Beginnings of a better dash
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#include "Components/SNGCharacterMovementComponent.h"
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#include "Components/SNGCharacterMovementComponent.h"
|
||||||
|
|
||||||
|
#include "GameFramework/Character.h"
|
||||||
#include "Kismet/KismetMathLibrary.h"
|
#include "Kismet/KismetMathLibrary.h"
|
||||||
#include "PhysicsEngine/PhysicsSettings.h"
|
#include "PhysicsEngine/PhysicsSettings.h"
|
||||||
|
|
||||||
@ -32,8 +33,17 @@ USNGCharacterMovementComponent::USNGCharacterMovementComponent()
|
|||||||
// jump
|
// jump
|
||||||
MaxJumpHeight = 250.0f;
|
MaxJumpHeight = 250.0f;
|
||||||
DesiredJumpDuration = 0.75f;
|
DesiredJumpDuration = 0.75f;
|
||||||
ComputerGravityScaleAndJumpZVelocity();
|
ComputeGravityScaleAndJumpZVelocity();
|
||||||
|
|
||||||
|
// dash
|
||||||
|
DashVelocity = 1000.0f;
|
||||||
|
DashGroundFriction = 0.0f;
|
||||||
|
DashGravityScale = 0.1f;
|
||||||
|
DashFloatTime = 0.2f;
|
||||||
|
DashSlideTime = 0.5f;
|
||||||
|
DashGravityToDefaultSpeed = 5.0f;
|
||||||
|
DashGroundFrictionToDefaultSpeed = 5.0f;
|
||||||
|
|
||||||
/*
|
/*
|
||||||
// not used...yet
|
// not used...yet
|
||||||
MinJumpHeight = 200.0f;
|
MinJumpHeight = 200.0f;
|
||||||
@ -58,14 +68,33 @@ USNGCharacterMovementComponent::USNGCharacterMovementComponent()
|
|||||||
*/
|
*/
|
||||||
void USNGCharacterMovementComponent::RestoreMovementDefaults()
|
void USNGCharacterMovementComponent::RestoreMovementDefaults()
|
||||||
{
|
{
|
||||||
GroundFriction = DefaultGroundFriction;
|
GroundFriction = TargetGroundFriction = DefaultGroundFriction;
|
||||||
GravityScale = DefaultGravityScale;
|
GravityScale = TargetGravityScale = DefaultGravityScale;
|
||||||
RotationRate = DefaultRotationRate;
|
RotationRate = DefaultRotationRate;
|
||||||
MaxWalkSpeed = DefaultMaxWalkSpeed;
|
MaxWalkSpeed = TargetMaxWalkSpeed = DefaultMaxWalkSpeed;
|
||||||
AirControl = DefaultAirControl;
|
AirControl = DefaultAirControl;
|
||||||
JumpZVelocity = DefaultJumpZVelocity;
|
JumpZVelocity = DefaultJumpZVelocity;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void USNGCharacterMovementComponent::Dash()
|
||||||
|
{
|
||||||
|
GroundFriction = DashGroundFriction;
|
||||||
|
GravityScale = DashGravityScale;
|
||||||
|
FloatTime = DashFloatTime;
|
||||||
|
SlideTime = DashSlideTime;
|
||||||
|
|
||||||
|
// sets gravity and friction targets which will start interpolating after float time and slide time elapse respectively
|
||||||
|
TargetGravityScale = DefaultGravityScale;
|
||||||
|
TargetGroundFriction = DefaultGroundFriction;
|
||||||
|
GravityScaleInterpSpeed = DashGravityToDefaultSpeed;
|
||||||
|
GroundFrictionInterpSpeed = DashGroundFrictionToDefaultSpeed;
|
||||||
|
|
||||||
|
FRotator CharacterRot = FRotator(0.0f, GetCharacterOwner()->GetActorRotation().Yaw, 0.0f);
|
||||||
|
FVector LaunchDir = FVector(UKismetMathLibrary::GetForwardVector(CharacterRot));
|
||||||
|
LaunchDir.Normalize();
|
||||||
|
Launch(LaunchDir * DashVelocity);
|
||||||
|
}
|
||||||
|
|
||||||
#if WITH_EDITOR
|
#if WITH_EDITOR
|
||||||
void USNGCharacterMovementComponent::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
|
void USNGCharacterMovementComponent::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
|
||||||
{
|
{
|
||||||
@ -76,7 +105,7 @@ void USNGCharacterMovementComponent::PostEditChangeProperty(FPropertyChangedEven
|
|||||||
PropertyThatChanged && PropertyThatChanged->GetFName() == GET_MEMBER_NAME_CHECKED(USNGCharacterMovementComponent, DesiredJumpDuration))
|
PropertyThatChanged && PropertyThatChanged->GetFName() == GET_MEMBER_NAME_CHECKED(USNGCharacterMovementComponent, DesiredJumpDuration))
|
||||||
{
|
{
|
||||||
// Compute WalkableFloorZ from the Angle.
