Sprinting and movement debug visuals
This commit is contained in:
parent
0a8720f706
commit
292989f26b
BIN
SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/Common/BS_Common_WalkRun_Loop.uasset
(Stored with Git LFS)
BIN
SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/Common/BS_Common_WalkRun_Loop.uasset
(Stored with Git LFS)
Binary file not shown.
BIN
SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/Common/Fighter_Jump_B_Montage.uasset
(Stored with Git LFS)
BIN
SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/Common/Fighter_Jump_B_Montage.uasset
(Stored with Git LFS)
Binary file not shown.
BIN
SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/Common/Fighter_Jump_F_Montage.uasset
(Stored with Git LFS)
BIN
SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/Common/Fighter_Jump_F_Montage.uasset
(Stored with Git LFS)
Binary file not shown.
BIN
SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/Common/Fighter_Jump_Montage.uasset
(Stored with Git LFS)
BIN
SwordNGun/Content/Characters/Protagonist/Animations/Locomotion/Common/Fighter_Jump_Montage.uasset
(Stored with Git LFS)
Binary file not shown.
BIN
SwordNGun/Content/Characters/Protagonist/Animations/NewProtag_AnimBP.uasset
(Stored with Git LFS)
BIN
SwordNGun/Content/Characters/Protagonist/Animations/NewProtag_AnimBP.uasset
(Stored with Git LFS)
Binary file not shown.
BIN
SwordNGun/Content/Characters/Protagonist/BP_NewProtag.uasset
(Stored with Git LFS)
BIN
SwordNGun/Content/Characters/Protagonist/BP_NewProtag.uasset
(Stored with Git LFS)
Binary file not shown.
BIN
SwordNGun/Content/Maps/MovementTest.umap
(Stored with Git LFS)
BIN
SwordNGun/Content/Maps/MovementTest.umap
(Stored with Git LFS)
Binary file not shown.
@ -11,12 +11,33 @@
|
||||
#include "Kismet/KismetMathLibrary.h"
|
||||
|
||||
|
||||
static int32 ShowCharacterMovementDebug = 0;
|
||||
FAutoConsoleVariableRef CVARShowCharacterMovementDebug(TEXT("SNG.ShowCharacterMovementDebug"),
|
||||
ShowCharacterMovementDebug,
|
||||
static int32 CharacterMovementDebug = 0;
|
||||
FAutoConsoleVariableRef CVARCharacterMovementDebug(TEXT("SNG.CharacterMovementDebug.Show"),
|
||||
CharacterMovementDebug,
|
||||
TEXT("Print movement information for character"),
|
||||
ECVF_Cheat);
|
||||
|
||||
static int32 ShowCharacterTrajectory = 0;
|
||||
FAutoConsoleVariableRef CVARShowCharacterTrajectory(TEXT("SNG.CharacterMovementDebug.Trajectory.Show"),
|
||||
ShowCharacterTrajectory,
|
||||
TEXT("Render character trajectory"),
|
||||
ECVF_Cheat);
|
||||
|
||||
static float TrajectoryPeriod = 0.05f;
|
||||
FAutoConsoleVariableRef CVARTrajectoryPeriod(TEXT("SNG.CharacterMovementDebug.Trajectory.Period"),
|
||||
TrajectoryPeriod,
|
||||
TEXT("How often should trajectory lines be drawn"),
|
||||
ECVF_Cheat);
|
||||
|
||||
static float TrajectoryLineLifetime = 10.0f;
|
||||
FAutoConsoleVariableRef CVARTrajectoryLineLifetime(TEXT("SNG.CharacterMovementDebug.Trajectory.Lifetime"),
|
||||
TrajectoryLineLifetime,
|
||||
TEXT("How long should a trajectory line segment be visible"),
|
||||
ECVF_Cheat);
|
||||
|
||||
static float LastSavedPosTime = 0.0f;
|
||||
static FVector LastSavedPos = FVector::ZeroVector;
|
||||
|
||||
// Sets default values
|
||||
