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fb4a03e717
...
8744cb759b
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@ -26,7 +26,6 @@ r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True
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r.DefaultFeature.LocalExposure.HighlightContrastScale=0.8
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r.DefaultFeature.LocalExposure.ShadowContrastScale=0.8
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r.DefaultFeature.MotionBlur=False
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[/Script/WindowsTargetPlatform.WindowsTargetSettings]
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DefaultGraphicsRHI=DefaultGraphicsRHI_DX12
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@ -97,4 +96,3 @@ ManualIPAddress=
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[CoreRedirects]
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+ClassRedirects=(OldName="/Script/TengriPlatformer.UTengriCollisionResolver",NewName="/Script/TengriPlatformer.TengriCollisionResolver")
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@ -1,5 +1,6 @@
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// Content/Blueprints/BP_MainCharacter.ts
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import { AC_Camera } from '/Content/Camera/AC_Camera.ts';
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import { AC_DebugHUD } from '/Content/Debug/Components/AC_DebugHUD.ts';
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import { AC_InputDevice } from '/Content/Input/Components/AC_InputDevice.ts';
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import { IMC_Default } from '/Content/Input/IMC_Default.ts';
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@ -10,8 +11,11 @@ import { EnhancedInputLocalPlayerSubsystem } from '/Content/UE/EnhancedInputLoca
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import type { Float } from '/Content/UE/Float.ts';
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import { MathLibrary } from '/Content/UE/MathLibrary.ts';
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import type { PlayerController } from '/Content/UE/PlayerController.ts';
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import { Rotator } from '/Content/UE/Rotator.ts';
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import { SystemLibrary } from '/Content/UE/SystemLibrary.ts';
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import { Vector } from '/Content/UE/Vector.ts';
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import { TengriMovementComponent } from '/Source/TengriPlatformer/Movement/TengriMovementComponent.ts';
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import { DA_TengriMovementConfig } from '/Content/Movement/DA_TengriMovementConfig.ts';
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import { TengriCharacter } from '/Source/TengriPlatformer/Character/TengriCharacter.ts';
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import { IA_Interact } from '/Content/Input/Actions/IA_Inreract.ts';
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import { IA_Throw } from '/Content/Input/Actions/IA_Throw.ts';
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@ -19,9 +23,9 @@ import { IA_Aim } from '/Content/Input/Actions/IA_Aim.ts';
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import { IMC_ItemHeld } from '/Content/Input/IMC_ItemHeld.ts';
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import { CreateWidget } from '/Content/UE/CteateWidget.ts';
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import { WBP_HUD } from '/Content/UI/WBP_HUD.ts';
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import { SpringArmComponent } from '/Content/UE/SpringArmComponent.ts';
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import { LinearColor } from '/Content/UE/LinearColor.ts';
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import { CustomDefaultSkeletalMesh } from '/Content/BasicShapes/CustomDefaultSkeletalMesh.ts';
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import { ETengriCameraBehavior } from '/Source/TengriPlatformer/Camera/Core/TengriCameraConfig.ts';
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import { DA_CameraAiming } from '/Content/Camera/DA_CameraAiming.ts';
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/**
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* Main Character Blueprint
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@ -86,13 +90,17 @@ export class BP_MainCharacter extends TengriCharacter {
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actionValueX: Float,
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actionValueY: Float
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): void {
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if (
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this.CameraManager.CurrentConfig.BehaviorType ===