|
// Compute WalkableFloorZ from the Angle.
|
||||||
ComputerGravityScaleAndJumpZVelocity();
|
ComputeGravityScaleAndJumpZVelocity();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -85,16 +114,17 @@ void USNGCharacterMovementComponent::PostLoad()
|
|||||||
Super::PostLoad();
|
Super::PostLoad();
|
||||||
|
|
||||||
// Compute gravity scale and jump z velocity for first time
|
// Compute gravity scale and jump z velocity for first time
|
||||||
ComputerGravityScaleAndJumpZVelocity();
|
ComputeGravityScaleAndJumpZVelocity();
|
||||||
}
|
}
|
||||||
#endif // WITH_EDITOR
|
#endif // WITH_EDITOR
|
||||||
|
|
||||||
void USNGCharacterMovementComponent::OnSprintTimer()
|
void USNGCharacterMovementComponent::OnSprintTimer()
|
||||||
{
|
{
|
||||||
bIsSprinting = true;
|
bIsSprinting = true;
|
||||||
|
TargetMaxWalkSpeed = SprintingMaxWalkSpeed;
|
||||||
}
|
}
|
||||||
|
|
||||||
void USNGCharacterMovementComponent::ComputerGravityScaleAndJumpZVelocity()
|
void USNGCharacterMovementComponent::ComputeGravityScaleAndJumpZVelocity()
|
||||||
{
|
{
|
||||||
float HalfJumpDuration = DesiredJumpDuration / 2.0f;
|
float HalfJumpDuration = DesiredJumpDuration / 2.0f;
|
||||||
DefaultJumpZVelocity = (2 * MaxJumpHeight) / HalfJumpDuration;
|
DefaultJumpZVelocity = (2 * MaxJumpHeight) / HalfJumpDuration;
|
||||||
@ -125,6 +155,44 @@ void USNGCharacterMovementComponent::AddJumpForce()
|
|||||||
*/
|
*/
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void USNGCharacterMovementComponent::InterpolateMovementParameters(float DeltaTime)
|
||||||
|
{
|
||||||
|
// set walk speed
|
||||||
|
MaxWalkSpeed = FMath::FInterpTo(MaxWalkSpeed, TargetMaxWalkSpeed, DeltaTime, MaxWalkSpeedInterpSpeed);
|
||||||
|
|
||||||
|
// ground friction
|
||||||
|
if(SlideTime > 0.0f)
|
||||||
|
{
|
||||||
|
SlideTime = FMath::Max(SlideTime - DeltaTime * GetCharacterOwner()->CustomTimeDilation, 0.0f);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
GroundFriction = FMath::FInterpTo(GroundFriction, TargetGroundFriction, DeltaTime, GroundFrictionInterpSpeed);
|
||||||
|
}
|
||||||
|
|
||||||
|
// gravity scale
|
||||||
|
if(FloatTime > 0.0f)
|
||||||
|
{
|
||||||
|
FloatTime = FMath::Max(FloatTime - DeltaTime * GetCharacterOwner()->CustomTimeDilation, 0.0f);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
GravityScale = FMath::FInterpTo(GravityScale, TargetGravityScale, DeltaTime, GravityScaleInterpSpeed);
|
||||||
|
}
|
||||||
|
|
||||||
|
// set rotation rate
|
||||||
|
// 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;
|
||||||
|
*/
|
||||||
|
|
||||||
|
// gravity
|
||||||
|
}
|
||||||
|
|
||||||
void USNGCharacterMovementComponent::BeginPlay()
|
void USNGCharacterMovementComponent::BeginPlay()
|
||||||
{
|
{
|
||||||
Super::BeginPlay();
|
Super::BeginPlay();
|
||||||
@ -139,30 +207,23 @@ void USNGCharacterMovementComponent::TickComponent(float DeltaTime, ELevelTick T
|
|||||||
Super::TickComponent(DeltaTime, Tick, ThisTickFunction);
|
Super::TickComponent(DeltaTime, Tick, ThisTickFunction);
|
||||||
|
|
||||||
float LateralSpeed = Velocity.Size2D();
|
float LateralSpeed = Velocity.Size2D();
|
||||||
if(LateralSpeed >= SprintLateralSpeedThreshold && !GetWorld()->GetTimerManager().IsTimerActive(TimerHandle_SprintTimer) )
|
if(LateralSpeed >= SprintLateralSpeedThreshold && !GetWorld()->GetTimerManager().IsTimerActive(TimerHandle_SprintTimer))
|
||||||
{
|
{
