFalling = DefaultAirFriction;
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AirControl = DefaultAirControl;
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JumpZVelocity = DefaultJumpForce;
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JumpZVelocity = DefaultJumpZVelocity;
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}
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#if WITH_EDITOR
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void USNGCharacterMovementComponent::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
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{
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Super::PostEditChangeProperty(PropertyChangedEvent);
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const FProperty* PropertyThatChanged = PropertyChangedEvent.MemberProperty;
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if (PropertyThatChanged && PropertyThatChanged->GetFName() == GET_MEMBER_NAME_CHECKED(USNGCharacterMovementComponent, MaxJumpHeight) ||
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PropertyThatChanged && PropertyThatChanged->GetFName() == GET_MEMBER_NAME_CHECKED(USNGCharacterMovementComponent, DesiredJumpDuration))
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{
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// Compute WalkableFloorZ from the Angle.
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ComputerGravityScaleAndJumpZVelocity();
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}
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}
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void USNGCharacterMovementComponent::PostLoad()
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{
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Super::PostLoad();
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// Compute gravity scale and jump z velocity for first time
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ComputerGravityScaleAndJumpZVelocity();
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}
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#endif // WITH_EDITOR
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void USNGCharacterMovementComponent::OnSprintTimer()
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{
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bIsSprinting = true;
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}
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void USNGCharacterMovementComponent::ComputerGravityScaleAndJumpZVelocity()
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{
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float HalfJumpDuration = DesiredJumpDuration / 2.0f;
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DefaultJumpZVelocity = (2 * MaxJumpHeight) / HalfJumpDuration;
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float GameGravity = UPhysicsSettings::Get()->DefaultGravityZ;
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float TargetGravity = (-2 * MaxJumpHeight) / (HalfJumpDuration * HalfJumpDuration);
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DefaultGravityScale = TargetGravity / GameGravity;
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}
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void USNGCharacterMovementComponent::StartJump()
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{
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/*
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@ -20,6 +20,8 @@ class SWORDNGUN_API USNGCharacterMovementComponent : public UCharacterMovementCo
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public:
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USNGCharacterMovementComponent();
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virtual void PostLoad() override;
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/**
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* Instantly sets all movement parameters to their defaults values (i.e. ground friction to DefaultGroundFriction,
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* MaxWalkSpeed to DefaultMaxWalkSpeed, etc.)
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@ -33,39 +35,45 @@ public:
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UFUNCTION(BlueprintCallable)
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FORCEINLINE bool GetIsSprinting() { return bIsSprinting; }
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#if WITH_EDITOR
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virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override;
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#endif // WITH_EDITOR
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protected:
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// default ground
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/** Default friction when not performing any special actions and on the ground */
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement.Ground.Defaults", meta=(ClampMin="0", UIMin="0"))
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Ground|Defaults", meta=(ClampMin="0", UIMin="0"))
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float DefaultGroundFriction;
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/** Default ground walk speed when not performing any special actions */
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement.Ground.Defaults", meta=(ClampMin="0", UIMin="0"))
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Ground|Defaults", meta=(ClampMin="0", UIMin="0"))
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float DefaultMaxWalkSpeed;
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/** Default ground walk speed when not performing any special actions */
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement.Ground.Defaults", meta=(ClampMin="0", UIMin="0"))
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Ground|Defaults", meta=(ClampMin="0", UIMin="0"))
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FRotator DefaultRotationRate;
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// sprinting
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/** Ground walk speed when sprinting */
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement.Ground.Sprint", meta=(ClampMin="0", UIMin="0"))
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Ground|Sprint", meta=(ClampMin="0", UIMin="0"))
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float SprintingMaxWalkSpeed;
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/** Lateral speed the player needs to maintain to stay in the sprinting state */
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement.Ground.Sprint", meta=(ClampMin="0", UIMin="0"))
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Ground|Sprint", meta=(ClampMin="0", UIMin="0"))
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float SprintLateralSpeedThreshold;
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/** Default ground walk speed when not performing any special actions */
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement.Ground.Sprint", meta=(ClampMin="0", UIMin="0"))
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Ground|Sprint", meta=(ClampMin="0", UIMin="0"))
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FRotator SprintingRotationRate;
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/** How long after applying movement input should the character start sprinting? */
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement.Ground.Sprint", meta=(ClampMin="0", UIMin="0"))
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Ground|Sprint", meta=(ClampMin="0", UIMin="0"))