ASNGCharacterBase::ASNGCharacterBase(const FObjectInitializer& ObjectInitializer)
|
||||
: Super(ObjectInitializer.SetDefaultSubobjectClass<USNGCharacterMovementComponent>(ACharacter::CharacterMovementComponentName))
|
||||
@ -48,6 +69,11 @@ ASNGCharacterBase::ASNGCharacterBase(const FObjectInitializer& ObjectInitializer
|
||||
{
|
||||
UE_LOG(LogTemp, Warning, TEXT("SNGCharacterBase :: Could not get skeletal mesh. Did you forget to set it?"));
|
||||
}
|
||||
|
||||
|
||||
DefaultFOV = 90.0f;
|
||||
SprintFOV = 110.0f;
|
||||
SprintFOVInterpSpeed = 2.0f;
|
||||
}
|
||||
|
||||
void ASNGCharacterBase::MoveForward(float Value)
|
||||
@ -162,19 +188,48 @@ void ASNGCharacterBase::Tick(float DeltaTime)
|
||||
{
|
||||
Super::Tick(DeltaTime);
|
||||
|
||||
if(ShowCharacterMovementDebug)
|
||||
USNGCharacterMovementComponent* CharMovement = Cast<USNGCharacterMovementComponent>(GetCharacterMovement());
|
||||
check(CharMovement);
|
||||
// interpolate to appropriate field of view depending on whether player sprinting or not
|
||||
float TargetFOV = CharMovement->GetIsSprinting() ? SprintFOV : DefaultFOV;
|
||||
float NewFOV = FMath::FInterpTo(CameraComponent->FieldOfView, TargetFOV, DeltaTime, SprintFOVInterpSpeed);
|
||||
CameraComponent->SetFieldOfView(NewFOV);
|
||||
|
||||
// Debug
|
||||
if(CharacterMovementDebug)
|
||||
{
|
||||
FVector StartPos = GetActorLocation() - GetCapsuleComponent()->GetScaledCapsuleHalfHeight();
|
||||
FVector StartPos(GetActorLocation().X,
|
||||
GetActorLocation().Y,
|
||||
GetActorLocation().Z - GetCapsuleComponent()->GetScaledCapsuleHalfHeight());
|
||||
FVector ActorForward = UKismetMathLibrary::GetForwardVector(GetActorRotation());
|
||||
DrawDebugDirectionalArrow(GetWorld(), StartPos, StartPos + (ActorForward * 100.0f),
|
||||
10.0f, FColor::Cyan, false, -1.0f, 0, 2.0f);
|
||||
10.0f, FColor::Blue, false, -1.0f, 0, 2.0f);
|
||||
|
||||
FVector CurrInputDirection = GetInputAsWorldDirection();
|
||||
CurrInputDirection.Normalize();
|
||||
DrawDebugDirectionalArrow(GetWorld(), StartPos, StartPos + (CurrInputDirection * 100.0f),
|
||||
10.0f, FColor::Magenta, false, -1.0f, 0, 2.0f);
|
||||
}
|
||||
10.0f, FColor::Purple, false, -1.0f, 0, 2.0f);
|
||||
|
||||
FString DebugMsg = FString::Printf(TEXT("MaxWalkSpeed: %f"), GetCharacterMovement()->MaxWalkSpeed);
|
||||
GEngine->AddOnScreenDebugMessage(-1, 0.0f, FColor::Magenta, DebugMsg);
|
||||
|
||||
float LateralSpeed = GetVelocity().Size2D();
|
||||
DebugMsg = FString::Printf(TEXT("LateralSpeed: %f"), LateralSpeed);
|
||||
GEngine->AddOnScreenDebugMessage(-1, 0.0f, FColor::Magenta, DebugMsg);
|
||||
|
||||
DebugMsg = FString::Printf(TEXT("RotationRate: %s"), *GetCharacterMovement()->RotationRate.ToString());
|
||||
GEngine->AddOnScreenDebugMessage(-1, 0.0f, FColor::Magenta, DebugMsg);
|
||||
|
||||
if(ShowCharacterTrajectory)
|
||||
{
|
||||
if(GetWorld()->TimeSeconds - LastSavedPosTime >= TrajectoryPeriod)
|
||||
{
|
||||
DrawDebugLine(GetWorld(), LastSavedPos, StartPos, FColor::Red, false, TrajectoryLineLifetime, 0, 2.0f);
|
||||
LastSavedPos = StartPos;
|
||||
LastSavedPosTime = GetWorld()->TimeSeconds;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Called to bind functionality to input