|
||||||
GetWorld()->GetTimerManager().SetTimer(TimerHandle_SprintTimer,
|
GetWorld()->GetTimerManager().SetTimer(TimerHandle_SprintTimer,
|
||||||
this, &USNGCharacterMovementComponent::OnSprintTimer,
|
this, &USNGCharacterMovementComponent::OnSprintTimer,
|
||||||
TimeToInitiateSprint, false);
|
TimeToInitiateSprint, false);
|
||||||
}
|
}
|
||||||
|
|
||||||
if(LateralSpeed < SprintLateralSpeedThreshold && GetWorld()->GetTimerManager().IsTimerActive(TimerHandle_SprintTimer))
|
if(LateralSpeed < SprintLateralSpeedThreshold)
|
||||||
{
|
{
|
||||||
GetWorld()->GetTimerManager().ClearTimer(TimerHandle_SprintTimer);
|
if(GetWorld()->GetTimerManager().IsTimerActive(TimerHandle_SprintTimer))
|
||||||
|
{
|
||||||
|
GetWorld()->GetTimerManager().ClearTimer(TimerHandle_SprintTimer);
|
||||||
|
}
|
||||||
bIsSprinting = false;
|
bIsSprinting = false;
|
||||||
|
TargetMaxWalkSpeed = DefaultMaxWalkSpeed;
|
||||||
|
MaxWalkSpeedInterpSpeed = WalkToSprintInterpSpeed;
|
||||||
}
|
}
|
||||||
|
|
||||||
// set walk speed and rotation rate depending on whether player is sprinting or not
|
InterpolateMovementParameters(DeltaTime);
|
||||||
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;
|
|
||||||
*/
|
|
||||||
}
|
}
|
||||||
|
@ -36,7 +36,10 @@ protected:
|
|||||||
|
|
||||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Animations")
|
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Animations")
|
||||||
UAnimMontage* JumpBackMontage;
|
UAnimMontage* JumpBackMontage;
|
||||||
|
|
||||||
|
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Animations")
|
||||||
|
UAnimMontage* DashMontage;
|
||||||
|
|
||||||
UPROPERTY(BlueprintReadWrite)
|
UPROPERTY(BlueprintReadWrite)
|
||||||
bool CanMove;
|
bool CanMove;
|
||||||
|
|
||||||
@ -64,7 +67,7 @@ protected:
|
|||||||
void LookUpRate(float Value);
|
void LookUpRate(float Value);
|
||||||
|
|
||||||
void StartJump();
|
void StartJump();
|
||||||
|
|
||||||
virtual void Landed(const FHitResult& Hit) override;
|
virtual void Landed(const FHitResult& Hit) override;
|
||||||
|
|
||||||
// Called when the game starts or when spawned
|
// Called when the game starts or when spawned
|
||||||
|
@ -28,6 +28,9 @@ public:
|
|||||||
*/
|
*/
|
||||||
UFUNCTION(BlueprintCallable)
|
UFUNCTION(BlueprintCallable)
|
||||||
void RestoreMovementDefaults();
|
void RestoreMovementDefaults();
|
||||||
|
|
||||||
|
UFUNCTION(BlueprintCallable)
|
||||||
|
void Dash();
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Gets bool whether the character is currently in the sprinting state
|
* Gets bool whether the character is currently in the sprinting state
|
||||||
@ -39,48 +42,66 @@ public:
|
|||||||
virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override;
|
virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override;
|
||||||
#endif // WITH_EDITOR
|
#endif // WITH_EDITOR
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
protected:
|
protected:
|
||||||
// default ground
|
// default ground
|
||||||
/** Default friction when not performing any special actions and on the ground */
|
/** Default friction when not performing any special actions and on the ground */
|
||||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Ground|Defaults", meta=(ClampMin="0", UIMin="0"))
|
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Defaults|Ground", meta=(ClampMin="0", UIMin="0"))
|
||||||
