// Fill out your copyright notice in the Description page of Project Settings. #include "AdventureCameraPawn.h" #include "AdventureMap.h" #include "AdventurePlayerController.h" #include "AdventureCharacter.h" #include "GameFramework/PlayerController.h" #include "Kismet/GameplayStatics.h" #include "math.h" // Sets default values AAdventureCameraPawn::AAdventureCameraPawn() { // Set this pawn to call Tick() every frame. You can turn this off to improve performance if you don't need it. PrimaryActorTick.bCanEverTick = true; ESASize = .01; BaseScrollSpeed = 15; ScrollAccelleration = BaseScrollSpeed * 2; ESAMaxBoundSlope = 1 / (1 - (1-ESASize)); ESAMaxBoundIntercept = 1 - ESAMaxBoundSlope; ESAMinBoundSlope = -1 / ESASize; ESAMinBoundIntercept = 0 - (ESAMinBoundSlope * ESASize); } // Called when the game starts or when spawned void AAdventureCameraPawn::BeginPlay() { Super::BeginPlay(); ControllerRef = (AAdventurePlayerController*)UGameplayStatics::GetPlayerController(GetWorld(), 0); Viewport = GetWorld()->GetGameViewport(); ViewSize = Viewport->Viewport->GetSizeXY(); } // Called every frame void AAdventureCameraPawn::Tick(float DeltaTime) { Super::Tick(DeltaTime); } // Called to bind functionality to input void AAdventureCameraPawn::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent) { Super::SetupPlayerInputComponent(PlayerInputComponent); if (PlayerInputComponent) { PlayerInputComponent->BindAxis("Mouse X", this, &AAdventureCameraPawn::EdgeScrollSide); PlayerInputComponent->BindAxis("Mouse Y", this, &AAdventureCameraPawn::EdgeScrollVert); } } void AAdventureCameraPawn::EdgeScrollSide(float AxisValue) { float mouseX; float mouseY; ControllerRef->GetMousePosition(mouseX, mouseY); float mousePosX = mouseX / ViewSize.X; float VertAccelleration = GetInputAxisValue("Mouse Y") * (ScrollAccelleration * .75); if (mousePosX <= ESASize) // if in LEFT area { ////// Scroll LEFT with Vert Accelleration float SpeedX = (mousePosX * ESAMinBoundSlope + ESAMinBoundIntercept) * BaseScrollSpeed; AddActorLocalOffset(FVector(VertAccelleration, -SpeedX, 0)); if (AxisValue < .0 && mousePosX <= .005) // if mouse moving LEFT and touching EDGE { ////// Add LEFT accelleration SpeedX = AxisValue * ScrollAccelleration; AddActorLocalOffset(FVector(0, SpeedX, 0)); } } if (mousePosX >= 1-ESASize) // if in RIGHT area { ////// Scroll RIGHT float SpeedX = (mousePosX * ESAMaxBoundSlope + ESAMaxBoundIntercept) * BaseScrollSpeed; AddActorLocalOffset(FVector(VertAccelleration, SpeedX, 0)); if (AxisValue > .0 && mousePosX >= .995) // if mouse moving RIGHT and touching EDGE { ////// Add RIGHT accelleration SpeedX = AxisValue * ScrollAccelleration; AddActorLocalOffset(FVector(0, SpeedX, 0)); } } } void AAdventureCameraPawn::EdgeScrollVert(float AxisValue) { float mouseX; float mouseY; ControllerRef->GetMousePosition(mouseX, mouseY); float mousePosY = mouseY / ViewSize.Y; float SideAccelleration = GetInputAxisValue("Mouse X") * (ScrollAccelleration * .75); if (mousePosY <= ESASize) // if in TOP area { ////// Scroll TOP float SpeedY = (mousePosY * ESAMinBoundSlope + ESAMinBoundIntercept) * BaseScrollSpeed; AddActorLocalOffset(FVector(SpeedY, SideAccelleration, 0)); if (AxisValue > .0 && mousePosY <= .005) // if mouse moving TOP and touching EDGE { ////// Add TOP accelleration SpeedY = AxisValue * ScrollAccelleration; AddActorLocalOffset(FVector(SpeedY, 0, 0)); } } if (mousePosY >= 1-ESASize) // if in BOTTOM area { ////// Scroll BOTTOM float SpeedY = (mousePosY * ESAMaxBoundSlope + ESAMaxBoundIntercept) * BaseScrollSpeed; AddActorLocalOffset(FVector(-SpeedY, SideAccelleration, 0)); if (AxisValue < .0 && mousePosY >= .995) // if mouse moving BOTTOM and touching EDGE { ////// add BOTTOM accelleration SpeedY = AxisValue * ScrollAccelleration; AddActorLocalOffset(FVector(SpeedY, 0, 0)); } } } void AAdventureCameraPawn::FollowAdvPawn() { UE_LOG(LogTemp, Warning, TEXT("following...")); AdvPawnLocationCurrent = AdvPawnRef->GetActorLocation(); AdvPawnLocationDelta = AdvPawnLocationCurrent - AdvPawnLocationPrevious; UE_LOG(LogTemp, Warning, TEXT("%s"), *AdvPawnLocationDelta.ToString()); AddActorLocalOffset(AdvPawnLocationDelta); AdvPawnLocationPrevious = AdvPawnLocationCurrent; }