Character 클래스에 액션 바인딩 추가
#pragma once
...
struct FInputActionValue;
UCLASS()
class SPARTAPROJECT_API ASpartaCharacter : public ACharacter
{
GENERATED_BODY()
public:
ASpartaCharacter();
protected:
...;
UFUNCTION()
void Move(const FInputActionValue& value);
UFUNCTION()
void StartJump(const FInputActionValue& value);
UFUNCTION()
void StopJump(const FInputActionValue& value);
UFUNCTION()
void Look(const FInputActionValue& value);
UFUNCTION()
void StartSprint(const FInputActionValue& value);
UFUNCTION()
void StopSprint(const FInputActionValue& value);
};
...
#include "EnhancedInputComponent.h"
...
ASpartaCharacter::ASpartaCharacter()
{
...
}
void ASpartaCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
if (UEnhancedInputComponent* EnhancedInput = Cast<UEnhancedInputComponent>(PlayerInputComponent))
{
if (ASpartaPlayerController* PlayerController = Cast<ASpartaPlayerController>(GetController()))
{
if (PlayerController->MoveAction)
{
EnhancedInput->BindAction(
PlayerController->MoveAction,
ETriggerEvent::Triggered,
this,
&ASpartaCharacter::Move
);
}
if (PlayerController->JumpAction)
{
EnhancedInput->BindAction(
PlayerController->JumpAction,
ETriggerEvent::Triggered,
this,
&ASpartaCharacter::StartJump
);
EnhancedInput->BindAction(
PlayerController->JumpAction,
ETriggerEvent::Completed,
this,
&ASpartaCharacter::StopJump
);
}
if (PlayerController->LookAction)
{
EnhancedInput->BindAction(
PlayerController->LookAction,
ETriggerEvent::Triggered,
this,
&ASpartaCharacter::Look
);
}
if (PlayerController->SprintAction)
{
EnhancedInput->BindAction(
PlayerController->SprintAction,
ETriggerEvent::Triggered,
this,
&ASpartaCharacter::StartSprint
);
EnhancedInput->BindAction(
PlayerController->SprintAction,
ETriggerEvent::Completed,
this,
&ASpartaCharacter::StopSprint
);
}
}
}
}
void ASpartaCharacter::Move(const FInputActionValue& value)
{
}
void ASpartaCharacter::StartJump(const FInputActionValue& value)
{
}
void ASpartaCharacter::StopJump(const FInputActionValue& value)
{
}
void ASpartaCharacter::Look(const FInputActionValue& value)
{
}
void ASpartaCharacter::StartSprint(const FInputActionValue& value)
{
}
void ASpartaCharacter::StopSprint(const FInputActionValue& value)
{
}
캐릭터 이동 함수 구현
void ASpartaCharacter::Move(const FInputActionValue& value)
{
if (!Controller) return;
const FVector2D MoveInput = value.Get<FVector2D>();
if (!FMath::IsNearlyZero(MoveInput.X))
{
AddMovementInput(GetActorForwardVector(), MoveInput.X);
}
if (!FMath::IsNearlyZero(MoveInput.Y))
{
AddMovementInput(GetActorRightVector(), MoveInput.Y);
}
}
캐릭터 점프 함수 구현
void ASpartaCharacter::StartJump(const FInputActionValue& value)
{
if (value.Get<bool>())
{
Jump();
}
}
void ASpartaCharacter::StopJump(const FInputActionValue& value)
{
if (!value.Get<bool>())
{
StopJumping();
}
}
캐릭터 기본 시점 회전 구현
void ASpartaCharacter::Look(const FInputActionValue& value)
{
FVector2D LookInput = value.Get<FVector2D>();
AddControllerYawInput(LookInput.X);
AddControllerPitchInput(LookInput.Y);
}
스프린트 동작 구현
#pragma once
...
UCLASS()
class SPARTAPROJECT_API ASpartaCharacter : public ACharacter
{
...
protected:
...
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Movement")
float NormalSpeed;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Movement")
float SprintSpeedMultiplier;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Movement")
float SprintSpeed;
...
};
...
#include "GameFramework/CharacterMovementComponent.h"
ASpartaCharacter::ASpartaCharacter()
{
...
NormalSpeed = 600.0f;
SprintSpeedMultiplier = 1.5f;
SprintSpeed = NormalSpeed * SprintSpeedMultiplier;
GetCharacterMovement()->MaxWalkSpeed = NormalSpeed;
}
...
void ASpartaCharacter::StartSprint(const FInputActionValue& value)
{
if (GetCharacterMovement())
{
GetCharacterMovement()->MaxWalkSpeed = SprintSpeed;
}
}
void ASpartaCharacter::StopSprint(const FInputActionValue& value)
{
if (GetCharacterMovement())
{
GetCharacterMovement()->MaxWalkSpeed = NormalSpeed;
}
}
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