float DefaultGroundFriction;
|
float DefaultGroundFriction;
|
||||||
|
|
||||||
|
/** Ground friction we want character to interpolate to. Interpolated based on GroundFrictionInterpSpeed. */
|
||||||
|
UPROPERTY(BlueprintReadWrite)
|
||||||
|
float TargetGroundFriction;
|
||||||
|
|
||||||
|
/** How fast current GroundFriction will be interpolated to TargetGroundFriction */
|
||||||
|
UPROPERTY(BlueprintReadWrite)
|
||||||
|
float GroundFrictionInterpSpeed;
|
||||||
|
|
||||||
|
/** Timer used to determine when to start interpolating GroundFriction back to TargetGroundFriction */
|
||||||
|
UPROPERTY(BlueprintReadWrite)
|
||||||
|
float SlideTime;
|
||||||
|
|
||||||
/** Default ground walk speed when not performing any special actions */
|
/** Default ground walk speed when not performing any special actions */
|
||||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Ground|Defaults", meta=(ClampMin="0", UIMin="0"))
|
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Defaults|Ground", meta=(ClampMin="0", UIMin="0"))
|
||||||
float DefaultMaxWalkSpeed;
|
float DefaultMaxWalkSpeed;
|
||||||
|
|
||||||
|
/** Current MaxWalkSpeed we want to character to walk at. Interpolated based on MaxWalkSpeedInterpSpeed. */
|
||||||
|
UPROPERTY(BlueprintReadWrite)
|
||||||
|
float TargetMaxWalkSpeed;
|
||||||
|
|
||||||
|
UPROPERTY(BlueprintReadWrite)
|
||||||
|
/** How fast current MaxWalkSpeed will be interpolated to TargetMaxWalkSpeed */
|
||||||
|
float MaxWalkSpeedInterpSpeed;
|
||||||
|
|
||||||
/** Default ground walk speed when not performing any special actions */
|
/** Default ground walk speed when not performing any special actions */
|
||||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Ground|Defaults", meta=(ClampMin="0", UIMin="0"))
|
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Defaults|Ground", meta=(ClampMin="0", UIMin="0"))
|
||||||
FRotator DefaultRotationRate;
|
FRotator DefaultRotationRate;
|
||||||
|
|
||||||
// sprinting
|
// sprinting
|
||||||
/** Ground walk speed when sprinting */
|
/** Ground walk speed when sprinting */
|
||||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Ground|Sprint", meta=(ClampMin="0", UIMin="0"))
|
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Sprint", meta=(ClampMin="0", UIMin="0"))
|
||||||
float SprintingMaxWalkSpeed;
|
float SprintingMaxWalkSpeed;
|
||||||
|
|
||||||
/** Lateral speed the player needs to maintain to stay in the sprinting state */
|
/** 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"))
|
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Sprint", meta=(ClampMin="0", UIMin="0"))
|
||||||
float SprintLateralSpeedThreshold;
|
float SprintLateralSpeedThreshold;
|
||||||
|
|
||||||
/** Default ground walk speed when not performing any special actions */
|
/** Default ground walk speed when not performing any special actions */
|
||||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Ground|Sprint", meta=(ClampMin="0", UIMin="0"))
|
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Sprint", meta=(ClampMin="0", UIMin="0"))
|
||||||
FRotator SprintingRotationRate;
|
FRotator SprintingRotationRate;
|
||||||
|
|
||||||
/** How long after applying movement input should the character start sprinting? */
|
/** 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"))
|
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Sprint", meta=(ClampMin="0", UIMin="0"))