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ETengriCameraBehavior.FreeLook
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) {
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this.AddControllerYawInput(actionValueX);
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this.AddControllerPitchInput(actionValueY);
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this.CameraComponent.ProcessLookInput(
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new Vector(actionValueX, actionValueY, 0),
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this.DeltaTime
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);
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}
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/**
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* Reset look input when look action is completed
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*/
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EnhancedInputActionLookCompleted(): void {
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this.CameraComponent.ProcessLookInput(new Vector(0, 0, 0), this.DeltaTime);
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}
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/**
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@ -124,7 +132,7 @@ export class BP_MainCharacter extends TengriCharacter {
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return new Vector(vec1.X + vec2.X, vec1.Y + vec2.Y, 0);
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};
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this.MovementComponent.SetInputVector(
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this.TengriMovement.SetInputVector(
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CalculateResultMovementInputVector(
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MathLibrary.GetRightVector(
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this.GetControlRotation().roll,
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@ -142,7 +150,7 @@ export class BP_MainCharacter extends TengriCharacter {
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* Reset movement input when move action is completed
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*/
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EnhancedInputActionMoveCompleted(): void {
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this.MovementComponent.SetInputVector(new Vector(0, 0, 0));
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this.TengriMovement.SetInputVector(new Vector(0, 0, 0));
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}
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EnhancedInputActionJumpTriggered(): void {
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@ -153,6 +161,24 @@ export class BP_MainCharacter extends TengriCharacter {
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this.MovementComponent.SetJumpInput(false);
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}
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MovementComponentOnLanded(IsHeavy: boolean): void {
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if (IsHeavy) {
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SystemLibrary.PrintString(
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'Boom! (Heavy)',
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true,
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true,
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new LinearColor(1, 0, 0, 1)
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);
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} else {
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SystemLibrary.PrintString(
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'Tap (Light)',
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true,
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true,
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new LinearColor(0, 1, 0, 1)
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);
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}
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}
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/**
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* Initialize all systems when character spawns
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* Order: Toast → Debug → Movement (movement last as it may generate debug output)
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@ -174,6 +200,11 @@ export class BP_MainCharacter extends TengriCharacter {
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);
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}
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this.CameraComponent.InitializeCameraSystem(
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this.InputDeviceComponent,
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this.DebugHUDComponent
