Initial Agrarian Unreal project
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// Copyright Epic Games, Inc. All Rights Reserved.
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#include "SideScrollingCharacter.h"
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#include "GameFramework/CharacterMovementComponent.h"
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#include "Components/CapsuleComponent.h"
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#include "Camera/CameraComponent.h"
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#include "Components/InputComponent.h"
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#include "InputActionValue.h"
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#include "EnhancedInputComponent.h"
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#include "InputAction.h"
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#include "Engine/World.h"
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#include "SideScrollingInteractable.h"
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#include "Kismet/KismetMathLibrary.h"
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#include "TimerManager.h"
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ASideScrollingCharacter::ASideScrollingCharacter()
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{
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PrimaryActorTick.bCanEverTick = true;
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// create the camera component
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Camera = CreateDefaultSubobject<UCameraComponent>(TEXT("Camera"));
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Camera->SetupAttachment(RootComponent);
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Camera->SetRelativeLocationAndRotation(FVector(0.0f, 300.0f, 0.0f), FRotator(0.0f, -90.0f, 0.0f));
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// configure the collision capsule
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GetCapsuleComponent()->SetCapsuleSize(35.0f, 90.0f);
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// configure the Pawn properties
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bUseControllerRotationYaw = false;
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// configure the character movement component
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GetCharacterMovement()->GravityScale = 1.75f;
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GetCharacterMovement()->MaxAcceleration = 1500.0f;
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GetCharacterMovement()->BrakingFrictionFactor = 1.0f;
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GetCharacterMovement()->bUseSeparateBrakingFriction = true;
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GetCharacterMovement()->Mass = 500.0f;
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GetCharacterMovement()->SetWalkableFloorAngle(75.0f);
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GetCharacterMovement()->MaxWalkSpeed = 500.0f;
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GetCharacterMovement()->MinAnalogWalkSpeed = 20.0f;
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GetCharacterMovement()->BrakingDecelerationWalking = 2000.0f;
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GetCharacterMovement()->bIgnoreBaseRotation = true;
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GetCharacterMovement()->PerchRadiusThreshold = 15.0f;
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GetCharacterMovement()->LedgeCheckThreshold = 6.0f;
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GetCharacterMovement()->JumpZVelocity = 750.0f;
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GetCharacterMovement()->AirControl = 1.0f;
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GetCharacterMovement()->RotationRate = FRotator(0.0f, 750.0f, 0.0f);
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GetCharacterMovement()->bOrientRotationToMovement = true;
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GetCharacterMovement()->SetPlaneConstraintNormal(FVector(0.0f, 1.0f, 0.0f));
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GetCharacterMovement()->bConstrainToPlane = true;
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// enable double jump and coyote time
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JumpMaxCount = 3;
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}
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void ASideScrollingCharacter::EndPlay(EEndPlayReason::Type EndPlayReason)
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{
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Super::EndPlay(EndPlayReason);
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// clear the wall jump timer
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GetWorld()->GetTimerManager().ClearTimer(WallJumpTimer);
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}
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void ASideScrollingCharacter::SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent)
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{
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Super::SetupPlayerInputComponent(PlayerInputComponent);
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// Set up action bindings
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if (UEnhancedInputComponent* EnhancedInputComponent = Cast<UEnhancedInputComponent>(PlayerInputComponent))
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{
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// Jumping
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EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Started, this, &ASideScrollingCharacter::DoJumpStart);
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EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Completed, this, &ASideScrollingCharacter::DoJumpEnd);
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// Interacting
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EnhancedInputComponent->BindAction(InteractAction, ETriggerEvent::Triggered, this, &ASideScrollingCharacter::DoInteract);
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// Moving
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EnhancedInputComponent->BindAction(MoveAction, ETriggerEvent::Triggered, this, &ASideScrollingCharacter::Move);
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// Dropping from platform
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EnhancedInputComponent->BindAction(DropAction, ETriggerEvent::Triggered, this, &ASideScrollingCharacter::Drop);
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EnhancedInputComponent->BindAction(DropAction, ETriggerEvent::Completed, this, &ASideScrollingCharacter::DropReleased);
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}
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}
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void ASideScrollingCharacter::NotifyHit(class UPrimitiveComponent* MyComp, AActor* Other, class UPrimitiveComponent* OtherComp, bool bSelfMoved, FVector HitLocation, FVector HitNormal, FVector NormalImpulse, const FHitResult& Hit)
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{
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Super::NotifyHit(MyComp, Other, OtherComp, bSelfMoved, HitLocation, HitNormal, NormalImpulse, Hit);
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// only apply push impulse if we're falling
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if (!GetCharacterMovement()->IsFalling())
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{
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return;
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}
