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自学教程:C++ AddControllerPitchInput函数代码示例

51自学网 2021-06-01 19:40:39
  C++
这篇教程C++ AddControllerPitchInput函数代码示例写得很实用,希望能帮到您。

本文整理汇总了C++中AddControllerPitchInput函数的典型用法代码示例。如果您正苦于以下问题:C++ AddControllerPitchInput函数的具体用法?C++ AddControllerPitchInput怎么用?C++ AddControllerPitchInput使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。

在下文中一共展示了AddControllerPitchInput函数的24个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: GetWorld

void ARoguelikeChar::CharacterMouseLookUpDown(float AxisValue){	if (bIsDead)return;	if (FMath::Abs(AxisValue) > 0.005f)	{		float Amt = AxisValue * TurningSpeed * GetWorld()->GetDeltaSeconds();		if (AxisValue > 0)		{			if (PlayerSpringArm->GetComponentRotation().Pitch + Amt <= -ClampingAngle)				return;			else			{				AddControllerPitchInput(Amt);			}		}		else if (AxisValue < 0)		{			if (PlayerSpringArm->GetComponentRotation().Pitch + Amt >= ClampingAngle)				return;			else			{				AddControllerPitchInput(Amt);			}		}	}}
开发者ID:DigitalDok,项目名称:MyPortfolioSnippets,代码行数:32,


示例2: AddControllerPitchInput

void AOrionSpectatorPawn::LookUpAtRate(float Rate){	AOrionPlayerController *PC = Cast<AOrionPlayerController>(Controller);	if (PC)	{		if (PC->bThirdPersonCamera)			AddControllerPitchInput(Rate * BaseLookUpRate * GetWorld()->GetDeltaSeconds());		else if (PC->bDaveyCam)		{			// calculate delta for this frame from the rate information			AddControllerPitchInput(Rate * BaseLookUpRate * GetWorld()->GetDeltaSeconds());		}	}}
开发者ID:xGundyx,项目名称:GuardiansOfOrion,代码行数:15,


示例3: GetWorld

void AFP_FirstPersonCharacter::TouchUpdate(const ETouchIndex::Type FingerIndex, const FVector Location){	// If we are processing a touch event and this index matches the initial touch event process movement	if ((TouchItem.bIsPressed == true) && (TouchItem.FingerIndex == FingerIndex))	{		if (GetWorld() != nullptr)		{			UGameViewportClient* ViewportClient = GetWorld()->GetGameViewport();			if (ViewportClient != nullptr)			{				FVector MoveDelta = Location - TouchItem.Location;				FVector2D ScreenSize;				ViewportClient->GetViewportSize(ScreenSize);				FVector2D ScaledDelta = FVector2D(MoveDelta.X, MoveDelta.Y) / ScreenSize;				if (ScaledDelta.X != 0.0f)				{					TouchItem.bMoved = true;					float Value = ScaledDelta.X * BaseTurnRate;					AddControllerYawInput(Value);				}				if (ScaledDelta.Y != 0.0f)				{					TouchItem.bMoved = true;					float Value = ScaledDelta.Y* BaseTurnRate;					AddControllerPitchInput(Value);				}				TouchItem.Location = Location;			}			TouchItem.Location = Location;		}	}}
开发者ID:colwalder,项目名称:unrealengine,代码行数:32,


示例4: AddControllerPitchInput

void APlayerCharacter::MoveMouseY(float val){	if (val != 0.0f)	{		AddControllerPitchInput(val);	}}
开发者ID:Zyrst,项目名称:Run,代码行数:7,


示例5: AddControllerPitchInput

void APlayerCharacter::LookUpAtRate(float Rate){	// calculate delta for this frame from the rate information	AddControllerPitchInput(Rate * BaseLookUpRate * GetWorld()->GetDeltaSeconds()); //pitch vertical rotation}
开发者ID:Snowman5717,项目名称:SymphonyOfShadows,代码行数:7,


