Beginnings of a better dash
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							@ -3,6 +3,7 @@
 | 
			
		||||
 | 
			
		||||
#include "Components/SNGCharacterMovementComponent.h"
 | 
			
		||||
 | 
			
		||||
#include "GameFramework/Character.h"
 | 
			
		||||
#include "Kismet/KismetMathLibrary.h"
 | 
			
		||||
#include "PhysicsEngine/PhysicsSettings.h"
 | 
			
		||||
 | 
			
		||||
@ -32,7 +33,16 @@ USNGCharacterMovementComponent::USNGCharacterMovementComponent()
 | 
			
		||||
	// jump
 | 
			
		||||
	MaxJumpHeight = 250.0f;
 | 
			
		||||
	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
 | 
			
		||||
@ -58,14 +68,33 @@ USNGCharacterMovementComponent::USNGCharacterMovementComponent()
 | 
			
		||||
 */
 | 
			
		||||
void USNGCharacterMovementComponent::RestoreMovementDefaults()
 | 
			
		||||
{
 | 
			
		||||
	GroundFriction = DefaultGroundFriction;
 | 
			
		||||
	GravityScale = DefaultGravityScale;
 | 
			
		||||
	GroundFriction = TargetGroundFriction = DefaultGroundFriction;
 | 
			
		||||
	GravityScale = TargetGravityScale = DefaultGravityScale;
 | 
			
		||||
	RotationRate = DefaultRotationRate;
 | 
			
		||||
	MaxWalkSpeed = DefaultMaxWalkSpeed;
 | 
			
		||||
	MaxWalkSpeed = TargetMaxWalkSpeed = DefaultMaxWalkSpeed;
 | 
			
		||||
	AirControl = DefaultAirControl;
 | 
			
		||||
	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
 | 
			
		||||
void USNGCharacterMovementComponent::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
 | 
			
		||||
{
 | 
			
		||||
@ -76,7 +105,7 @@ void USNGCharacterMovementComponent::PostEditChangeProperty(FPropertyChangedEven
 | 
			
		||||
		PropertyThatChanged && PropertyThatChanged->GetFName() == GET_MEMBER_NAME_CHECKED(USNGCharacterMovementComponent, DesiredJumpDuration))
 | 
			
		||||
	{
 | 
			
		||||
		// Compute WalkableFloorZ from the Angle.
 | 
			
		||||
		ComputerGravityScaleAndJumpZVelocity();
 | 
			
		||||
		ComputeGravityScaleAndJumpZVelocity();
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
@ -85,16 +114,17 @@ void USNGCharacterMovementComponent::PostLoad()
 | 
			
		||||
	Super::PostLoad();
 | 
			
		||||
 | 
			
		||||
	// Compute gravity scale and jump z velocity for first time
 | 
			
		||||
	ComputerGravityScaleAndJumpZVelocity();
 | 
			
		||||
	ComputeGravityScaleAndJumpZVelocity();
 | 
			
		||||
}
 | 
			
		||||
#endif // WITH_EDITOR
 | 
			
		||||
 | 
			
		||||
void USNGCharacterMovementComponent::OnSprintTimer()
 | 
			
		||||
{
 | 
			
		||||
	bIsSprinting = true;
 | 
			
		||||
	TargetMaxWalkSpeed = SprintingMaxWalkSpeed;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void USNGCharacterMovementComponent::ComputerGravityScaleAndJumpZVelocity()
 | 
			
		||||
void USNGCharacterMovementComponent::ComputeGravityScaleAndJumpZVelocity()
 | 
			
		||||
{
 | 
			
		||||
	float HalfJumpDuration = DesiredJumpDuration / 2.0f;
 | 
			
		||||
	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()
 | 
			
		||||
{
 | 
			
		||||
	Super::BeginPlay();
 | 
			
		||||
@ -146,23 +214,16 @@ void USNGCharacterMovementComponent::TickComponent(float DeltaTime, ELevelTick T
 | 
			
		||||
			TimeToInitiateSprint, false);
 | 
			
		||||
	}
 | 
			
		||||
	
 | 
			
		||||
	if(LateralSpeed < SprintLateralSpeedThreshold && GetWorld()->GetTimerManager().IsTimerActive(TimerHandle_SprintTimer))
 | 
			
		||||
	if(LateralSpeed < SprintLateralSpeedThreshold)
 | 
			
		||||
	{
 | 
			
		||||
		if(GetWorld()->GetTimerManager().IsTimerActive(TimerHandle_SprintTimer))
 | 
			