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);
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CreateWidget(WBP_HUD).AddToViewport();
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}
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@ -181,21 +212,60 @@ export class BP_MainCharacter extends TengriCharacter {
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* Update all systems each frame
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* Called by Unreal Engine game loop
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*/
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EventTick(): void {
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EventTick(DeltaTime: Float): void {
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this.DeltaTime = DeltaTime;
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if (this.ShowDebugInfo) {
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this.DebugHUDComponent.UpdateHUD(SystemLibrary.GetGameTimeInSeconds());
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this.ToastSystemComponent.UpdateToastSystem();
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}
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this.CameraComponent.UpdateCameraRotation(DeltaTime);
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this.GetController().SetControlRotation(
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new Rotator(
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0,
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this.CameraComponent.GetCameraRotation().Pitch,
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this.CameraComponent.GetCameraRotation().Yaw
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)
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);
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if (this.ShowDebugInfo) {
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this.InputDeviceComponent.UpdateDebugPage();
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this.CameraComponent.UpdateDebugPage();
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}
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this.SpringArm.TargetArmLength = MathLibrary.FInterpTo(
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this.SpringArm.TargetArmLength,
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this.bIsAiming ? this.AimArmLength : this.DefaultArmLength,
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DeltaTime,
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10.0
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);
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this.SpringArm.TargetOffset = MathLibrary.VInterpTo(
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this.SpringArm.TargetOffset,
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this.bIsAiming ? this.AimSocketOffset : this.DefaultSocketOffset,
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DeltaTime,
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10.0
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);
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}
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// ════════════════════════════════════════════════════════════════════════════════════════
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// VARIABLES
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// ════════════════════════════════════════════════════════════════════════════════════════
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/**
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* Camera system component - handles camera rotation and sensitivity
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* @category Components
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*/
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SpringArm = new SpringArmComponent();
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/**
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* Camera system component - handles camera rotation and sensitivity
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* @category Components
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*/
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CameraComponent = new AC_Camera();
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/**
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* Input device detection component - manages input device state and detection
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* @category Components
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@ -208,6 +278,10 @@ export class BP_MainCharacter extends TengriCharacter {
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*/
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ToastSystemComponent = new AC_ToastSystem();
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TengriMovement = new TengriMovementComponent({
