这篇教程C++ GetCharacterMovement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GetCharacterMovement函数的典型用法代码示例。如果您正苦于以下问题:C++ GetCharacterMovement函数的具体用法?C++ GetCharacterMovement怎么用?C++ GetCharacterMovement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GetCharacterMovement函数的27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: GetCharacterMovementvoid ARoguelikeChar::ChangeStamina(float Amount){ CurrentStamina += Amount; if (bIsOnCooldown) { if (CurrentStamina > CooldownResetLim) { bIsOnCooldown = false; } } if (CurrentStamina <= 0) { CurrentStamina = 0; bIsSprinting = false; PlayerAnimationInstance->bIsSprinting = bIsSprinting; StaminaRate = StaminaRate * (-0.5f); GetCharacterMovement()->MaxWalkSpeed = InitialMovementSpeed; bIsOnCooldown = true; } else if (CurrentStamina > MaxStamina) { CurrentStamina = MaxStamina; } PlayerController->UpdateUI();}
开发者ID:DigitalDok,项目名称:MyPortfolioSnippets,代码行数:31,
示例2: MoveForwardvoid AFPSCharacter::MoveForward(float Value){ if ( (Controller != NULL) && (Value != 0.0f) ) { // find out which way is forward FRotator Rotation = Controller->GetControlRotation(); // Limit pitch when walking or falling if (GetCharacterMovement()->IsMovingOnGround() || GetCharacterMovement()->IsFalling() ) { Rotation.Pitch = 0.0f; } // add movement in that direction const FVector Direction = FRotationMatrix(Rotation).GetScaledAxis(EAxis::X); AddMovementInput(Direction, Value); }}
开发者ID:jhallard,项目名称:FPSProject,代码行数:16,
示例3: GetCharacterMovementvoid AMech_RPGCharacter::BeginPlay() { Super::BeginPlay(); GetCharacterMovement()->SetAvoidanceEnabled(true); if (IsPendingKill()) { return; } if (!UseLoadout) { //CreatePresetRole(StartingRole()); } else { SetupWithLoadout(); } if (abilities.Num() > 0) { SetCurrentAbility(abilities[0]); } //SetUpGroup(); SetUpWidgets(); if (OnPostBeginPlay.IsBound()) { OnPostBeginPlay.Broadcast(this); }}
开发者ID:belven,项目名称:Mech_RPG,代码行数:25,
示例4: GetCharacterMovementvoid ARadeCharacter::DoubleJump_Implementation(){ // Set player Velocity on server GetCharacterMovement()->Velocity.Z += JumpJetPack.CurrentChargePercent*JumpJetPack.PushPower; JumpJetPack.CurrentChargePercent = 0; bCanFillJetPack = false;}
开发者ID:dcyoung,项目名称:Rade,代码行数:7,
示例5: ToggleLaserVisibilityvoid ARoguelikeChar::InitializeGameplayStats(){ BulletsLeft_A = (User_BulletsLeft_A > 0) ? MaxAmmoHolderSize : 0; BulletsLeft_B = (User_BulletsLeft_B > 0) ? MaxAmmoHolderSize : 0; BulletsLeft_C = (User_BulletsLeft_C > 0) ? MaxAmmoHolderSize : 0; BulletsLeft_A_Total = User_BulletsLeft_A; BulletsLeft_B_Total = User_BulletsLeft_B; BulletsLeft_C_Total = User_BulletsLeft_C; MaxStamina = 100.0f; CurrentStamina = MaxStamina; MaxHealth = 100.0f; CurrentHealth = MaxHealth; Kills = 0; Wave = 1; PlayerAnimationInstance->bCanShoot = true; DeathCamera->Deactivate(); ToggleLaserVisibility(false); InitialMovementSpeed = GetCharacterMovement()->MaxWalkSpeed; bIsAiming = bIsSprinting = false; PlayerController->UpdateUI();}
开发者ID:DigitalDok,项目名称:MyPortfolioSnippets,代码行数:30,
示例6: GetCharacterMovement/*** Update the default max speed rate with new rate.** @param Speed to move* @return void**/void APlayerCharacter::SetSpeed(float speed){ if(!SpeedBoostActive) { GetCharacterMovement()->MaxWalkSpeed = speed; }}
