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// Fill out your copyright notice in the Description page of Project Settings.
#include "IAPawnTest.h"
// Sets default values
AIAPawnTest::AIAPawnTest()
{
// 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;
}
// Called when the game starts or when spawned
void AIAPawnTest::BeginPlay()
{
Super::BeginPlay();
// 在你的cpp中...
if (APlayerController* PC = Cast<APlayerController>(GetController()))
{
if (UEnhancedInputLocalPlayerSubsystem* InputSystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(PC->GetLocalPlayer()))
{
InputSystem->AddMappingContext(InputMapping, 0);
}
}
}
// Called every frame
void AIAPawnTest::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
// Called to bind functionality to input
void AIAPawnTest::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
UEnhancedInputComponent* Input = Cast<UEnhancedInputComponent>(PlayerInputComponent);
// 你可以通过更改"ETriggerEvent"枚举值,绑定到此处的任意触发器事件
Input->BindAction(IA_ATTACK, ETriggerEvent::Triggered, this, &AIAPawnTest::FUNC_ATTACK);
}
void AIAPawnTest::FUNC_ATTACK(const FInputActionValue& Value)
{
// 获取此处所需任意类型的输入动作的值...
FVector VectorValue = Value.Get<FVector>();
FVector2D AxisValue2D = Value.Get<FVector2D>();
float FloatValue = Value.Get<float>();
bool BoolValue = Value.Get<bool>();
GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Blue, BoolValue ? TEXT("true") : TEXT("false"));
// 在此处实现你的精彩功能!
}
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Pawn.h"
#include "InputActionValue.h"
#include "EnhancedInputSubsystems.h"
#include "GameFramework/PlayerController.h"
#include "EnhancedInputComponent.h"
#include "IAPawnTest.generated.h"
UCLASS()
class PRACTICE_API AIAPawnTest : public APawn
{
GENERATED_BODY()
public:
// Sets default values for this pawn's properties
AIAPawnTest();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
// Called to bind functionality to input
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
void FUNC_ATTACK(const FInputActionValue& Value);
// 将映射上下文公开为头文件中的属性...
UPROPERTY(EditAnywhere, Category = "Input")
class UInputMappingContext* InputMapping;
UPROPERTY(EditAnywhere, Category = "Input")
class UInputAction* IA_ATTACK;
};