Implement camera perspective toggle
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@@ -73,10 +73,26 @@ protected:
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UPROPERTY(EditAnywhere, Category="Input")
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UInputAction* InteractAction;
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/** Toggle between third-person and first-person camera views. */
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UPROPERTY(EditAnywhere, Category="Input")
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UInputAction* ToggleCameraAction;
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/** How far the player can interact with MVP objects. */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Agrarian|Interaction", meta = (ClampMin = "100"))
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float InteractionDistance = 450.0f;
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/** Third-person spring arm distance used when returning from first person. */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Agrarian|Camera", meta = (ClampMin = "0"))
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float ThirdPersonCameraDistance = 400.0f;
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/** Local first-person camera offset relative to the capsule root. */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Agrarian|Camera")
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FVector FirstPersonCameraOffset = FVector(0.0f, 0.0f, 72.0f);
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/** True when this local character is using the optional first-person view. */
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Agrarian|Camera", meta = (AllowPrivateAccess = "true"))
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bool bFirstPersonCamera = false;
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public:
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/** Constructor */
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@@ -98,6 +114,12 @@ protected:
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/** Called for interaction input */
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void Interact();
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/** Called for camera perspective toggle input */
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void ToggleCameraPerspective();
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/** Applies local camera presentation state. */
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void SetFirstPersonCamera(bool bEnableFirstPerson);
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public:
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/** Handles move inputs from either controls or UI interfaces */
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@@ -120,6 +142,10 @@ public:
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UFUNCTION(BlueprintCallable, Category="Agrarian|Interaction")
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virtual void TryInteract();
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/** Returns true when this local character is using first-person camera presentation. */
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UFUNCTION(BlueprintPure, Category="Agrarian|Camera")
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bool IsFirstPersonCamera() const { return bFirstPersonCamera; }
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/** Server-authoritative interaction entry point. */
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UFUNCTION(Server, Reliable)
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void ServerInteract(AActor* TargetActor);
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@@ -144,4 +170,3 @@ public:
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/** Returns BuildingPlacementComponent subobject **/
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FORCEINLINE UAgrarianBuildingPlacementComponent* GetBuildingPlacementComponent() const { return BuildingPlacementComponent; }
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};
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