开发者ID:jackdurnford,项目名称:MidnightSnag,代码行数:13,
示例7: GetCharacterMovementFVector ACharacter::GetNavAgentLocation() const{ FVector AgentLocation = FNavigationSystem::InvalidLocation; if (GetCharacterMovement() != nullptr) { AgentLocation = GetCharacterMovement()->GetActorFeetLocation(); } if (FNavigationSystem::IsValidLocation(AgentLocation) == false && CapsuleComponent != nullptr) { AgentLocation = GetActorLocation() - FVector(0, 0, CapsuleComponent->GetScaledCapsuleHalfHeight()); } return AgentLocation;}
开发者ID:amyvmiwei,项目名称:UnrealEngine4,代码行数:16,
示例8: GetCharacterMovementvoid APaperCharacter::PostInitializeComponents(){ Super::PostInitializeComponents(); if (!IsPendingKill()) { if (Sprite) { // force animation tick after movement component updates if (Sprite->PrimaryComponentTick.bCanEverTick && GetCharacterMovement()) { Sprite->PrimaryComponentTick.AddPrerequisite(GetCharacterMovement(), GetCharacterMovement()->PrimaryComponentTick); } } }}
开发者ID:PickUpSU,项目名称:UnrealEngine4,代码行数:16,
示例9: GetCapsuleComponentABatteryCollectorCharacter::ABatteryCollectorCharacter(){ // Set size for collision capsule GetCapsuleComponent()->InitCapsuleSize(42.f, 96.0f); // set our turn rates for input BaseTurnRate = 45.f; BaseLookUpRate = 45.f; // Don't rotate when the controller rotates. Let that just affect the camera. bUseControllerRotationPitch = false; bUseControllerRotationYaw = false; bUseControllerRotationRoll = false; // Configure character movement GetCharacterMovement()->bOrientRotationToMovement = true; // Character moves in the direction of input... GetCharacterMovement()->RotationRate = FRotator(0.0f, 540.0f, 0.0f); // ...at this rotation rate GetCharacterMovement()->JumpZVelocity = 600.f; GetCharacterMovement()->AirControl = 0.2f; // Create a camera boom (pulls in towards the player if there is a collision) CameraBoom = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraBoom")); CameraBoom->AttachTo(RootComponent); CameraBoom->TargetArmLength = 300.0f; // The camera follows at this distance behind the character CameraBoom->bUsePawnControlRotation = true; // Rotate the arm based on the controller // Create a follow camera FollowCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("FollowCamera")); FollowCamera->AttachTo(CameraBoom, USpringArmComponent::SocketName); // Attach the camera to the end of the boom and let the boom adjust to match the controller orientation FollowCamera->bUsePawnControlRotation = false; // Camera does not rotate relative to arm // Collection Sphere CollectionSphere = CreateDefaultSubobject<USphereComponent>(TEXT("CollectionSphere")); CollectionSphere->AttachTo(RootComponent); CollectionSphere->SetSphereRadius(200); // Set Power Level InitialPower = 2000; CharacterPower = InitialPower; // Set speed SpeedFactor = 0.75f; BaseSpeed = 10; // Note: The skeletal mesh and anim blueprint references on the Mesh component (inherited from Character) // are set in the derived blueprint asset named MyCharacter (to avoid direct content references in C++)}
开发者ID:DrunkReaperMatt,项目名称:BatteryCollector,代码行数:47,
