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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: GetWorldvoid 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: AddControllerPitchInputvoid 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: GetWorldvoid 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: AddControllerPitchInputvoid 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: AddControllerPitchInputvoid 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: GetWorldvoid 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: AddControllerPitchInputvoid 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: GetWorldvoid 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: AddControllerPitchInputvoid 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: GetWorldvoid 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: AddControllerPitchInputvoid 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: AddControllerPitchInputvoid 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: AddControllerPitchInputvoid 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: AddControllerPitchInputvoid 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: AddControllerPitchInputvoid 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: AddControllerPitchInputvoid 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: AddControllerPitchInputvoid 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: AddControllerPitchInputvoid 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: AddControllerPitchInputvoid 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: AddControllerPitchInputvoid 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。 C++ AddCreature函数代码示例 C++ AddComponent函数代码示例 |