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MovementConfig: DA_TengriMovementConfig,
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});
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/**
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* Debug HUD system - displays movement parameters and performance metrics
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* @category Components
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@ -221,8 +295,37 @@ export class BP_MainCharacter extends TengriCharacter {
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*/
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private ShowDebugInfo: boolean = true;
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/**
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* @category Camera
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* @instanceEditable true
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*/
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private readonly DefaultArmLength: Float = 400.0;
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/**
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* @category Camera
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* @instanceEditable true
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*/
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private readonly AimArmLength: Float = 250.0;
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/**
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* @category Camera
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* @instanceEditable true
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*/
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private readonly DefaultSocketOffset: Vector = new Vector(0.0, 0.0, 0.0);
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/**
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* @category Camera
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* @instanceEditable true
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*/
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private readonly AimSocketOffset: Vector = new Vector(0.0, 100.0, 60.0);
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/**
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* Cached delta time from last tick - used for time-based calculations
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*/
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private DeltaTime: Float = 0.0;
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constructor() {
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super(new DA_CameraAiming());
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super();
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this.InteractAction = IA_Interact;
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this.ThrowAction = IA_Throw;
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|
|
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BIN
Content/Blueprints/BP_MainCharacter.uasset (Stored with Git LFS)
BIN
Content/Blueprints/BP_MainCharacter.uasset (Stored with Git LFS)
Binary file not shown.
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@ -0,0 +1,323 @@
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// Content/Camera/Components/AC_Camera.ts
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import type { AC_DebugHUD } from '/Content/Debug/Components/AC_DebugHUD.ts';
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import type { AC_InputDevice } from '/Content/Input/Components/AC_InputDevice.ts';
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import { ActorComponent } from '/Content/UE/ActorComponent.ts';
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import type { Float } from '/Content/UE/Float.ts';
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import { MathLibrary } from '/Content/UE/MathLibrary.ts';
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import { SystemLibrary } from '/Content/UE/SystemLibrary.ts';
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import { Vector } from '/Content/UE/Vector.ts';
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||||
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||||
/**
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* Camera System Component
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* Deterministic camera control with smooth rotation and device-aware sensitivity
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* Provides precise control over camera behavior for consistent experience
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||||
*/
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export class AC_Camera extends ActorComponent {
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// ════════════════════════════════════════════════════════════════════════════════════════
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// FUNCTIONS