示例6: GetWorld

void AMobileOpenCVCharacter::TouchUpdate(const ETouchIndex::Type FingerIndex, const FVector Location){	if ((TouchItem.bIsPressed == true) && ( TouchItem.FingerIndex==FingerIndex))	{		if (TouchItem.bIsPressed)		{			if (GetWorld() != nullptr)			{				UGameViewportClient* ViewportClient = GetWorld()->GetGameViewport();				if (ViewportClient != nullptr)				{					FVector MoveDelta = Location - TouchItem.Location;					FVector2D ScreenSize;					ViewportClient->GetViewportSize(ScreenSize);					FVector2D ScaledDelta = FVector2D( MoveDelta.X, MoveDelta.Y) / ScreenSize;														if (ScaledDelta.X != 0.0f)					{						TouchItem.bMoved = true;						float Value = ScaledDelta.X * BaseTurnRate;						AddControllerYawInput(Value);					}					if (ScaledDelta.Y != 0.0f)					{						TouchItem.bMoved = true;						float Value = ScaledDelta.Y* BaseTurnRate;						AddControllerPitchInput(Value);					}					TouchItem.Location = Location;				}				TouchItem.Location = Location;			}		}	}}
开发者ID:brucelane,项目名称:UEMobileOpenCV,代码行数:34,


示例7: AddControllerPitchInput

/*Description: Controls the camera pitch*/void APoseidonCharacter::CameraPitch(float value){	if (!mWasGrappleShot && !mCameraLock)	{		AddControllerPitchInput(value * LookUpBaseRate * GetWorld()->GetDeltaSeconds());	}}
开发者ID:AndreaOsorio,项目名称:PSI,代码行数:8,


示例8: AddControllerPitchInput

void AMMO_Character::TurnUp(float AxisValue){	if (LockedTarget)return;	if (bMantineeHasControl)return;	if (FMath::Abs(AxisValue) > 0.05f)	{		AddControllerPitchInput(AxisValue* TurningSpeed);	}}
开发者ID:DigitalDok,项目名称:MyPortfolioSnippets,代码行数:10,


示例9: GetWorld

void AAvatar::Pitch(float amount){  if (inventory_showing) {    APlayerController* p_controller = GetWorld()->GetFirstPlayerController();    ANPC_HUD* hud = Cast<ANPC_HUD>(p_controller->GetHUD());    hud->MouseMoved();    return;  } else {    AddControllerPitchInput(200.f * amount * GetWorld()->GetDeltaSeconds());  }}
开发者ID:mdurn,项目名称:UnrealSample,代码行数:11,


示例10: AddControllerPitchInput

void ASECharacter::LookUp(float Val){   if (State != ECharacterState::Idle || ZoomState != ECharacterZoomState::None)      return;   auto PS = CastChecked<ASECharacterState>(PlayerState);   if (!PS) return;   if (PS->CursorState == ECharacterCursorState::Locked)      AddControllerPitchInput(Val);}
开发者ID:starryexpanse,项目名称:StarryExpanse,代码行数:11,


示例11: GetWorld

void AAvatar::Pitch( float amount ){	//y	if( inventoryShowing )	{		// if the button is down click drag		APlayerController* PController = GetWorld()->GetFirstPlayerController();		AMyHUD* hud = Cast<AMyHUD>( PController->GetHUD() );		hud->MouseMoved();	}	//else	{		AddControllerPitchInput(200.f*amount * GetWorld()->GetDeltaSeconds());	}}
开发者ID:phillzz,项目名称:GoldenEgg,代码行数:15,


示例12: AddControllerPitchInput

void AAvatar::Pitch(float amount){	AddControllerPitchInput(100.f*amount*GetWorld()->GetDeltaSeconds());}
开发者ID:fredster1777,项目名称:maze,代码行数:4,


示例13: AddControllerPitchInput

void ANimModCharacter::LookUpAtRate(float Val){	// calculate delta for this frame from the rate information	AddControllerPitchInput(Val * BaseLookUpRate * GetWorld()->GetDeltaSeconds());}
开发者ID:Nimgoble,项目名称:NimMod,代码行数:5,