|
||||
|
@ -3,15 +3,28 @@
|
||||
|
||||
#include "Components/SNGCharacterMovementComponent.h"
|
||||
|
||||
#include "Kismet/KismetMathLibrary.h"
|
||||
|
||||
USNGCharacterMovementComponent::USNGCharacterMovementComponent()
|
||||
{
|
||||
// Set defaults dealing with grounded movement
|
||||
// Defaults
|
||||
DefaultGroundFriction = 8.0f;
|
||||
DefaultGravityScale = 1.0f;
|
||||
DefaultMaxWalkSpeed = 475.0f;
|
||||
DefaultMaxWalkSpeed = 600.0f;
|
||||
DefaultRotationRate = FRotator(0.0f, 360.0f, 0.0f);
|
||||
|
||||
// sprint
|
||||
SprintingMaxWalkSpeed = 800.0f;
|
||||
SprintLateralSpeedThreshold = 300.0f;
|
||||
SprintingRotationRate = FRotator(0.0f, 180.0f, 0.0f);
|
||||
TimeToInitiateSprint = 4.0f;
|
||||
WalkToSprintInterpSpeed = 1.0f;
|
||||
|
||||
// firing
|
||||
FiringMaxWalkSpeed = 300.0f;
|
||||
|
||||
// reloading
|
||||
ReloadingMaxWalkSpeed = 300.0f;
|
||||
SprintingMaxWalkSpeed = 600.0f;
|
||||
|
||||
// Set defaults dealing with jumping and being airborne
|
||||
DefaultJumpForce = 1000.0f;
|
||||
@ -35,12 +48,18 @@ void USNGCharacterMovementComponent::RestoreMovementDefaults()
|
||||
{
|
||||
GroundFriction = DefaultGroundFriction;
|
||||
GravityScale = DefaultGravityScale;
|
||||
RotationRate = DefaultRotationRate;
|
||||
MaxWalkSpeed = DefaultMaxWalkSpeed;
|
||||
BrakingDecelerationFalling = DefaultAirFriction;
|
||||
AirControl = DefaultAirControl;
|
||||
JumpZVelocity = DefaultJumpForce;
|
||||
}
|
||||
|
||||
void USNGCharacterMovementComponent::OnSprintTimer()
|
||||
{
|
||||
bIsSprinting = true;
|
||||
}
|
||||
|
||||
void USNGCharacterMovementComponent::StartJump()
|
||||
{
|
||||
/*
|
||||
@ -75,5 +94,31 @@ void USNGCharacterMovementComponent::TickComponent(float DeltaTime, ELevelTick T
|
||||
{
|
||||
Super::TickComponent(DeltaTime, Tick, ThisTickFunction);
|
||||
|
||||
|
||||
float LateralSpeed = Velocity.Size2D();
|
||||
if(LateralSpeed >= SprintLateralSpeedThreshold && !GetWorld()->GetTimerManager().IsTimerActive(TimerHandle_SprintTimer) )
|
||||
{
|
||||
GetWorld()->GetTimerManager().SetTimer(TimerHandle_SprintTimer,
|
||||
this, &USNGCharacterMovementComponent::OnSprintTimer,
|
||||
TimeToInitiateSprint, false);
|
||||
}
|
||||
|
||||
if(LateralSpeed < SprintLateralSpeedThreshold && GetWorld()->GetTimerManager().IsTimerActive(TimerHandle_SprintTimer))
|
||||
{
|
||||
GetWorld()->GetTimerManager().ClearTimer(TimerHandle_SprintTimer);
|
||||
bIsSprinting = false;
|
||||
}
|
||||
|
||||
// set walk speed and rotation rate depending on whether player is sprinting or not
|
||||
float TargetMaxWalkSpeed = bIsSprinting ? SprintingMaxWalkSpeed : DefaultMaxWalkSpeed;
|
||||
float NewMaxWalkSpeed = FMath::FInterpTo(MaxWalkSpeed, TargetMaxWalkSpeed, DeltaTime, WalkToSprintInterpSpeed);
|
||||
MaxWalkSpeed = NewMaxWalkSpeed;
|
||||
|
||||
// NOTE(kevin): since default rotate rate is 360 RInterpTo will go from 0 to 180 instead of 360 to 180
|
||||
// need to think of a way to prevent this
|
||||
// might just need to do my own interp manually
|
||||
/*
|
||||
FRotator TargetRotationRate = bIsSprinting ? SprintingRotationRate : DefaultRotationRate;
|
||||
FRotator NewRotationRate = FMath::RInterpTo(RotationRate, TargetRotationRate, DeltaTime, WalkToSprintInterpSpeed);