示例10: GetCharacterMovement// Update power level of the charactervoid ABatteryCollectorCharacter::UpdatePower(float PowerChange){ CharacterPower += PowerChange; // change speed based on power GetCharacterMovement()->MaxWalkSpeed = BaseSpeed + SpeedFactor * CharacterPower; // call visual effect PowerChangeEffect();}
开发者ID:digitaldominus,项目名称:BatteryCollector,代码行数:9,
示例11: GetCharacterMovement// Called when the game starts or when spawnedvoid ABaseCharacter::BeginPlay(){ Super::BeginPlay(); OriginalWalkSpeed = GetCharacterMovement()->MaxWalkSpeed; SetCameraView(bIsInFirstPersonView);}
开发者ID:TheComet93,项目名称:iceweasel,代码行数:9,
示例12: FConstructorStatics// Sets default valuesASoldierPawn::ASoldierPawn(){ struct FConstructorStatics { ConstructorHelpers::FObjectFinderOptional<UPaperFlipbook> RunAnimationAsset; ConstructorHelpers::FObjectFinderOptional<UPaperFlipbook> IdleAnimationAsset; FConstructorStatics() : RunAnimationAsset(TEXT("/Game/2dSideScroller/Animation/Soldier/Run.Run")), IdleAnimationAsset(TEXT("/Game/2dSideScroller/Animation/Soldier/Idle.Idle")) { } }; static FConstructorStatics ConstructorStatics; RunAnimation = ConstructorStatics.RunAnimationAsset.Get(); IdleAnimation = ConstructorStatics.IdleAnimationAsset.Get(); GetSprite()->SetFlipbook(IdleAnimation); GetSprite()->SetRelativeScale3D(FVector(4.5, 1, 4.5)); // Use only Yaw from the controller and ignore the rest of the rotation. bUseControllerRotationPitch = false; bUseControllerRotationYaw = true; bUseControllerRotationRoll = false; // Set the size of our collision capsule. GetCapsuleComponent()->SetCapsuleHalfHeight(90); GetCapsuleComponent()->SetCapsuleRadius(43); GetCapsuleComponent()->SetRelativeLocation(FVector(-25, 0, 0)); // Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it. // PrimaryActorTick.bCanEverTick = true; RootComponent = CreateDefaultSubobject<USceneComponent>(TEXT("Root Component")); // Configure character movement GetCharacterMovement()->GravityScale = 2.0f; GetCharacterMovement()->AirControl = 0.80f; GetCharacterMovement()->JumpZVelocity = 1000.f; GetCharacterMovement()->GroundFriction = 3.0f; GetCharacterMovement()->MaxWalkSpeed = 600.0f; GetCharacterMovement()->MaxFlySpeed = 600.0f; // Lock character motion onto the XZ plane, so the character can't move in or out of the screen GetCharacterMovement()->bConstrainToPlane = true; GetCharacterMovement()->SetPlaneConstraintNormal(FVector(0, -1, 0)); GetCharacterMovement()->bUseFlatBaseForFloorChecks = true;}
开发者ID:NightWolf007,项目名称:ContraProject,代码行数:52,
示例13: void ACloud10Character::Jump(){ JumpKeyHoldTime = 0.0f; if (GetCharacterMovement()->IsMovingOnGround()) bPressedJump = true; else bPressedJump = false;}
开发者ID:KaroA,项目名称:Cloud-10,代码行数:8,
示例14: Tick// Called every framevoid APlayerCharacter::Tick( float DeltaTime ){ Super::Tick( DeltaTime ); if (_jumpCount > 0 && GetCharacterMovement()->IsMovingOnGround()) { _jumpCount = 0; }}
开发者ID:Zyrst,项目名称:Run,代码行数:9,
示例15: GetCharacterMovementbool ANimModCharacter::IsCrouched() const{ UCharacterMovementComponent* MoveComp = GetCharacterMovement(); if (MoveComp) return MoveComp->IsCrouching(); return bIsCrouched;}
开发者ID:Nimgoble,项目名称:NimMod,代码行数:8,
示例16: ClientSetIfAcceptMoveInputvoid ATotemCharacter::EnterDeath(){ ClientSetIfAcceptMoveInput(false); bCanBasicAttack = false; bCanUseAbility = false; bAcceptCameraChange = false; GetCharacterMovement()->Velocity = FVector(0.0f);}