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float TimeToInitiateSprint;
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/** The speed in which the max walk speed to interpolated to the max sprint speed when a sprint has been initiated */
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement.Ground.Sprint", meta=(ClampMin="0", UIMin="0"))
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Ground|Sprint", meta=(ClampMin="0", UIMin="0"))
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float WalkToSprintInterpSpeed;
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FTimerHandle TimerHandle_SprintTimer;
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@ -77,34 +85,53 @@ protected:
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// firing
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/** Ground walk speed when firing a ranged weapon */
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement.Firing", meta=(ClampMin="0", UIMin="0"))
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Firing", meta=(ClampMin="0", UIMin="0"))
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float FiringMaxWalkSpeed;
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// reloading
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/** Ground walk speed when reloading a ranged weapon */
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement.Reloading", meta=(ClampMin="0", UIMin="0"))
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Reloading", meta=(ClampMin="0", UIMin="0"))
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float ReloadingMaxWalkSpeed;
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// airborne
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/** Gravity scale when not performing any special actions */
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement.Air.Defaults", meta=(ClampMin="0", UIMin="0"))
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="SNG Character Movement|Air|Defaults", meta=(ClampMin="0", UIMin="0"))
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float DefaultGravityScale;
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/** How much to dampen lateral velocities at the start of a jump */
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Air|Defaults", meta=(ClampMin="0", UIMin="0"))
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float LateralVelocityDampening;
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/**
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* How high (Z) is the character able to reach when holding the jump button for the maximum allowed time.
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*
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* This is used in conjunction with DesiredJumpDuration to derive DefaultGravityScale and JumpZVelocity.
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*/
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Air|Jump", meta=(ClampMin="0", UIMin="0"))
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float MaxJumpHeight;
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/**
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* How long the character should be in the air for when performing a single jump and holding the jump button to reach
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* the maximum jump height.
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*
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* This is used in conjunction with MaxJumpHeight to derive DefaultGravityScale and JumpZVelocity.
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*/
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Air|Jump", meta=(ClampMin="0", UIMin="0"))
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float DesiredJumpDuration;
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/** Force to continuously apply to character when they are holding the jump button */
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement.Air.Defaults", meta=(ClampMin="0", UIMin="0"))
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float DefaultJumpForce;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="SNG Character Movement|Air|Jump", meta=(ClampMin="0", UIMin="0"))
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float DefaultJumpZVelocity;
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/** Minimum height a character must reach before jump force is no longer applied even if the jump input is not being held */
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement.Air.Defaults", meta=(ClampMin="0", UIMin="0"))
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Air|Jump", meta=(ClampMin="0", UIMin="0"))
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float MinJumpHeight;
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/** Max time the jump button can be held to give character upward velocity */
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement.Air.Defaults", meta=(ClampMin="0", UIMin="0"))
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Air|Jump", meta=(ClampMin="0", UIMin="0"))
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float MaxJumpTime;
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/** How much to dampen lateral velocities at the start of a jump */
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement.Air.Defaults", meta=(ClampMin="0", UIMin="0"))
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float LateralVelocityDampening;
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void ComputerGravityScaleAndJumpZVelocity();
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/**
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* Sets up character velocities and jump parameters like the jump timer
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@ -119,19 +146,15 @@ protected:
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void AddJumpForce();
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/** Default friction when not performing any special actions and in the air */
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Character Movement: SNG Air Defaults", meta=(ClampMin="0", UIMin="0"))
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float DefaultAirFriction;
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/** Default friction when not performing any special actions and in the air */
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Character Movement: SNG Air Defaults", meta=(ClampMin="0", UIMin="0"))
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Air|Defaults", meta=(ClampMin="0", UIMin="0"))
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float DefaultAirControl;
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/** Minimum distance from the ground a character has to be to be able to perform an air dash */
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Character Movement: SNG Air Defaults", meta=(ClampMin="0", UIMin="0"))
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Air|Defaults", meta=(ClampMin="0", UIMin="0"))
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float MinAllowedDashHeight;
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/** Minimum distance from the ground a character has to be to be able to perform an air attack */
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Character Movement: SNG Air Defaults", meta=(ClampMin="0", UIMin="0"))
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Air|Defaults", meta=(ClampMin="0", UIMin="0"))
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float MinAllowedAttackHeight;
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virtual void BeginPlay() override;
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