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XmsCharacter.cpp
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55 lines (46 loc) · 2.17 KB
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// Copyright (c) 2025 Xist.GG LLC
#include "XmsCharacter.h"
#include "UObject/ConstructorHelpers.h"
#include "Camera/CameraComponent.h"
#include "Components/CapsuleComponent.h"
#include "GameFramework/CharacterMovementComponent.h"
#include "GameFramework/PlayerController.h"
#include "GameFramework/SpringArmComponent.h"
#include "Materials/Material.h"
#include "Engine/World.h"
#include "EntityBuilders/XmsEntityBuilderComponent.h"
AXmsCharacter::AXmsCharacter()
{
// Set size for player capsule
GetCapsuleComponent()->InitCapsuleSize(42.f, 96.0f);
// Don't rotate character to camera direction
bUseControllerRotationPitch = false;
bUseControllerRotationYaw = false;
bUseControllerRotationRoll = false;
// Configure character movement
GetCharacterMovement()->bOrientRotationToMovement = true; // Rotate character to moving direction
GetCharacterMovement()->RotationRate = FRotator(0.f, 640.f, 0.f);
GetCharacterMovement()->bConstrainToPlane = true;
GetCharacterMovement()->bSnapToPlaneAtStart = true;
// Create a camera boom...
CameraBoom = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraBoom"));
CameraBoom->SetupAttachment(RootComponent);
CameraBoom->SetUsingAbsoluteRotation(true); // Don't want arm to rotate when character does
CameraBoom->TargetArmLength = 10000.f;
CameraBoom->SetRelativeRotation(FRotator(-89.9f, 0.f, 0.f));
CameraBoom->bDoCollisionTest = false; // Don't want to pull camera in when it collides with level
// Create a camera...
TopDownCameraComponent = CreateDefaultSubobject<UCameraComponent>(TEXT("TopDownCamera"));
TopDownCameraComponent->SetupAttachment(CameraBoom, USpringArmComponent::SocketName);
TopDownCameraComponent->bUsePawnControlRotation = false; // Camera does not rotate relative to arm
// Create an auto-build Wisps component
WispEntityBuilderComponent = CreateDefaultSubobject<UXmsEntityBuilderComponent>(TEXT("WispEntityBuilder"));
WispEntityBuilderComponent->EntityMetaType = EXmsEntityMetaType::Wisp;
// Activate ticking in order to update the cursor every frame.
PrimaryActorTick.bCanEverTick = true;
PrimaryActorTick.bStartWithTickEnabled = true;
}
void AXmsCharacter::Tick(float DeltaSeconds)
{
Super::Tick(DeltaSeconds);
}