开发者ID:whiteeat,项目名称:TotemCodeSample,代码行数:8,
示例17: Super// Sets default valuesAPlayerCharacter::APlayerCharacter(const class FObjectInitializer& PCIP) : Super(), Utils(Utilities(this)) { // Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it. PrimaryActorTick.bCanEverTick = true; CreateComponentFromTemplate(NewObject<UInventoryComponent>()); GetCharacterMovement()->GetNavAgentPropertiesRef().bCanCrouch = true; selectedQuickSlot = Primary;}
开发者ID:TriFuse-Infrared,项目名称:Oncoming-Pre-Alpha,代码行数:9,
示例18: CharacterJumpvoid AMainCharacter::CharacterJump(){ if (GetCharacterMovement()->IsMovingOnGround()) { PlayCharacterSound(JumpSound); } AMainCharacter::Jump();}
开发者ID:rcktscnc,项目名称:unreal-project,代码行数:8,
示例19: GetCharacterMovement/** * Function to update character power * @param _powerChange amount to change power */void ABatteryCollectorCharacter::UpdatePower(float _powerChange){ _characterPower += _powerChange; GetCharacterMovement() -> MaxWalkSpeed = (_baseSpeed + _speedFactor * _characterPower); // Visual effect PowerChangeEffect();}
开发者ID:benji011,项目名称:Battery-Collector,代码行数:12,
示例20: SuperAWeaponEssentialsCharacter::AWeaponEssentialsCharacter(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer){ CurrentWeapon = NULL; Inventory.SetNum(3, false); // Set size for collision capsule GetCapsuleComponent()->InitCapsuleSize(42.f, 96.0f); // Set our turn rates for input BaseTurnRate = 45.f; BaseLookUpRate = 45.f; // Don't rotate when the controller rotates. Let that just affect the camera. bUseControllerRotationPitch = false; bUseControllerRotationYaw = false; bUseControllerRotationRoll = false; CollisionComp = ObjectInitializer.CreateDefaultSubobject<UBoxComponent>(this, "CollisionComp"); CollisionComp->AttachParent = GetRootComponent(); CollisionComp->OnComponentBeginOverlap.AddDynamic(this, &AWeaponEssentialsCharacter::OnCollision); // Configure character movement GetCharacterMovement()->bOrientRotationToMovement = true; // Character moves in the direction of input... GetCharacterMovement()->RotationRate = FRotator(0.0f, 540.0f, 0.0f); // ...at this rotation rate GetCharacterMovement()->JumpZVelocity = 600.f; GetCharacterMovement()->AirControl = 0.2f; // Create a camera boom (pulls in towards the player if there is a collision) CameraBoom = ObjectInitializer.CreateDefaultSubobject<USpringArmComponent>(this, TEXT("CameraBoom")); CameraBoom->AttachParent = GetRootComponent(); CameraBoom->TargetArmLength = 300.0f; // The camera follows at this distance behind the character CameraBoom->bUsePawnControlRotation = true; // Rotate the arm based on the controller // Create a follow camera FollowCamera = ObjectInitializer.CreateDefaultSubobject<UCameraComponent>(this, TEXT("FollowCamera")); FollowCamera->AttachTo(CameraBoom, USpringArmComponent::SocketName); // Attach the camera to the end of the boom and let the boom adjust to match the controller orientation FollowCamera->bUsePawnControlRotation = false; // Camera does not rotate relative to arm /* Note: The skeletal mesh and anim blueprint references on the Mesh component (inherited from Character) * are set in the derived blueprint asset named MyCharacter (to avoid direct content references in C++) */}