|
||||
RotationRate = NewRotationRate;
|
||||
*/
|
||||
}
|
||||
|
@ -43,6 +43,18 @@ protected:
|
||||
UPROPERTY(BlueprintReadWrite)
|
||||
bool CanMovementCancelMontage;
|
||||
|
||||
/** Field of the view the camera starts with */
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Field Of View", meta=(ClampMin="30", UIMin="30"))
|
||||
float DefaultFOV;
|
||||
|
||||
/** Field of the view when the player starts sprinting */
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Field Of View", meta=(ClampMin="30", UIMin="30"))
|
||||
float SprintFOV;
|
||||
|
||||
/** */
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Field Of View", meta=(ClampMin="0", UIMin="0"))
|
||||
float SprintFOVInterpSpeed;
|
||||
|
||||
void MoveForward(float Value);
|
||||
|
||||
void MoveRight(float Value);
|
||||
|
@ -27,45 +27,83 @@ public:
|
||||
UFUNCTION(BlueprintCallable)
|
||||
void RestoreMovementDefaults();
|
||||
|
||||
/**
|
||||
* Gets bool whether the character is currently in the sprinting state
|
||||
*/
|
||||
UFUNCTION(BlueprintCallable)
|
||||
FORCEINLINE bool GetIsSprinting() { return bIsSprinting; }
|
||||
|
||||
protected:
|
||||
// default ground
|
||||
/** Default friction when not performing any special actions and on the ground */
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Character Movement: SNG Ground Defaults", meta=(ClampMin="0", UIMin="0"))
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement.Ground.Defaults", meta=(ClampMin="0", UIMin="0"))
|
||||
float DefaultGroundFriction;
|
||||
|
||||
/** Default ground walk speed when not performing any special actions */
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Character Movement: SNG Ground Defaults", meta=(ClampMin="0", UIMin="0"))
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement.Ground.Defaults", meta=(ClampMin="0", UIMin="0"))
|
||||
float DefaultMaxWalkSpeed;
|
||||
|
||||
/** Ground walk speed when firing a ranged weapon */
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Character Movement: SNG Ground Defaults", meta=(ClampMin="0", UIMin="0"))
|
||||
float FiringMaxWalkSpeed;
|
||||
|
||||
/** Ground walk speed when reloading a ranged weapon */
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Character Movement: SNG Ground Defaults", meta=(ClampMin="0", UIMin="0"))
|
||||
float ReloadingMaxWalkSpeed;
|
||||
/** Default ground walk speed when not performing any special actions */
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement.Ground.Defaults", meta=(ClampMin="0", UIMin="0"))
|
||||
FRotator DefaultRotationRate;
|
||||
|
||||
// sprinting
|
||||
/** Ground walk speed when sprinting */
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Character Movement: SNG Ground Defaults", meta=(ClampMin="0", UIMin="0"))
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement.Ground.Sprint", meta=(ClampMin="0", UIMin="0"))
|
||||
float SprintingMaxWalkSpeed;
|
||||
|
||||
/** Lateral speed the player needs to maintain to stay in the sprinting state */
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement.Ground.Sprint", meta=(ClampMin="0", UIMin="0"))
|
||||
float SprintLateralSpeedThreshold;
|
||||
|
||||
