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hub / github.com/Voidware-Prohibited/ALSXT / InputMove

Method InputMove

Source/ALSXT/Private/AlsxtCharacter.cpp:1152–1188  ·  view source on GitHub ↗

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1150}
1151
1152void AAlsxtCharacter::InputMove(const FInputActionValue& ActionValue)
1153{
1154 if (GetDesiredStatus() == ALSXTStatusTags::Normal && bMovementEnabled)
1155 {
1156 const auto Value{ UAlsVector::ClampMagnitude012D(ActionValue.Get<FVector2D>()) };
1157
1158 FRotator CapsuleRotation = GetActorRotation();
1159 auto ForwardDirection{ UAlsVector::AngleToDirectionXY(UE_REAL_TO_FLOAT(GetViewState().Rotation.Yaw)) };
1160 auto RightDirection{ UAlsVector::PerpendicularCounterClockwiseXY(ForwardDirection) };
1161 const auto CharForwardDirection{ UAlsVector::AngleToDirectionXY(UE_REAL_TO_FLOAT(CapsuleRotation.Yaw)) };
1162 const auto CharRightDirection{ UAlsVector::PerpendicularCounterClockwiseXY(CharForwardDirection) };
1163
1164 if (GetDesiredFreelooking() == ALSXTFreelookingTags::True)
1165 {
1166 // AddMovementInput(HeadLookAtState.PreviousControlRotation.Yaw * Value.Y + RightDirection * Value.X);
1167
1168 // const auto FreelookForwardDirection{ UAlsVector::AngleToDirectionXY(UE_REAL_TO_FLOAT(GetHeadLookAtState().LockedViewState.Rotation.Yaw)) };
1169 ForwardDirection = UAlsVector::AngleToDirectionXY(UE_REAL_TO_FLOAT(GetFreelookState().LockedViewState.Rotation.Yaw));
1170 RightDirection = UAlsVector::PerpendicularCounterClockwiseXY(ForwardDirection);
1171 AddMovementInput(ForwardDirection * Value.Y + RightDirection * Value.X);
1172 MovementInput = ForwardDirection * Value.Y + RightDirection * Value.X;
1173
1174 // AddMovementInput(CharForwardDirection * Value.Y + CharRightDirection * Value.X);
1175 // MovementInput = CharForwardDirection * Value.Y + CharRightDirection * Value.X;
1176 // GetLocomotionState().PreviousVelocity;
1177 // AddMovementInput(GetLocomotionState().PreviousVelocity);
1178 // MovementInput = GetLocomotionState().PreviousVelocity;
1179 }
1180 else
1181 {
1182 ForwardDirection = UAlsVector::AngleToDirectionXY(UE_REAL_TO_FLOAT(GetViewState().Rotation.Yaw)) ;
1183 RightDirection = UAlsVector::PerpendicularCounterClockwiseXY(ForwardDirection);
1184 AddMovementInput(ForwardDirection * Value.Y + RightDirection * Value.X);
1185 MovementInput = ForwardDirection * Value.Y + RightDirection * Value.X;
1186 }
1187 }
1188}
1189
1190void AAlsxtCharacter::InputSprint(const FInputActionValue& ActionValue)
1191{

Callers

nothing calls this directly

Calls

no outgoing calls

Tested by

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