Tank Movement
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@@ -87,10 +87,10 @@ DefaultViewportMouseLockMode=LockOnCapture
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FOVScale=0.011110
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FOVScale=0.011110
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DoubleClickTime=0.200000
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DoubleClickTime=0.200000
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+ActionMappings=(ActionName="Fire",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=LeftMouseButton)
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+ActionMappings=(ActionName="Fire",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=LeftMouseButton)
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+AxisMappings=(AxisName="MoveForward",Scale=1.000000,Key=W)
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+AxisMappings=(AxisName="MoveForward",Scale=4.000000,Key=W)
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+AxisMappings=(AxisName="MoveForward",Scale=-1.000000,Key=S)
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+AxisMappings=(AxisName="MoveForward",Scale=-4.000000,Key=S)
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+AxisMappings=(AxisName="Turn",Scale=1.000000,Key=D)
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+AxisMappings=(AxisName="Turn",Scale=4.000000,Key=D)
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+AxisMappings=(AxisName="Turn",Scale=-1.000000,Key=A)
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+AxisMappings=(AxisName="Turn",Scale=-4.000000,Key=A)
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+AxisMappings=(AxisName="RotateTurret",Scale=1.000000,Key=MouseX)
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+AxisMappings=(AxisName="RotateTurret",Scale=1.000000,Key=MouseX)
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DefaultPlayerInputClass=/Script/EnhancedInput.EnhancedPlayerInput
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DefaultPlayerInputClass=/Script/EnhancedInput.EnhancedPlayerInput
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DefaultInputComponentClass=/Script/EnhancedInput.EnhancedInputComponent
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DefaultInputComponentClass=/Script/EnhancedInput.EnhancedInputComponent
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@@ -36,12 +36,8 @@ void ABasePawn::Tick(float DeltaTime)
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{
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{
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Super::Tick(DeltaTime);
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Super::Tick(DeltaTime);
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}
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/*FVector DeltaLocation(0.f);
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DeltaLocation.X = 2.f;
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// Called to bind functionality to input
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AddActorLocalOffset(DeltaLocation);*/
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void ABasePawn::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
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{
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Super::SetupPlayerInputComponent(PlayerInputComponent);
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}
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}
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@@ -61,7 +61,4 @@ public:
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// Called every frame
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// Called every frame
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virtual void Tick(float DeltaTime) override;
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virtual void Tick(float DeltaTime) override;
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// Called to bind functionality to input
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virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
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};
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};
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@@ -4,12 +4,41 @@
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#include "Tank.h"
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#include "Tank.h"
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#include "GameFramework/SpringArmComponent.h"
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#include "GameFramework/SpringArmComponent.h"
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#include "Camera/CameraComponent.h"
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#include "Camera/CameraComponent.h"
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#include "Components/InputComponent.h"
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ATank::ATank()
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ATank::ATank()
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{
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{
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SpringArm = CreateDefaultSubobject<USpringArmComponent>(TEXT("Spring Arm"));
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SpringArm = CreateDefaultSubobject<USpringArmComponent>(TEXT("Spring Arm"));
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SpringArm->SetupAttachment(RootComponent);
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SpringArm->SetupAttachment(RootComponent);
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Camera = CreateDefaultSubobject<UCameraComponent>(TEXT("Camera"));
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Camera = CreateDefaultSubobject<UCameraComponent>(TEXT("Camera"));
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Camera->SetupAttachment(SpringArm);
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Camera->SetupAttachment(SpringArm);
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}
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void ATank::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
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{
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Super::SetupPlayerInputComponent(PlayerInputComponent);
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PlayerInputComponent->BindAxis(TEXT("MoveForward"), this, &ATank::Move);
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PlayerInputComponent->BindAxis(TEXT("Turn"), this, &ATank::Turn);
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}
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void ATank::Move(float Value)
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{
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//FVector DeltaLocation(0.f); //Same as line below
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FVector DeltaLocation = FVector::ZeroVector;
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DeltaLocation.X = Value;
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AddActorLocalOffset(DeltaLocation);
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//UE_LOG(LogTemp, Warning, TEXT("Value: %f"), Value);
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}
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void ATank::Turn(float TValue)
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{
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//UE_LOG(LogTemp, Warning, TEXT("Value: %f"), TValue);
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}
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}
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@@ -17,10 +17,16 @@ class TOONTANKS_API ATank : public ABasePawn
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public:
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public:
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ATank();
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ATank();
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// Called to bind functionality to input
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virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
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private:
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private:
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UPROPERTY(VisibleAnywhere, Category = "Components")
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UPROPERTY(VisibleAnywhere, Category = "Components")
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class USpringArmComponent* SpringArm;
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class USpringArmComponent* SpringArm;
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UPROPERTY(VisibleAnywhere, Category = "Components")
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UPROPERTY(VisibleAnywhere, Category = "Components")
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class UCameraComponent* Camera;
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class UCameraComponent* Camera;
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void Move(float Value);
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void Turn(float TValue);
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};
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};
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