本文整理汇总了C++中AddControllerPitchInput函数的典型用法代码示例。如果您正苦于以下问题:C++ AddControllerPitchInput函数的具体用法?C++ AddControllerPitchInput怎么用?C++ AddControllerPitchInput使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了AddControllerPitchInput函数的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。
示例1: GetWorld
void ARoguelikeChar::CharacterMouseLookUpDown(float AxisValue)
{
if (bIsDead)return;
if (FMath::Abs(AxisValue) > 0.005f)
{
float Amt = AxisValue * TurningSpeed * GetWorld()->GetDeltaSeconds();
if (AxisValue > 0)
{
if (PlayerSpringArm->GetComponentRotation().Pitch + Amt <= -ClampingAngle)
return;
else
{
AddControllerPitchInput(Amt);
}
}
else if (AxisValue < 0)
{
if (PlayerSpringArm->GetComponentRotation().Pitch + Amt >= ClampingAngle)
return;
else
{
AddControllerPitchInput(Amt);
}
}
}
}
开发者ID:DigitalDok,项目名称:MyPortfolioSnippets,代码行数:32,代码来源:RoguelikeChar.cpp
示例2: AddControllerPitchInput
void AOrionSpectatorPawn::LookUpAtRate(float Rate)
{
AOrionPlayerController *PC = Cast<AOrionPlayerController>(Controller);
if (PC)
{
if (PC->bThirdPersonCamera)
AddControllerPitchInput(Rate * BaseLookUpRate * GetWorld()->GetDeltaSeconds());
else if (PC->bDaveyCam)
{
// calculate delta for this frame from the rate information
AddControllerPitchInput(Rate * BaseLookUpRate * GetWorld()->GetDeltaSeconds());
}
}
}
开发者ID:xGundyx,项目名称:GuardiansOfOrion,代码行数:15,代码来源:OrionSpectatorPawn.cpp
示例3: GetWorld
void AFP_FirstPersonCharacter::TouchUpdate(const ETouchIndex::Type FingerIndex, const FVector Location)
{
// If we are processing a touch event and this index matches the initial touch event process movement
if ((TouchItem.bIsPressed == true) && (TouchItem.FingerIndex == FingerIndex))
{
if (GetWorld() != nullptr)
{
UGameViewportClient* ViewportClient = GetWorld()->GetGameViewport();
if (ViewportClient != nullptr)
{
FVector MoveDelta = Location - TouchItem.Location;
FVector2D ScreenSize;
ViewportClient->GetViewportSize(ScreenSize);
FVector2D ScaledDelta = FVector2D(MoveDelta.X, MoveDelta.Y) / ScreenSize;
if (ScaledDelta.X != 0.0f)
{
TouchItem.bMoved = true;
float Value = ScaledDelta.X * BaseTurnRate;
AddControllerYawInput(Value);
}
if (ScaledDelta.Y != 0.0f)
{
TouchItem.bMoved = true;
float Value = ScaledDelta.Y* BaseTurnRate;
AddControllerPitchInput(Value);
}
TouchItem.Location = Location;
}
TouchItem.Location = Location;
}
}
}
开发者ID:colwalder,项目名称:unrealengine,代码行数:32,代码来源:FP_FirstPersonCharacter.cpp
示例4: AddControllerPitchInput
void APlayerCharacter::MoveMouseY(float val)
{
if (val != 0.0f)
{
AddControllerPitchInput(val);
}
}
开发者ID:Zyrst,项目名称:Run,代码行数:7,代码来源:PlayerCharacter.cpp
示例5: AddControllerPitchInput
void APlayerCharacter::LookUpAtRate(float Rate)
{
// calculate delta for this frame from the rate information
AddControllerPitchInput(Rate * BaseLookUpRate * GetWorld()->GetDeltaSeconds()); //pitch vertical rotation
}
开发者ID:Snowman5717,项目名称:SymphonyOfShadows,代码行数:7,代码来源:PlayerCharacter.cpp
示例6: GetWorld
void AMobileOpenCVCharacter::TouchUpdate(const ETouchIndex::Type FingerIndex, const FVector Location)
{
if ((TouchItem.bIsPressed == true) && ( TouchItem.FingerIndex==FingerIndex))
{
if (TouchItem.bIsPressed)
{
if (GetWorld() != nullptr)
{
UGameViewportClient* ViewportClient = GetWorld()->GetGameViewport();
if (ViewportClient != nullptr)
{
FVector MoveDelta = Location - TouchItem.Location;
FVector2D ScreenSize;
ViewportClient->GetViewportSize(ScreenSize);
FVector2D ScaledDelta = FVector2D( MoveDelta.X, MoveDelta.Y) / ScreenSize;
if (ScaledDelta.X != 0.0f)
{
TouchItem.bMoved = true;
float Value = ScaledDelta.X * BaseTurnRate;
AddControllerYawInput(Value);
}
if (ScaledDelta.Y != 0.0f)
{
TouchItem.bMoved = true;
float Value = ScaledDelta.Y* BaseTurnRate;
AddControllerPitchInput(Value);
}
TouchItem.Location = Location;
}
TouchItem.Location = Location;
}
}
}
}
开发者ID:brucelane,项目名称:UEMobileOpenCV,代码行数:34,代码来源:MobileOpenCVCharacter.cpp
示例7: AddControllerPitchInput
/*Description: Controls the camera pitch*/
void APoseidonCharacter::CameraPitch(float value)
{
if (!mWasGrappleShot && !mCameraLock)
{
AddControllerPitchInput(value * LookUpBaseRate * GetWorld()->GetDeltaSeconds());
}
}
开发者ID:AndreaOsorio,项目名称:PSI,代码行数:8,代码来源:PoseidonCharacter.cpp
示例8: AddControllerPitchInput