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// ════════════════════════════════════════════════════════════════════════════════════════
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/**
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* Process look input and update camera rotation
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* @param InputDelta - Input delta (X = Yaw, Y = Pitch)
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* @param DeltaTime - Time since last frame
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* @category Input Processing
|
||||
*/
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public ProcessLookInput(InputDelta: Vector, DeltaTime: Float): void {
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if (this.IsInitialized) {
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const invertMultiplier = this.InvertYAxis ? -1.0 : 1.0;
|
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let sensitivity: Float = 0;
|
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if (SystemLibrary.IsValid(this.InputDeviceComponent)) {
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sensitivity = this.InputDeviceComponent.IsGamepad()
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? this.GamepadSensitivity
|
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: this.MouseSensitivity;
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} else {
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sensitivity = this.MouseSensitivity;
|
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}
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const CalculateTargetPitch = (
|
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targetPitch: Float,
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inputDeltaY: Float,
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deltaTime: Float
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): Float =>
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targetPitch - inputDeltaY * sensitivity * invertMultiplier * deltaTime;
|
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|
||||
const CalculateTargetYaw = (
|
||||
targetYaw: Float,
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||||
inputDeltaX: Float,
|
||||
deltaTime: Float
|
||||
): Float => targetYaw + inputDeltaX * sensitivity * deltaTime;
|
||||
|
||||
this.TargetPitch = MathLibrary.ClampFloat(
|
||||
CalculateTargetPitch(this.TargetPitch, InputDelta.Y, DeltaTime),
|
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this.PitchMin,
|
||||
this.PitchMax
|
||||
);
|
||||
|
||||
this.TargetYaw = CalculateTargetYaw(
|
||||
this.TargetYaw,
|
||||
InputDelta.X,
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||||
DeltaTime
|
||||
);
|
||||
|
||||
this.InputMagnitude = MathLibrary.VectorLength(InputDelta);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Update camera rotation with smooth interpolation
|
||||
* @param DeltaTime - Time since last frame
|
||||
* @category Camera Updates
|
||||
*/
|
||||
public UpdateCameraRotation(DeltaTime: Float): void {
|
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if (this.IsInitialized) {
|
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if (this.SmoothingSpeed > 0) {
|
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// Smooth interpolation to target rotation
|
||||
this.CurrentPitch = MathLibrary.FInterpTo(
|
||||
this.CurrentPitch,
|
||||
this.TargetPitch,
|
||||
DeltaTime,
|
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this.SmoothingSpeed
|
||||
);
|
||||
|
||||
this.CurrentYaw = MathLibrary.FInterpTo(
|
||||
this.CurrentYaw,
|
||||
this.TargetYaw,
|
||||
DeltaTime,
|
||||
this.SmoothingSpeed
|
||||
);
|
||||
} else {
|
||||
// Instant rotation (no smoothing)
|
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this.CurrentPitch = this.TargetPitch;
|
||||
this.CurrentYaw = this.TargetYaw;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Get current camera rotation for applying to SpringArm
|
||||
* @returns Current camera rotation values
|
||||
* @category Public Interface
|
||||
* @pure true
|
||||
*/
|
||||
public GetCameraRotation(): { Pitch: Float; Yaw: Float } {
|
||||
return {
|
||||
Pitch: this.CurrentPitch,
|
||||
Yaw: this.CurrentYaw,
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* Check if camera is currently rotating
|
||||
* @returns True if there's active rotation input
|
||||
* @category State Queries
|
||||
* @pure true
|
||||
*/
|
||||
public IsCameraRotating(): boolean {
|
||||
return this.InputMagnitude > 0.01;
|
||||
}
|
||||
|
||||
/**
|
||||
* Initialize camera system with default settings
|
||||
* @category System Setup
|
||||
*/
|
||||
public InitializeCameraSystem(
|
||||
InputDeviceRef: AC_InputDevice,
|
||||
DebugComponentRef: AC_DebugHUD
|
||||
): void {
|
||||
this.InputDeviceComponent = InputDeviceRef;
|
||||
this.DebugHUDComponent = DebugComponentRef;