/** Default ground walk speed when not performing any special actions */
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement.Ground.Sprint", meta=(ClampMin="0", UIMin="0"))
|
||||
FRotator SprintingRotationRate;
|
||||
|
||||
/** How long after applying movement input should the character start sprinting? */
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement.Ground.Sprint", meta=(ClampMin="0", UIMin="0"))
|
||||
float TimeToInitiateSprint;
|
||||
|
||||
/** The speed in which the max walk speed to interpolated to the max sprint speed when a sprint has been initiated */
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement.Ground.Sprint", meta=(ClampMin="0", UIMin="0"))
|
||||
float WalkToSprintInterpSpeed;
|
||||
|
||||
FTimerHandle TimerHandle_SprintTimer;
|
||||
|
||||
UPROPERTY(BlueprintReadOnly)
|
||||
bool bIsSprinting;
|
||||
|
||||
void OnSprintTimer();
|
||||
|
||||
// firing
|
||||
/** Ground walk speed when firing a ranged weapon */
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement.Firing", meta=(ClampMin="0", UIMin="0"))
|
||||
float FiringMaxWalkSpeed;
|
||||
|
||||
// reloading
|
||||
/** Ground walk speed when reloading a ranged weapon */
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement.Reloading", meta=(ClampMin="0", UIMin="0"))
|
||||
float ReloadingMaxWalkSpeed;
|
||||
|
||||
// airborne
|
||||
/** Gravity scale when not performing any special actions */
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Character Movement: SNG Air Defaults", meta=(ClampMin="0", UIMin="0"))
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement.Air.Defaults", meta=(ClampMin="0", UIMin="0"))
|
||||
float DefaultGravityScale;
|
||||
|
||||
/** Force to continuously apply to character when they are holding the jump button */
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Character Movement: SNG Air Defaults", meta=(ClampMin="0", UIMin="0"))
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement.Air.Defaults", meta=(ClampMin="0", UIMin="0"))
|
||||
float DefaultJumpForce;
|
||||
|
||||
/** Minimum height a character must reach before jump force is no longer applied even if the jump input is not being held */
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Character Movement: SNG Air Defaults", meta=(ClampMin="0", UIMin="0"))
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement.Air.Defaults", meta=(ClampMin="0", UIMin="0"))
|
||||
float MinJumpHeight;
|
||||
|
||||
/** Max time the jump button can be held to give character upward velocity */
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Character Movement: SNG Air Defaults", meta=(ClampMin="0", UIMin="0"))
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement.Air.Defaults", meta=(ClampMin="0", UIMin="0"))
|
||||
float MaxJumpTime;
|
||||
|
||||
/** How much to dampen lateral velocities at the start of a jump */
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Character Movement: SNG Air Defaults", meta=(ClampMin="0", UIMin="0"))
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement.Air.Defaults", meta=(ClampMin="0", UIMin="0"))
|
||||
float LateralVelocityDampening;
|
||||
|
||||
/**
|
||||
|
Loading…
Reference in New Issue
Block a user