|
||||||
float TimeToInitiateSprint;
|
float TimeToInitiateSprint;
|
||||||
|
|
||||||
/** The speed in which the max walk speed to interpolated to the max sprint speed when a sprint has been initiated */
|
/** 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"))
|
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Sprint", meta=(ClampMin="0", UIMin="0"))
|
||||||
float WalkToSprintInterpSpeed;
|
float WalkToSprintInterpSpeed;
|
||||||
|
|
||||||
FTimerHandle TimerHandle_SprintTimer;
|
FTimerHandle TimerHandle_SprintTimer;
|
||||||
|
|
||||||
UPROPERTY(BlueprintReadOnly)
|
UPROPERTY(BlueprintReadOnly)
|
||||||
bool bIsSprinting;
|
bool bIsSprinting;
|
||||||
|
|
||||||
void OnSprintTimer();
|
void OnSprintTimer();
|
||||||
|
|
||||||
// firing
|
// firing
|
||||||
@ -95,19 +116,31 @@ protected:
|
|||||||
|
|
||||||
// airborne
|
// airborne
|
||||||
/** Gravity scale when not performing any special actions */
|
/** Gravity scale when not performing any special actions */
|
||||||
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="SNG Character Movement|Air|Defaults", meta=(ClampMin="0", UIMin="0"))
|
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="SNG Character Movement|Defaults|Air", meta=(ClampMin="0", UIMin="0"))
|
||||||
float DefaultGravityScale;
|
float DefaultGravityScale;
|
||||||
|
|
||||||
/** How much to dampen lateral velocities at the start of a jump */
|
/** How much to dampen lateral velocities at the start of a jump */
|
||||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Air|Defaults", meta=(ClampMin="0", UIMin="0"))
|
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Defaults|Air", meta=(ClampMin="0", UIMin="0"))
|
||||||
float LateralVelocityDampening;
|
float LateralVelocityDampening;
|
||||||
|
|
||||||
|
/** Gravity Scale we want character to interpolate to. Interpolated based on GravityScaleInterpSpeed. */
|
||||||
|
UPROPERTY(BlueprintReadWrite)
|
||||||
|
float TargetGravityScale;
|
||||||
|
|
||||||
|
/** How fast current GravityScale will be interpolated to TargetGravityScale */
|
||||||
|
UPROPERTY(BlueprintReadWrite)
|
||||||
|
float GravityScaleInterpSpeed;
|
||||||
|
|
||||||
|
/** Timer used to determine when to start interpolating GravityScale back to TargetGravityScale */
|
||||||
|
UPROPERTY(BlueprintReadWrite)
|
||||||
|
float FloatTime;
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* How high (Z) is the character able to reach when holding the jump button for the maximum allowed time.
|
* How high (Z) is the character able to reach when holding the jump button for the maximum allowed time.
|
||||||
*
|
*
|
||||||
* This is used in conjunction with DesiredJumpDuration to derive DefaultGravityScale and JumpZVelocity.
|
* This is used in conjunction with DesiredJumpDuration to derive DefaultGravityScale and JumpZVelocity.
|
||||||
*/
|
*/
|
||||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Air|Jump", meta=(ClampMin="0", UIMin="0"))
|
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Jump", meta=(ClampMin="0", UIMin="0"))
|
||||||
float MaxJumpHeight;
|
float MaxJumpHeight;
|
||||||
|
|
||||||
/**
|
/**
|
||||||
@ -116,22 +149,22 @@ protected:
|
|||||||
*
|
*
|
||||||
* This is used in conjunction with MaxJumpHeight to derive DefaultGravityScale and JumpZVelocity.
|
* This is used in conjunction with MaxJumpHeight to derive DefaultGravityScale and JumpZVelocity.