		||||
		{
 | 
			
		||||
			GetWorld()->GetTimerManager().ClearTimer(TimerHandle_SprintTimer);
 | 
			
		||||
		}
 | 
			
		||||
		bIsSprinting = false;
 | 
			
		||||
		TargetMaxWalkSpeed = DefaultMaxWalkSpeed;
 | 
			
		||||
		MaxWalkSpeedInterpSpeed = WalkToSprintInterpSpeed;
 | 
			
		||||
	}
 | 
			
		||||
	
 | 
			
		||||
	// 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;
 | 
			
		||||
	*/
 | 
			
		||||
	InterpolateMovementParameters(DeltaTime);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
@ -37,6 +37,9 @@ protected:
 | 
			
		||||
	UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Animations")
 | 
			
		||||
	UAnimMontage* JumpBackMontage;
 | 
			
		||||
	
 | 
			
		||||
	UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Animations")
 | 
			
		||||
	UAnimMontage* DashMontage;
 | 
			
		||||
	
 | 
			
		||||
	UPROPERTY(BlueprintReadWrite)
 | 
			
		||||
	bool CanMove;
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
@ -29,6 +29,9 @@ public:
 | 
			
		||||
	UFUNCTION(BlueprintCallable)
 | 
			
		||||
	void RestoreMovementDefaults();
 | 
			
		||||
 | 
			
		||||
	UFUNCTION(BlueprintCallable)
 | 
			
		||||
	void Dash();
 | 
			
		||||
	
 | 
			
		||||
	/**
 | 
			
		||||
	 *	Gets bool whether the character is currently in the sprinting state
 | 
			
		||||
	 */
 | 
			
		||||
@ -39,41 +42,59 @@ public:
 | 
			
		||||
	virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override;
 | 
			
		||||
#endif // WITH_EDITOR
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
	
 | 
			
		||||
protected:
 | 
			
		||||
	// default 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;
 | 
			
		||||
 | 
			
		||||
	/** Default ground walk speed when not performing any special actions */
 | 
			
		||||
	UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Ground|Defaults", meta=(ClampMin="0", UIMin="0"))
 | 
			
		||||
	float DefaultMaxWalkSpeed;
 | 
			
		||||
	/** 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 */
 | 
			
		||||
	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;
 | 
			
		||||
 | 
			
		||||
	/** 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 */
 | 
			
		||||
	UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="SNG Character Movement|Defaults|Ground", meta=(ClampMin="0", UIMin="0"))
 | 
			
		||||
	FRotator DefaultRotationRate;
 | 
			
		||||
	
 | 
			
		||||
	// 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;
 | 
			
		||||
 | 
			
		||||
	/** 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;
 | 
			
		||||
 | 
			
		||||
	/** 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;
 | 
			
		||||
	
 | 
			
		||||
	/** 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;
 | 
			
		||||
 | 
			
		||||
	/** 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;
 | 
			
		||||
	
 | 
			
		||||
	FTimerHandle TimerHandle_SprintTimer;
 | 
			
		||||
@ -95,19 +116,31 @@ protected:
 | 
			
		||||
 | 
			
		||||
	// airborne
 | 
			
		||||
	/** 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;
 | 
			
		||||
 | 
			
		||||
	/** 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;
 | 
			
		||||
 | 
			
		||||
	/** 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.
 | 
			
		||||
	 *
 | 
			
		||||
	 *	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;
 | 
			
		||||
 | 
			
		||||
	/**
 | 
			
		||||
@ -116,22 +149,22 @@ protected:
 | 
			
		||||
	 *
 | 
			
		||||
	 *	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;
 | 
			
		||||
	
 | 
			
		||||
	/** 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;
 | 
			
		||||
	
 | 
			
		||||
	/** 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;
 | 
			
		||||
 | 
			
		||||
	/** 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;
 | 
			
		||||
 | 
			
		||||
	void ComputerGravityScaleAndJumpZVelocity();
 | 
			
		||||
	void ComputeGravityScaleAndJumpZVelocity();
 | 
			
		||||
	
 | 
			
		||||
	/**
 | 
			
		||||
	 *	Sets up character velocities and jump parameters like the jump timer	
 | 
			
		||||
@ -146,17 +179,55 @@ protected:
 | 
			
		||||
	void AddJumpForce();
 | 
			
		||||
 | 
			
		||||
	/** 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;
 | 
			
		||||
 | 
			
		||||
	/** 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;
 | 
			
		||||
 | 
			
		||||
	/** 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;
 | 
			
		||||
 | 
			
		||||
	/** 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 TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
 | 
			
		||||
 | 
			
		||||
		Loading…
	
		Reference in New Issue
	
	Block a user