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不明不惑
2026-03-03 01:23:02 +08:00
commit 3e434877e8
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// Copyright(c) Aurora Devs 2022-2025. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "InputModifiers.h"
#include "UGC_CameraTurnRateModifier.generated.h"
/**
*
*/
UCLASS()
class AURORADEVS_UGC_API UUGC_CameraTurnRateModifier : public UInputModifier
{
GENERATED_BODY()
public:
virtual FInputActionValue ModifyRaw_Implementation(const UEnhancedPlayerInput* PlayerInput, FInputActionValue CurrentValue, float DeltaTime) override;
private:
TObjectPtr<class AUGC_PlayerCameraManager> PlayerCameraManager;
};

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// Copyright(c) Aurora Devs 2022-2025. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "InputModifiers.h"
#include "UGC_InputAccelerationModifier.generated.h"
/**
* Apply an acceleration curve to your input so that it accelerates as time goes by. The given curve should be time-normalized, i.e., between 0 and 1.
*/
UCLASS(ClassGroup = "UGC Input Modifiers")
class AURORADEVS_UGC_API UUGC_InputAccelerationModifier : public UInputModifier
{
GENERATED_BODY()
public:
virtual FInputActionValue ModifyRaw_Implementation(const UEnhancedPlayerInput* PlayerInput, FInputActionValue CurrentValue, float DeltaTime) override;
public:
// The time it takes to reach full speed.
UPROPERTY(EditInstanceOnly, BlueprintReadWrite, Category = Settings, Config)
float AccelerationTime = 1.f;
// Apply an acceleration curve to your input so that it accelerates as time goes by. The given curve should be time-normalized, i.e., between 0 and 1.
UPROPERTY(EditInstanceOnly, BlueprintReadWrite, Category = Settings, meta = (DisplayThumbnail = "false"))
TObjectPtr<UCurveFloat> AccelerationCurve;
private:
float Timer = 0.f;
};