|
||||||
*/
|
*/
|
||||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Air|Jump", meta=(ClampMin="0", UIMin="0"))
|
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Jump", meta=(ClampMin="0", UIMin="0"))
|
||||||
float DesiredJumpDuration;
|
float DesiredJumpDuration;
|
||||||
|
|
||||||
/** Force to continuously apply to character when they are holding the jump button */
|
/** Force to continuously apply to character when they are holding the jump button */
|
||||||
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="SNG Character Movement|Air|Jump", meta=(ClampMin="0", UIMin="0"))
|
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="SNG Character Movement|Jump", meta=(ClampMin="0", UIMin="0"))
|
||||||
float DefaultJumpZVelocity;
|
float DefaultJumpZVelocity;
|
||||||
|
|
||||||
/** Minimum height a character must reach before jump force is no longer applied even if the jump input is not being held */
|
/** 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="SNG Character Movement|Air|Jump", meta=(ClampMin="0", UIMin="0"))
|
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Jump", meta=(ClampMin="0", UIMin="0"))
|
||||||
float MinJumpHeight;
|
float MinJumpHeight;
|
||||||
|
|
||||||
/** Max time the jump button can be held to give character upward velocity */
|
/** Max time the jump button can be held to give character upward velocity */
|
||||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Air|Jump", meta=(ClampMin="0", UIMin="0"))
|
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Jump", meta=(ClampMin="0", UIMin="0"))
|
||||||
float MaxJumpTime;
|
float MaxJumpTime;
|
||||||
|
|
||||||
void ComputerGravityScaleAndJumpZVelocity();
|
void ComputeGravityScaleAndJumpZVelocity();
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Sets up character velocities and jump parameters like the jump timer
|
* Sets up character velocities and jump parameters like the jump timer
|
||||||
@ -146,16 +179,54 @@ protected:
|
|||||||
void AddJumpForce();
|
void AddJumpForce();
|
||||||
|
|
||||||
/** Default friction when not performing any special actions and in the air */
|
/** Default friction when not performing any special actions and in the air */
|
||||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Air|Defaults", meta=(ClampMin="0", UIMin="0"))
|
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Defaults|Air", meta=(ClampMin="0", UIMin="0"))
|
||||||
float DefaultAirControl;
|
float DefaultAirControl;
|
||||||
|
|
||||||
/** Minimum distance from the ground a character has to be to be able to perform an air dash */
|
/** Minimum distance from the ground a character has to be to be able to perform an air dash */
|
||||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Air|Defaults", meta=(ClampMin="0", UIMin="0"))
|
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Defaults|Air", meta=(ClampMin="0", UIMin="0"))
|
||||||
float MinAllowedDashHeight;
|
float MinAllowedDashHeight;
|
||||||
|
|
||||||
/** Minimum distance from the ground a character has to be to be able to perform an air attack */
|
/** Minimum distance from the ground a character has to be to be able to perform an air attack */
|
||||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Air|Defaults", meta=(ClampMin="0", UIMin="0"))
|
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Defaults|Air", meta=(ClampMin="0", UIMin="0"))
|
||||||
float MinAllowedAttackHeight;
|
float MinAllowedAttackHeight;
|
||||||
|
|
||||||
|
/** Initial lateral velocity when the character dashes */
|
||||||
|
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Dash", meta=(ClampMin="0", UIMin="0"))
|
||||||
|
float DashVelocity;
|
||||||
|
|
||||||
|
/** Initial ground friction when the character dashes */
|
||||||
|
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Dash", meta=(ClampMin="0", UIMin="0"))
|
||||||
|
float DashGroundFriction;
|
||||||
|
|
||||||
|
/** Initial gravity scale when the character dashes */
|
||||||
|
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Dash", meta=(ClampMin="0", UIMin="0"))
|
||||||
|
float DashGravityScale;
|
||||||
|
|
||||||
|
/** How long the character should "float" before the gravity scale is interpolated back to default */
|
||||||
|
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Dash", meta=(ClampMin="0", UIMin="0"))
|
||||||
|
float DashFloatTime;
|
||||||
|
|
||||||
|
/** How fast default gravity scale will be interpolated to after dash is done */
|
||||||
|
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Dash", meta=(ClampMin="0", UIMin="0"))
|
||||||
|
float DashGravityToDefaultSpeed;
|
||||||
|
|
||||||
|
/** How long the character should "slide" before the ground friction is interpolated back to default */
|
||||||
|
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Dash", meta=(ClampMin="0", UIMin="0"))
|
||||||
|
float DashSlideTime;
|
||||||
|
|
||||||
|
/** How fast default ground friction will be interpolated to after dash is done */
|
||||||
|
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Dash", meta=(ClampMin="0", UIMin="0"))
|
||||||
|
float DashGroundFrictionToDefaultSpeed;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief Interpolates current movement parameters (i.e. GravityScale, MaxWalkSpeed, GroundFrinction) to the values
|
||||||
|
* specified by the parameters corresponding target value (i.e. GravityScale will be interpolated to TargetGravityScale).
|
||||||
|
* The interpolation speed is determined by the parameters corresponding speed value (i.e. GravityScale is interpolated
|
||||||
|
* to TargetGravityScale by a speed of GravityScaleInterpSpeed).
|
||||||
|
*
|
||||||
|
* This function is called every component tick.
|
||||||
|
*/
|
||||||
|
void InterpolateMovementParameters(float DeltaTime);
|
||||||
|
|
||||||
virtual void BeginPlay() override;
|
virtual void BeginPlay() override;
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user