climbing mode polished
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@@ -19,6 +19,20 @@ void UCustomCharacterMovementComponent::PhysCustom(float DeltaTime, int32 Iterat
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switch (CustomMovementMode)
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{
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case 0:
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{
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PhysClimbing(DeltaTime, Iterations);
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break;
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}
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default:
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// For any other custom mode, fallback to base implementation
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Super::PhysCustom(DeltaTime, Iterations);
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GEngine->AddOnScreenDebugMessage(-1, 15.0f, FColor::Red, TEXT("Movement mode not implemented!"));
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break;
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}
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}
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void UCustomCharacterMovementComponent::PhysClimbing(float DeltaTime, int32 Iterations)
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{
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if (DeltaTime < MIN_TICK_TIME)
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{
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@@ -65,10 +79,20 @@ void UCustomCharacterMovementComponent::PhysCustom(float DeltaTime, int32 Iterat
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UpdatedComponent->SetWorldLocation(NewLocation);
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// Update Rotation
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const FRotator TargetRotation = FRotationMatrix::MakeFromXZ(-SurfaceNormal, FVector::UpVector).Rotator();
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FRotator TargetRotation = FRotationMatrix::MakeFromXZ(-SurfaceNormal, FVector::UpVector).Rotator();
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if (TargetRotation.Pitch < -70.0f)
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{
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TargetRotation = FRotator(0.0f, UpdatedComponent->GetComponentRotation().Yaw, 0.0f);
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UpdatedComponent->SetWorldRotation(TargetRotation);
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SetMovementMode(MOVE_Falling);
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GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Blue, TEXT("Standing up"));
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}
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else
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{
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const FRotator NewRotation = FMath::RInterpTo(UpdatedComponent->GetComponentRotation(), TargetRotation, DeltaTime, 2.f);
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UpdatedComponent->SetWorldRotation(NewRotation);
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}
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}
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else
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{
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// Reset Rotation and set MovementMode to Falling
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@@ -81,16 +105,6 @@ void UCustomCharacterMovementComponent::PhysCustom(float DeltaTime, int32 Iterat
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{
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Velocity = (UpdatedComponent->GetComponentLocation() - OldLocation) / DeltaTime;
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}
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break;
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}
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default:
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// For any other custom mode, fallback to base implementation
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Super::PhysCustom(DeltaTime, Iterations);
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GEngine->AddOnScreenDebugMessage(-1, 15.0f, FColor::Red, TEXT("Movement mode not implemented!"));
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break;
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}
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}
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void UCustomCharacterMovementComponent::OnMovementModeChanged(EMovementMode PreviousMovementMode, uint8 PreviousCustomMode)
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@@ -21,6 +21,7 @@ public:
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protected:
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// Override PhysCustom to handle custom movement mode behaviors
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virtual void PhysCustom(float DeltaTime, int32 Iterations) override;
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void PhysClimbing(float DeltaTime, int32 Iterations);
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virtual void OnMovementModeChanged(EMovementMode PreviousMovementMode, uint8 PreviousCustomMode) override;
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static bool SweepForwardForWall(const ACharacter* Character, FHitResult& OutHit, float SweepDistance = 100.f);
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};
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