|
||||
|
||||
this.IsInitialized = true;
|
||||
|
||||
if (SystemLibrary.IsValid(this.DebugHUDComponent)) {
|
||||
this.DebugHUDComponent.AddDebugPage(
|
||||
this.DebugPageID,
|
||||
'Camera System',
|
||||
60
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Update debug HUD with current camera info
|
||||
* @category Debug
|
||||
*/
|
||||
public UpdateDebugPage(): void {
|
||||
if (SystemLibrary.IsValid(this.DebugHUDComponent)) {
|
||||
if (
|
||||
this.DebugHUDComponent.ShouldUpdatePage(
|
||||
this.DebugPageID,
|
||||
SystemLibrary.GetGameTimeInSeconds()
|
||||
)
|
||||
) {
|
||||
this.DebugHUDComponent.UpdatePageContent(
|
||||
this.DebugPageID,
|
||||
`Current Device: ${SystemLibrary.IsValid(this.InputDeviceComponent) ? this.InputDeviceComponent.GetCurrentInputDevice() : 'Input Device Component Not Found'}\n` +
|
||||
`Sensitivity: ${SystemLibrary.IsValid(this.InputDeviceComponent) && this.InputDeviceComponent.IsGamepad() ? this.GamepadSensitivity : this.MouseSensitivity}\n` +
|
||||
`Pitch: ${this.GetCameraRotation().Pitch}°\n` +
|
||||
`Yaw: ${this.GetCameraRotation().Yaw}°\n` +
|
||||
`Is Rotating: ${this.IsCameraRotating() ? 'Yes' : 'No'}\n` +
|
||||
`Smoothing: ${this.SmoothingSpeed}\n` +
|
||||
`Invert Y: ${this.InvertYAxis ? 'Yes' : 'No'}`
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Get camera configuration and state data for testing purposes
|
||||
* Provides read-only access to private variables for automated tests
|
||||
* Only includes essential data needed for test validation
|
||||
* @category Debug
|
||||
* @returns Object containing camera settings (sensitivity, pitch limits) for test assertions
|
||||
*/
|
||||
public GetTestData(): {
|
||||
MouseSensitivity: Float;
|
||||
GamepadSensitivity: Float;
|
||||
PitchMin: Float;
|
||||
PitchMax: Float;
|
||||
} {
|
||||
return {
|
||||
MouseSensitivity: this.MouseSensitivity,
|
||||
GamepadSensitivity: this.GamepadSensitivity,
|
||||
PitchMin: this.PitchMin,
|
||||
PitchMax: this.PitchMax,
|
||||
};
|
||||
}
|
||||
|
||||
// ════════════════════════════════════════════════════════════════════════════════════════
|
||||
// VARIABLES
|
||||
// ════════════════════════════════════════════════════════════════════════════════════════
|
||||
|
||||
/**
|
||||
* Mouse sensitivity multiplier for camera rotation
|
||||
* Higher values result in faster camera movement with mouse input
|
||||
* Typical range: 50.0 (slow) - 200.0 (fast)
|
||||
* @category Camera Config
|
||||
* @instanceEditable true
|
||||
* @default 100.0
|
||||
*/
|
||||
private readonly MouseSensitivity: Float = 100.0;
|
||||
|
||||
/**
|
||||
* Gamepad sensitivity multiplier for camera rotation
|
||||
* Higher than mouse sensitivity to compensate for analog stick precision
|
||||
* Typical range: 100.0 (slow) - 300.0 (fast)
|
||||
* @category Camera Config
|
||||
* @instanceEditable true
|
||||
* @default 150.0
|
||||
*/
|
||||
private readonly GamepadSensitivity: Float = 150.0;
|
||||
|
||||
/**
|
||||
* Invert vertical axis for camera rotation
|
||||
* When true, pushing up on input rotates camera down and vice versa
|
||||
* Common preference for flight-sim style controls
|
||||
* @category Camera Config
|
||||
* @instanceEditable true
|
||||
* @default false
|
||||
*/
|
||||
private readonly InvertYAxis: boolean = false;
|
||||
|
||||
/**
|
||||
* Minimum pitch angle in degrees (looking down)
|
||||
* Prevents camera from rotating beyond this angle
|
||||
* Set to -89° to avoid gimbal lock at -90°
|
||||
* @category Camera Config
|
||||
* @instanceEditable true
|
||||
* @default -89.0
|
||||
*/
|
||||
private readonly PitchMin: Float = -89.0;
|
||||
|
||||
/**
|
||||
* Maximum pitch angle in degrees (looking up)
|
||||
* Prevents camera from rotating beyond this angle
|
||||
* Set to +89° to avoid gimbal lock at +90°
|
||||
* @category Camera Config
|
||||
* @instanceEditable true
|
||||
* @default 89.0
|
||||
*/
|
||||
private readonly PitchMax: Float = 89.0;
|
||||
|
||||
/**
|
||||
* Speed of smooth interpolation to target rotation
|
||||
* Higher values make camera more responsive but less smooth
|
||||
* Set to 0 for instant rotation without interpolation
|
||||
* Typical range: 10.0 (smooth) - 30.0 (responsive)
|
||||
* @category Camera Config
|
||||
* @instanceEditable true
|
||||
* @default 20.0
|
||||
*/
|
||||
private readonly SmoothingSpeed: Float = 20.0;
|
||||
|
||||
/**
|
||||
* Current pitch angle for rendering
|
||||
* Smoothly interpolates towards TargetPitch based on SmoothingSpeed
|
||||
* Updated every frame by UpdateCameraRotation()
|
||||
* @category Camera State
|
||||
*/
|
||||
private CurrentPitch: Float = 0;
|
||||
|
||||
/**
|
||||
* Current yaw angle for rendering
|
||||
* Smoothly interpolates towards TargetYaw based on SmoothingSpeed
|
||||
* Updated every frame by UpdateCameraRotation()
|
||||
* @category Camera State
|
||||
*/
|
||||
private CurrentYaw: Float = 0;
|
||||
|
||||
/**
|
