Player Movement Input
Unreal
void APlayerChar::SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent){ PlayerInputComponent->BindAxis("MoveForward", this, &APlayerChar::MoveForward); PlayerInputComponent->BindAxis("MoveRight", this, &APlayerChar::MoveRight);}void MoveForward(float Value) { Move(Value, EAxis::X);}void MoveRight(float Value) { Move(Value, EAxis::Y);}void Move(float DirValue, EAxis::Type Axis){ if(ThirdPerson) { const FRotator YawRotation(0, Controller->GetControlRotation().Yaw, 0);//#include "GameFramework/Controller.h" const FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(Axis); AddMovementInput(Direction, DirValue); } else if(SecondPerson) {} else if(FristPerson) { AddMovementInput(GetActorForwardVector(), DirValue); } else if(TopDown) {} else if(SideScroll) {}}Unity
void Update(){
public float plyrMovSpeed = 8;
Vector3 plyrMovment;
private void Update()
{
float movX = Input.GetAxis("Horizontal"), movZ = Input.GetAxis("Vertical");
plyrMovment = new Vector3(movX, 0, movZ);
plyrMovment *= plyrMovSpeed *Time.deltaTime;
transform.position = transform.position + plyrMovment;
}
}
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