void AMMO_Character::TurnUp(float AxisValue)
{
if (LockedTarget)return;
if (bMantineeHasControl)return;
if (FMath::Abs(AxisValue) > 0.05f)
{
AddControllerPitchInput(AxisValue* TurningSpeed);
}
}
开发者ID:DigitalDok,项目名称:MyPortfolioSnippets,代码行数:10,代码来源:MMO_Character.cpp
示例9: GetWorld
void AAvatar::Pitch(float amount)
{
if (inventory_showing) {
APlayerController* p_controller = GetWorld()->GetFirstPlayerController();
ANPC_HUD* hud = Cast<ANPC_HUD>(p_controller->GetHUD());
hud->MouseMoved();
return;
} else {
AddControllerPitchInput(200.f * amount * GetWorld()->GetDeltaSeconds());
}
}
开发者ID:mdurn,项目名称:UnrealSample,代码行数:11,代码来源:Avatar.cpp
示例10: AddControllerPitchInput
void ASECharacter::LookUp(float Val)
{
if (State != ECharacterState::Idle || ZoomState != ECharacterZoomState::None)
return;
auto PS = CastChecked<ASECharacterState>(PlayerState);
if (!PS) return;
if (PS->CursorState == ECharacterCursorState::Locked)
AddControllerPitchInput(Val);
}
开发者ID:starryexpanse,项目名称:StarryExpanse,代码行数:11,代码来源:SECharacter.cpp
示例11: GetWorld
void AAvatar::Pitch( float amount )
{
//y
if( inventoryShowing )
{
// if the button is down click drag
APlayerController* PController = GetWorld()->GetFirstPlayerController();
AMyHUD* hud = Cast<AMyHUD>( PController->GetHUD() );
hud->MouseMoved();
}
//else
{
AddControllerPitchInput(200.f*amount * GetWorld()->GetDeltaSeconds());
}
}
开发者ID:phillzz,项目名称:GoldenEgg,代码行数:15,代码来源:Avatar.cpp
示例12: AddControllerPitchInput
void AAvatar::Pitch(float amount)
{
AddControllerPitchInput(100.f*amount*GetWorld()->GetDeltaSeconds());
}
开发者ID:fredster1777,项目名称:maze,代码行数:4,代码来源:Avatar.cpp
示例13: AddControllerPitchInput
void ANimModCharacter::LookUpAtRate(float Val)
{
// calculate delta for this frame from the rate information
AddControllerPitchInput(Val * BaseLookUpRate * GetWorld()->GetDeltaSeconds());
}
开发者ID:Nimgoble,项目名称:NimMod,代码行数:5,代码来源:NimModCharacter.cpp
示例14: AddControllerPitchInput
void AWeaponEssentialsCharacter::LookUpAtRate(float Rate)
{
// Calculate delta for this frame from the rate information
AddControllerPitchInput(Rate * BaseLookUpRate * GetWorld()->GetDeltaSeconds());
}
开发者ID:CHADALAK1,项目名称:WeaponEssentials4.6,代码行数:5,代码来源:WeaponEssentialsCharacter.cpp
示例15: AddControllerPitchInput
void ABatteryCollectorCharacter::LookUpAtRate(float Rate)
{
// calculate delta for this frame from the rate information
AddControllerPitchInput(Rate * BaseLookUpRate * GetWorld()->GetDeltaSeconds());
}
开发者ID:DrunkReaperMatt,项目名称:BatteryCollector,代码行数:5,代码来源:BatteryCollectorCharacter.cpp
示例16: AddControllerPitchInput
// look up rate
void AClashOfBallsBall::LookUpAtRate(float Rate)
{
//UE_LOG(LogTemp, Warning, TEXT("LookUp/Down"));
// calculate delta for this frame from the rate information
AddControllerPitchInput(Rate * BaseLookUpRate * GetWorld()->GetDeltaSeconds());
}
开发者ID:eternalst0rm,项目名称:ClashOfBalls,代码行数:7,代码来源:ClashOfBallsBall.cpp
示例17: AddControllerPitchInput
void ARewindableReplayDemoCharacter::LookUpAtRate(float Rate)
{
// calculate delta for this frame from the rate information
AddControllerPitchInput(Rate * BaseLookUpRate * GetWorld()->GetDeltaSeconds());
}
开发者ID:jlucka625,项目名称:Rewindable-Replay-System,代码行数:5,代码来源:RewindableReplayDemoCharacter.cpp
示例18: AddControllerPitchInput
/**
* Called via input to turn look up/down at a given rate.
* @param Rate This is a normalized rate, i.e. 1.0 means 100% of desired turn rate
*/
void AMutagenPlayer::LookUpAtRate(float Rate)
{
// calculate delta for this frame from the rate information
AddControllerPitchInput(Rate * BaseLookUpRate * GetWorld()->GetDeltaSeconds());
}
开发者ID:belven,项目名称:Mutagen,代码行数:9,代码来源:MutagenPlayer.cpp
示例19: AddControllerPitchInput
void AAvatar::Pitch(float amount)
{
if (!hasWon && !hasLost){
AddControllerPitchInput(-200.f * amount * GetWorld()->GetDeltaSeconds());
}
}
开发者ID:nzayatz14,项目名称:MazeGameEnhanced,代码行数:6,代码来源:Avatar.cpp
示例20: AddControllerPitchInput
void APlayerCharacter::VerticalMovement(float Value) {
AddControllerPitchInput(Value * mouseSensitivity * GetWorld()->GetDeltaSeconds());
}
开发者ID:TriFuse-Infrared,项目名称:Oncoming-Pre-Alpha,代码行数:3,代码来源:PlayerCharacter.cpp
注:本文中的AddControllerPitchInput函数示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
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