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C++ GetCharacterMovement函数代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

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20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: GetCharacterMovement

void 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,代码来源:RoguelikeChar.cpp


示例2: MoveForward

void 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,代码来源:FPSCharacter.cpp


示例3: GetCharacterMovement

void 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,代码来源:Mech_RPGCharacter.cpp


示例4: GetCharacterMovement

void 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,代码来源:RadeCharacter.cpp


示例5: ToggleLaserVisibility

void 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,代码来源:RoguelikeChar.cpp


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,代码来源:PlayerCharacter.cpp


示例7: GetCharacterMovement

FVector 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,代码来源:Character.cpp


示例8: GetCharacterMovement

void 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,代码来源:PaperCharacter.cpp


示例9: GetCapsuleComponent

ABatteryCollectorCharacter::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,代码来源:BatteryCollectorCharacter.cpp


示例10: GetCharacterMovement

// Update power level of the character
void 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,代码来源:BatteryCollectorCharacter.cpp


示例11: GetCharacterMovement

// Called when the game starts or when spawned
void ABaseCharacter::BeginPlay()
{
	Super::BeginPlay();
	
	OriginalWalkSpeed = GetCharacterMovement()->MaxWalkSpeed;

	SetCameraView(bIsInFirstPersonView);
}
开发者ID:TheComet93,项目名称:iceweasel,代码行数:9,代码来源:BaseCharacter.cpp


示例12: FConstructorStatics

// Sets default values
ASoldierPawn::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,代码来源:SoldierPawn.cpp


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,代码来源:Cloud10Character.cpp


示例14: Tick

// Called every frame
void 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,代码来源:PlayerCharacter.cpp


示例15: GetCharacterMovement

bool 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,代码来源:NimModCharacter.cpp


示例16: ClientSetIfAcceptMoveInput

void 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,代码来源:TotemCharacter.cpp


示例17: Super

// Sets default values
APlayerCharacter::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,代码来源:PlayerCharacter.cpp


示例18: CharacterJump

void 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,代码来源:MainCharacter.cpp


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,代码来源:BatteryCollectorCharacter.cpp


示例20: Super

AWeaponEssentialsCharacter::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,代码来源:WeaponEssentialsCharacter.cpp



注:本文中的GetCharacterMovement函数示例由纯净天空整理自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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