示例14: AddControllerPitchInput

void AWeaponEssentialsCharacter::LookUpAtRate(float Rate){	// Calculate delta for this frame from the rate information	AddControllerPitchInput(Rate * BaseLookUpRate * GetWorld()->GetDeltaSeconds());}
开发者ID:CHADALAK1,项目名称:WeaponEssentials4.6,代码行数:5,


示例15: AddControllerPitchInput

void ABatteryCollectorCharacter::LookUpAtRate(float Rate){	// calculate delta for this frame from the rate information	AddControllerPitchInput(Rate * BaseLookUpRate * GetWorld()->GetDeltaSeconds());}
开发者ID:DrunkReaperMatt,项目名称:BatteryCollector,代码行数:5,


示例16: AddControllerPitchInput

// look up ratevoid AClashOfBallsBall::LookUpAtRate(float Rate){	//UE_LOG(LogTemp, Warning, TEXT("LookUp/Down"));	// calculate delta for this frame from the rate information	AddControllerPitchInput(Rate * BaseLookUpRate * GetWorld()->GetDeltaSeconds());}
开发者ID:eternalst0rm,项目名称:ClashOfBalls,代码行数:7,


示例17: AddControllerPitchInput

void ARewindableReplayDemoCharacter::LookUpAtRate(float Rate){	// calculate delta for this frame from the rate information	AddControllerPitchInput(Rate * BaseLookUpRate * GetWorld()->GetDeltaSeconds());}
开发者ID:jlucka625,项目名称:Rewindable-Replay-System,代码行数:5,


示例18: AddControllerPitchInput

/** * Called via input to turn look up/down at a given rate. * @param Rate	This is a normalized rate, i.e. 1.0 means 100% of desired turn rate */void AMutagenPlayer::LookUpAtRate(float Rate){	// calculate delta for this frame from the rate information	AddControllerPitchInput(Rate * BaseLookUpRate * GetWorld()->GetDeltaSeconds());}
开发者ID:belven,项目名称:Mutagen,代码行数:9,


示例19: AddControllerPitchInput

void AAvatar::Pitch(float amount){    if (!hasWon && !hasLost){        AddControllerPitchInput(-200.f * amount * GetWorld()->GetDeltaSeconds());    }}
开发者ID:nzayatz14,项目名称:MazeGameEnhanced,代码行数:6,


示例20: AddControllerPitchInput

void APlayerCharacter::VerticalMovement(float Value) {    AddControllerPitchInput(Value * mouseSensitivity * GetWorld()->GetDeltaSeconds());}
开发者ID:TriFuse-Infrared,项目名称:Oncoming-Pre-Alpha,代码行数:3,


示例21: AddControllerPitchInput

//Mouse lookvoid AMyCharacter::LookUp(float Val){	AddControllerPitchInput(Val);}
开发者ID:honaj,项目名称:BoatGame,代码行数:5,


示例22: AddControllerPitchInput

void APlayableCharacter::LookUp(float Step){	AddControllerPitchInput(Step);}
开发者ID:ainur-zinnatov,项目名称:DML_UE4_Course,代码行数:4,


示例23: AddControllerPitchInput

void ADefaultPawn::LookUpAtRate(float Rate){	// calculate delta for this frame from the rate information	AddControllerPitchInput(Rate * BaseLookUpRate * GetWorld()->GetDeltaSeconds() * CustomTimeDilation);}
开发者ID:colwalder,项目名称:unrealengine,代码行数:5,


示例24: AddControllerPitchInput

void AKIMCharacter::LookUp(float Value) {	AddControllerPitchInput(Value * BaseLookRate * GetWorld()->GetDeltaSeconds());}
开发者ID:JackHarb89,项目名称:GA2015WSPitch,代码行数:3,



注:本文中的AddControllerPitchInput函数示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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