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// ensure the colliding component is valid
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if (OtherComp)
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{
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// ensure the component is movable and simulating physics
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if (OtherComp->Mobility == EComponentMobility::Movable && OtherComp->IsSimulatingPhysics())
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{
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const FVector PushDir = FVector(ActionValueY > 0.0f ? 1.0f : -1.0f, 0.0f, 0.0f);
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// push the component away
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OtherComp->AddImpulse(PushDir * JumpPushImpulse, NAME_None, true);
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}
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}
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}
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void ASideScrollingCharacter::Landed(const FHitResult& Hit)
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{
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// reset the double jump
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bHasDoubleJumped = false;
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}
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void ASideScrollingCharacter::OnMovementModeChanged(EMovementMode PrevMovementMode, uint8 PreviousCustomMode /*= 0*/)
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{
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Super::OnMovementModeChanged(PrevMovementMode, PreviousCustomMode);
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// are we falling?
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if (GetCharacterMovement()->MovementMode == EMovementMode::MOVE_Falling)
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{
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// save the game time when we started falling, so we can check it later for coyote time jumps
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LastFallTime = GetWorld()->GetTimeSeconds();
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}
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}
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void ASideScrollingCharacter::Move(const FInputActionValue& Value)
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{
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FVector2D MoveVector = Value.Get<FVector2D>();
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// route the input
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DoMove(MoveVector.Y);
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}
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void ASideScrollingCharacter::Drop(const FInputActionValue& Value)
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{
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// route the input
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DoDrop(Value.Get<float>());
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}
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void ASideScrollingCharacter::DropReleased(const FInputActionValue& Value)
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{
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// reset the input
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DoDrop(0.0f);
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}
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void ASideScrollingCharacter::DoMove(float Forward)
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{
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// is movement temporarily disabled after wall jumping?
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if (!bHasWallJumped)
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{
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// save the movement values
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ActionValueY = Forward;
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// figure out the movement direction
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const FVector MoveDir = FVector(1.0f, Forward > 0.0f ? 0.1f : -0.1f, 0.0f);
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// apply the movement input
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AddMovementInput(MoveDir, Forward);
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}
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}
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void ASideScrollingCharacter::DoDrop(float Value)
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{
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// save the movement value
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DropValue = Value;
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}
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void ASideScrollingCharacter::DoJumpStart()
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{
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// handle advanced jump behaviors
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MultiJump();
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}
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void ASideScrollingCharacter::DoJumpEnd()
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{
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StopJumping();
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}
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void ASideScrollingCharacter::DoInteract()
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{
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// do a sphere trace to look for interactive objects
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FHitResult OutHit;
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const FVector Start = GetActorLocation();
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const FVector End = Start + FVector(100.0f, 0.0f, 0.0f);
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FCollisionShape ColSphere;
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ColSphere.SetSphere(InteractionRadius);
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FCollisionObjectQueryParams ObjectParams;
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ObjectParams.AddObjectTypesToQuery(ECC_Pawn);
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ObjectParams.AddObjectTypesToQuery(ECC_WorldDynamic);
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FCollisionQueryParams QueryParams;
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QueryParams.AddIgnoredActor(this);
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if (GetWorld()->SweepSingleByObjectType(OutHit, Start, End, FQuat::Identity, ObjectParams, ColSphere, QueryParams))
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{
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// have we hit an interactable?
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if (ISideScrollingInteractable* Interactable = Cast<ISideScrollingInteractable>(OutHit.GetActor()))
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{
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// interact
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Interactable->Interaction(this);
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}
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}
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}
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void ASideScrollingCharacter::MultiJump()
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{
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// does the user want to drop to a lower platform?