||||
* Target pitch angle from player input
|
||||
* Updated by ProcessLookInput() based on input delta
|
||||
* Clamped to PitchMin/PitchMax range
|
||||
* @category Camera State
|
||||
*/
|
||||
private TargetPitch: Float = 0;
|
||||
|
||||
/**
|
||||
* Target yaw angle from player input
|
||||
* Updated by ProcessLookInput() based on input delta
|
||||
* No clamping - can rotate freely beyond 360°
|
||||
* @category Camera State
|
||||
*/
|
||||
private TargetYaw: Float = 0;
|
||||
|
||||
/**
|
||||
* Magnitude of current input vector
|
||||
* Used by IsCameraRotating() to detect active camera input
|
||||
* Cached to avoid recalculating VectorLength every frame
|
||||
* @category Camera State
|
||||
* @default 0.0
|
||||
*/
|
||||
private InputMagnitude: Float = 0;
|
||||
|
||||
/**
|
||||
* System initialization state flag
|
||||
* @category Camera State
|
||||
*/
|
||||
private IsInitialized: boolean = false;
|
||||
|
||||
/**
|
||||
* Reference to input device component for device detection
|
||||
* Set externally, used for sensitivity adjustments
|
||||
* @category Components
|
||||
*/
|
||||
public InputDeviceComponent: AC_InputDevice | null = null;
|
||||
|
||||
/**
|
||||
* Reference to debug HUD component for displaying camera info
|
||||
* Optional, used for debugging purposes
|
||||
* @category Components
|
||||
*/
|
||||
public DebugHUDComponent: AC_DebugHUD | null = null;
|
||||
|
||||
/**
|
||||
* Debug page identifier for organizing debug output
|
||||
* Used by debug HUD to categorize information
|
||||
* @category Debug
|
||||
*/
|
||||
public readonly DebugPageID: string = 'CameraInfo';
|
||||
}
|
||||
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|
|
@ -1,25 +0,0 @@
|
|||
// Content/Camera/BP_CameraZone.ts
|
||||
|
||||
import { Actor } from '/Content/UE/Actor.ts';
|
||||
import type { TengriCharacter } from '/Source/TengriPlatformer/Character/TengriCharacter.ts';
|
||||
import type { TengriCameraConfig } from '/Source/TengriPlatformer/Camera/Core/TengriCameraConfig.ts';
|
||||
|
||||
export class BP_CameraZone extends Actor {
|
||||
constructor(ZoneConfig: TengriCameraConfig) {
|
||||
super();
|
||||
|
||||
this.ZoneConfig = ZoneConfig;
|
||||
}
|
||||
|
||||
EventActorBeginOverlap(OtherActor: Actor): void {
|
||||
(OtherActor as TengriCharacter).CameraManager.SetCameraConfig(
|
||||
this.ZoneConfig
|
||||
);
|
||||
}
|
||||
|
||||
EventActorEndOverlap(OtherActor: Actor): void {
|
||||
(OtherActor as TengriCharacter).CameraManager.SetCameraConfig();
|
||||
}
|
||||
|
||||
private readonly ZoneConfig: TengriCameraConfig;
|
||||
}
|
||||
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|
|
@ -1,23 +0,0 @@
|
|||
import {
|
||||
ETengriCameraBehavior,
|
||||
TengriCameraConfig,
|
||||
} from '/Source/TengriPlatformer/Camera/Core/TengriCameraConfig.ts';
|
||||
import { Vector } from '/Content/UE/Vector.ts';
|
||||
import { Rotator } from '/Content/UE/Rotator.ts';
|
||||
|
||||
export class DA_CameraAiming extends TengriCameraConfig {
|
||||
override BehaviorType = ETengriCameraBehavior.FreeLook;
|
||||
|
||||
override FixedRotation = new Rotator(0, -15, -90);
|
||||
override TargetArmLength = 250;
|
||||
override SocketOffset = new Vector(0, 100, 60);
|
||||
|
||||
override TransitionSpeed = 2;
|
||||
|
||||
override bEnableLag = false;
|
||||
|
||||
override DeadZoneExtent = new Vector(200, 0, 150);
|
||||
override DeadZoneOffset = new Vector(0, 0, 50);
|
||||
|
||||
override bDrawDebugBox = false;
|
||||
}
|
||||
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|
|
@ -1,23 +0,0 @@
|
|||
import {
|
||||
ETengriCameraBehavior,
|
||||
TengriCameraConfig,
|
||||
} from '/Source/TengriPlatformer/Camera/Core/TengriCameraConfig.ts';
|
||||
import { Vector } from '/Content/UE/Vector.ts';
|
||||
import { Rotator } from '/Content/UE/Rotator.ts';
|
||||
|
||||
export class DA_CameraDefault extends TengriCameraConfig {
|
||||
override BehaviorType = ETengriCameraBehavior.FreeLook;
|
||||
|
||||
override FixedRotation = new Rotator(0, -15, -90);
|
||||
override TargetArmLength = 400;
|
||||
override SocketOffset = new Vector(0, 0, 0);
|
||||
|
||||
override TransitionSpeed = 2;
|
||||
|
||||
override bEnableLag = false;
|
||||
|
||||
override DeadZoneExtent = new Vector(200, 0, 150);
|
||||
override DeadZoneOffset = new Vector(0, 0, 50);
|
||||
|
||||
override bDrawDebugBox = false;
|
||||
}
|
||||
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|
|
@ -1,24 +0,0 @@
|
|||
import {
|
||||
ETengriCameraBehavior,
|
||||
TengriCameraConfig,
|
||||
} from '/Source/TengriPlatformer/Camera/Core/TengriCameraConfig.ts';
|
||||
import { Vector } from '/Content/UE/Vector.ts';
|
||||
import { Rotator } from '/Content/UE/Rotator.ts';
|
||||
|
||||
export class DA_CameraScroller extends TengriCameraConfig {
|
||||
override BehaviorType = ETengriCameraBehavior.FreeLook;
|
||||
|
||||
override FixedRotation = new Rotator(0, 0, 0);
|
||||