开发者ID:CHADALAK1,项目名称:WeaponEssentials4.6,代码行数:45,
示例21: ifvoid ALonelyMenCharacter::SetRagDollPhysics(){ bool bInRagdoll = false; if (IsPendingKill()) { bInRagdoll = false; } else if (!GetMesh() || !GetMesh()->GetPhysicsAsset()) { bInRagdoll = false; } else { //init physics GetMesh()->SetAllBodiesSimulatePhysics(true); GetMesh()->SetSimulatePhysics(true); GetMesh()->WakeAllRigidBodies(); GetMesh()->bBlendPhysics = true; bInRagdoll = true; } GetCharacterMovement()->StopMovementImmediately(); GetCharacterMovement()->DisableMovement(); GetCharacterMovement()->SetComponentTickEnabled(false); if (!bInRagdoll) { //hide and set short lifespan TurnOff(); SetActorHiddenInGame(true); SetLifeSpan(1.0f); } else { float beginTime, endTime; GetMesh()->AnimScriptInstance->GetCurrentActiveMontage()->GetSectionStartAndEndTime(0, beginTime, endTime); SetLifeSpan(endTime - endTime*0.4); }}
开发者ID:willcong,项目名称:LonelyMen,代码行数:45,
示例22: GetCharacterMovement/*Description: Initializes the Harpoon Shot*/void APoseidonCharacter::PrepareGrapple(){ MovementSpeed = 125.0f; GetCharacterMovement()->MaxWalkSpeed = MovementSpeed; AnimationBool(AimReady, true); mIsGrappleReady = true; mChangeFieldOfView = true;}
开发者ID:AndreaOsorio,项目名称:PSI,代码行数:10,
示例23: IsRunningbool ANimModCharacter::IsRunning() const{ if (!GetCharacterMovement()) { return false; } return (bWantsToRun || bWantsToRunToggled) && !GetVelocity().IsZero() && (GetVelocity().GetSafeNormal2D() | GetActorRotation().Vector()) > -0.1;}
开发者ID:Nimgoble,项目名称:NimMod,代码行数:9,
示例24: GetCapsuleComponent// Sets default valuesASpriteCharacter::ASpriteCharacter(){ // 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 = false; // Rotate character to moving direction GetCharacterMovement()->RotationRate = FRotator(0.f, 640.f, 0.f); GetCharacterMovement()->bConstrainToPlane = true; GetCharacterMovement()->bSnapToPlaneAtStart = true; GetCharacterMovement()->MaxWalkSpeed = 1800.f;}
开发者ID:PedroMoniz,项目名称:UE4AgentSlick,代码行数:19,
示例25: FocusModeOffvoid AMMO_Character::FocusModeOff(){ if (bIsAttacking)return; if (bIsDead)return; if (!GetCharacterMovement()->IsMovingOnGround())return; if (LockedTarget)return; bIsInFocusMode = false;}
开发者ID:DigitalDok,项目名称:MyPortfolioSnippets,代码行数:9,
示例26: IsSprintingbool ASCharacter::IsSprinting() const{ if (!GetCharacterMovement()) return false; return bWantsToRun && !IsTargeting() && !GetVelocity().IsZero() // Don't allow sprint while strafing sideways or standing still (1.0 is straight forward, -1.0 is backward while near 0 is sideways or standing still) && (GetVelocity().GetSafeNormal2D() | GetActorRotation().Vector()) > 0.8; // Changing this value to 0.1 allows for diagonal sprinting. (holding W+A or W+D keys)}
开发者ID:MarcioGeremia,项目名称:EpicSurvivalGameSeries,代码行数:9,
示例27: ActInAir_Implementationvoid AWindShaman::ActInAir_Implementation(){ if (GetCharacterMovement()->IsFalling() && bCanHover && WindMoveState != EWindMoveState::Surfing) { StartHovering(); IsHovering = true; SetWindMoveState(EWindMoveState::Surfing); }}
开发者ID:whiteeat,项目名称:TotemCodeSample,代码行数:9,
注:本文中的GetCharacterMovement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++ GetCheckedAuctionHouseForAuctioneer函数代码示例 C++ GetCharWidth函数代码示例 |