JuniperJam/SpaceGame/Source/SpaceGame/SpaceGamePlayerController.cpp
2026-05-14 12:34:26 -06:00

139 lines
4.8 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "SpaceGamePlayerController.h"
#include "GameFramework/Pawn.h"
#include "Blueprint/AIBlueprintHelperLibrary.h"
#include "NiagaraSystem.h"
#include "NiagaraFunctionLibrary.h"
#include "SpaceGameCharacter.h"
#include "Engine/World.h"
#include "EnhancedInputComponent.h"
#include "Navigation/PathFollowingComponent.h"
#include "InputActionValue.h"
#include "EnhancedInputSubsystems.h"
#include "Engine/LocalPlayer.h"
#include "SpaceGame.h"
ASpaceGamePlayerController::ASpaceGamePlayerController()
{
bIsTouch = false;
bMoveToMouseCursor = false;
// create the path following comp
PathFollowingComponent = CreateDefaultSubobject<UPathFollowingComponent>(TEXT("Path Following Component"));
// configure the controller
bShowMouseCursor = true;
DefaultMouseCursor = EMouseCursor::Default;
CachedDestination = FVector::ZeroVector;
FollowTime = 0.f;
}
void ASpaceGamePlayerController::SetupInputComponent()
{
// set up gameplay key bindings
Super::SetupInputComponent();
// Only set up input on local player controllers
if (IsLocalPlayerController())
{
// Add Input Mapping Context
if (UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(GetLocalPlayer()))
{
Subsystem->AddMappingContext(DefaultMappingContext, 0);
}
// Set up action bindings
if (UEnhancedInputComponent* EnhancedInputComponent = Cast<UEnhancedInputComponent>(InputComponent))
{
// Setup mouse input events
EnhancedInputComponent->BindAction(SetDestinationClickAction, ETriggerEvent::Started, this, &ASpaceGamePlayerController::OnInputStarted);
EnhancedInputComponent->BindAction(SetDestinationClickAction, ETriggerEvent::Triggered, this, &ASpaceGamePlayerController::OnSetDestinationTriggered);
EnhancedInputComponent->BindAction(SetDestinationClickAction, ETriggerEvent::Completed, this, &ASpaceGamePlayerController::OnSetDestinationReleased);
EnhancedInputComponent->BindAction(SetDestinationClickAction, ETriggerEvent::Canceled, this, &ASpaceGamePlayerController::OnSetDestinationReleased);
// Setup touch input events
EnhancedInputComponent->BindAction(SetDestinationTouchAction, ETriggerEvent::Started, this, &ASpaceGamePlayerController::OnInputStarted);
EnhancedInputComponent->BindAction(SetDestinationTouchAction, ETriggerEvent::Triggered, this, &ASpaceGamePlayerController::OnTouchTriggered);
EnhancedInputComponent->BindAction(SetDestinationTouchAction, ETriggerEvent::Completed, this, &ASpaceGamePlayerController::OnTouchReleased);
EnhancedInputComponent->BindAction(SetDestinationTouchAction, ETriggerEvent::Canceled, this, &ASpaceGamePlayerController::OnTouchReleased);
}
else
{
UE_LOG(LogSpaceGame, Error, TEXT("'%s' Failed to find an Enhanced Input Component! This template is built to use the Enhanced Input system. If you intend to use the legacy system, then you will need to update this C++ file."), *GetNameSafe(this));
}
}
}
void ASpaceGamePlayerController::OnInputStarted()
{
StopMovement();
// Update the move destination to wherever the cursor is pointing at
UpdateCachedDestination();
}
void ASpaceGamePlayerController::OnSetDestinationTriggered()
{
// We flag that the input is being pressed
FollowTime += GetWorld()->GetDeltaSeconds();
// Update the move destination to wherever the cursor is pointing at
UpdateCachedDestination();
// Move towards mouse pointer or touch
APawn* ControlledPawn = GetPawn();
if (ControlledPawn != nullptr)
{
FVector WorldDirection = (CachedDestination - ControlledPawn->GetActorLocation()).GetSafeNormal();
ControlledPawn->AddMovementInput(WorldDirection, 1.0, false);
}
}
void ASpaceGamePlayerController::OnSetDestinationReleased()
{
// If it was a short press
if (FollowTime <= ShortPressThreshold)
{
// We move there and spawn some particles
UAIBlueprintHelperLibrary::SimpleMoveToLocation(this, CachedDestination);
UNiagaraFunctionLibrary::SpawnSystemAtLocation(this, FXCursor, CachedDestination, FRotator::ZeroRotator, FVector(1.f, 1.f, 1.f), true, true, ENCPoolMethod::None, true);
}
FollowTime = 0.f;
}
// Triggered every frame when the input is held down
void ASpaceGamePlayerController::OnTouchTriggered()
{
bIsTouch = true;
OnSetDestinationTriggered();
}
void ASpaceGamePlayerController::OnTouchReleased()
{
bIsTouch = false;
OnSetDestinationReleased();
}
void ASpaceGamePlayerController::UpdateCachedDestination()
{
// We look for the location in the world where the player has pressed the input
FHitResult Hit;
bool bHitSuccessful = false;
if (bIsTouch)
{
bHitSuccessful = GetHitResultUnderFinger(ETouchIndex::Touch1, ECollisionChannel::ECC_Visibility, true, Hit);
}
else
{
bHitSuccessful = GetHitResultUnderCursor(ECollisionChannel::ECC_Visibility, true, Hit);
}
// If we hit a surface, cache the location
if (bHitSuccessful)
{
CachedDestination = Hit.Location;
}
}