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if (DropValue > 0.0f)
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{
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CheckForSoftCollision();
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return;
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}
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// reset the drop value
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DropValue = 0.0f;
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// if we're grounded, disregard advanced jump logic
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if (!GetCharacterMovement()->IsFalling())
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{
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Jump();
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return;
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}
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// if we have a horizontal input, try for wall jump first
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if (!bHasWallJumped && !FMath::IsNearlyZero(ActionValueY))
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{
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// trace ahead of the character for walls
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FHitResult OutHit;
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const FVector Start = GetActorLocation();
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const FVector End = Start + (FVector(ActionValueY > 0.0f ? 1.0f : -1.0f, 0.0f, 0.0f) * WallJumpTraceDistance);
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FCollisionQueryParams QueryParams;
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QueryParams.AddIgnoredActor(this);
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GetWorld()->LineTraceSingleByChannel(OutHit, Start, End, ECC_Visibility, QueryParams);
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if (OutHit.bBlockingHit)
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{
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// rotate to the bounce direction
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const FRotator BounceRot = UKismetMathLibrary::MakeRotFromX(OutHit.ImpactNormal);
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SetActorRotation(FRotator(0.0f, BounceRot.Yaw, 0.0f));
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// calculate the impulse vector
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FVector WallJumpImpulse = OutHit.ImpactNormal * WallJumpHorizontalImpulse;
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WallJumpImpulse.Z = GetCharacterMovement()->JumpZVelocity * WallJumpVerticalMultiplier;
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// launch the character away from the wall
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LaunchCharacter(WallJumpImpulse, true, true);
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// enable wall jump lockout for a bit
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bHasWallJumped = true;
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// schedule wall jump lockout reset
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GetWorld()->GetTimerManager().SetTimer(WallJumpTimer, this, &ASideScrollingCharacter::ResetWallJump, DelayBetweenWallJumps, false);
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return;
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}
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}
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// test for double jump only if we haven't already tested for wall jump
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if (!bHasWallJumped)
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{
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// are we still within coyote time frames?
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if (GetWorld()->GetTimeSeconds() - LastFallTime < MaxCoyoteTime)
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{
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UE_LOG(LogTemp, Warning, TEXT("Coyote Jump"));
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// use the built-in CMC functionality to do the jump
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Jump();
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// no coyote time jump
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} else {
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// The movement component handles double jump but we still need to manage the flag for animation
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if (!bHasDoubleJumped)
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{
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// raise the double jump flag
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bHasDoubleJumped = true;
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// let the CMC handle jump
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Jump();
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}
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}
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}
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}
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void ASideScrollingCharacter::CheckForSoftCollision()
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{
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// reset the drop value
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DropValue = 0.0f;
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// trace down
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FHitResult OutHit;
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const FVector Start = GetActorLocation();
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const FVector End = Start + (FVector::DownVector * SoftCollisionTraceDistance);
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FCollisionObjectQueryParams ObjectParams;
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ObjectParams.AddObjectTypesToQuery(SoftCollisionObjectType);
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FCollisionQueryParams QueryParams;
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QueryParams.AddIgnoredActor(this);
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GetWorld()->LineTraceSingleByObjectType(OutHit, Start, End, ObjectParams, QueryParams);
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// did we hit a soft floor?
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if (OutHit.GetActor())
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{
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// drop through the floor
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SetSoftCollision(true);
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}
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}
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void ASideScrollingCharacter::ResetWallJump()
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{
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// reset the wall jump flag
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bHasWallJumped = false;
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}
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void ASideScrollingCharacter::SetSoftCollision(bool bEnabled)
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{
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// enable or disable collision response to the soft collision channel
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GetCapsuleComponent()->SetCollisionResponseToChannel(SoftCollisionObjectType, bEnabled ? ECR_Ignore : ECR_Block);
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}
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bool ASideScrollingCharacter::HasDoubleJumped() const
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{
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return bHasDoubleJumped;
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}
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bool ASideScrollingCharacter::HasWallJumped() const
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{
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return bHasWallJumped;
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}
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