override TargetArmLength = 1200;
|
||||
override SocketOffset = new Vector(0, 0, 100);
|
||||
|
||||
override TransitionSpeed = 1.5;
|
||||
|
||||
override bEnableLag = true;
|
||||
override LagSpeed = 5;
|
||||
|
||||
override DeadZoneExtent = new Vector(100, 300, 100);
|
||||
override DeadZoneOffset = new Vector(0, 0, 50);
|
||||
|
||||
override bDrawDebugBox = false;
|
||||
}
|
||||
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|
|
@ -5,34 +5,20 @@ import { TengriMovementConfig } from '/Source/TengriPlatformer/Movement/Core/Ten
|
|||
export class DA_TengriMovementConfig extends TengriMovementConfig {
|
||||
override MaxSpeed = 800.0;
|
||||
override Acceleration = 2048.0;
|
||||
override Friction = 6.0;
|
||||
override Friction = 8.0;
|
||||
override Gravity = 980.0;
|
||||
override RotationSpeed = 360.0;
|
||||
override MinSpeedForRotation = 10.0;
|
||||
override SteepSlopeSlideFactor = 0.0;
|
||||
|
||||
override MaxJumpHeight = 1000.0;
|
||||
override MinJumpHeight = 40;
|
||||
override TimeToJumpApex = 0.5;
|
||||
|
||||
override CoyoteTime = 0.15;
|
||||
override JumpBufferTime = 0.15;
|
||||
|
||||
override AirControl = 0.15;
|
||||
override AirFriction = 0.1;
|
||||
override FallingGravityScale = 1.5;
|
||||
override TerminalVelocity = 2000;
|
||||
override HeavyLandVelocityThreshold = -1000;
|
||||
|
||||
override CapsuleRadius = 34.0;
|
||||
override CapsuleHalfHeight = 88.0;
|
||||
override MaxSlideIterations = 3;
|
||||
override MaxStepHeight = 45.0;
|
||||
|
||||
override GroundSnapDistance = 20.0;
|
||||
override GroundSnapOffset = 0.15;
|
||||
|
||||
override PhysicsTickRate = 120;
|
||||
override MaxAccumulatedTime = 0.1;
|
||||
override bEnableInterpolation = true;
|
||||
|
||||
override WalkableAngleDeg = 50.0;
|
||||
override SteepSlopeAngleDeg = 85.0;
|
||||
override WallAngleDeg = 95.0;
|
||||
|
|
|
|||
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Content/StarterContent/Materials/M_Brick_Clay_Old.uasset (Stored with Git LFS)
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Content/StarterContent/Materials/M_Brick_Cut_Stone.uasset (Stored with Git LFS)
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Content/StarterContent/Materials/M_Brick_Cut_Stone.uasset (Stored with Git LFS)
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Content/StarterContent/Materials/M_Brick_Hewn_Stone.uasset (Stored with Git LFS)
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Content/StarterContent/Materials/M_Brick_Hewn_Stone.uasset (Stored with Git LFS)
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Content/StarterContent/Materials/M_Ceramic_Tile_Checker.uasset (Stored with Git LFS)
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Content/StarterContent/Materials/M_CobbleStone_Pebble.uasset (Stored with Git LFS)
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Content/StarterContent/Materials/M_CobbleStone_Rough.uasset (Stored with Git LFS)
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Content/StarterContent/Materials/M_CobbleStone_Smooth.uasset (Stored with Git LFS)
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Content/StarterContent/Materials/M_ColorGrid_LowSpec.uasset (Stored with Git LFS)
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Content/StarterContent/Materials/M_Concrete_Grime.uasset (Stored with Git LFS)
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Content/StarterContent/Materials/M_Concrete_Poured.uasset (Stored with Git LFS)
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Content/StarterContent/Materials/M_Concrete_Tiles.uasset (Stored with Git LFS)
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Content/StarterContent/Materials/M_Glass.uasset (Stored with Git LFS)
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Content/StarterContent/Materials/M_Ground_Grass.uasset (Stored with Git LFS)
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Content/StarterContent/Materials/M_Ground_Grass.uasset (Stored with Git LFS)
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Content/StarterContent/Materials/M_Ground_Gravel.uasset (Stored with Git LFS)
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Content/StarterContent/Materials/M_Ground_Moss.uasset (Stored with Git LFS)
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Content/StarterContent/Materials/M_Metal_Brushed_Nickel.uasset (Stored with Git LFS)
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Content/StarterContent/Materials/M_Metal_Burnished_Steel.uasset (Stored with Git LFS)
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Content/StarterContent/Materials/M_Metal_Chrome.uasset (Stored with Git LFS)
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Content/StarterContent/Materials/M_Metal_Copper.uasset (Stored with Git LFS)
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Content/StarterContent/Materials/M_Metal_Gold.uasset (Stored with Git LFS)
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