Move player camera manager implementation to blueprint
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@@ -1,19 +0,0 @@
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// Copyright Epic Games, Inc. All Rights Reserved.
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#include "Player/PHYPlayerCameraManager.h"
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#include UE_INLINE_GENERATED_CPP_BY_NAME(PHYPlayerCameraManager)
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#include "Player/PHYPlayerController.h"
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FRotator APHYPlayerCameraManager::GetRotationInput_Implementation() const
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{
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const APHYPlayerController* PHYController = Cast<APHYPlayerController>(PCOwner);
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return PHYController ? PHYController->GetCachedRotationInput() : FRotator::ZeroRotator;
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}
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FVector APHYPlayerCameraManager::GetMovementControlInput_Implementation() const
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{
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const APHYPlayerController* PHYController = Cast<APHYPlayerController>(PCOwner);
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return PHYController ? PHYController->GetCachedMovementControlInput() : FVector::ZeroVector;
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}
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@@ -5,10 +5,10 @@
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#include UE_INLINE_GENERATED_CPP_BY_NAME(PHYPlayerController)
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#include UE_INLINE_GENERATED_CPP_BY_NAME(PHYPlayerController)
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#include "Characters/PHYPlayerCharacter.h"
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#include "Characters/PHYPlayerCharacter.h"
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#include "Characters/PHYCharacterSettings.h"
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#include "GIPS_InputSystemComponent.h"
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#include "GIPS_InputSystemComponent.h"
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#include "InputActionValue.h"
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#include "InputActionValue.h"
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#include "Locomotion/PHYSLSMovementBridgeComponent.h"
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#include "Locomotion/PHYSLSMovementBridgeComponent.h"
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#include "Player/PHYPlayerCameraManager.h"
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#include "PHYGameplayTags.h"
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#include "PHYGameplayTags.h"
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namespace
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namespace
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@@ -41,7 +41,14 @@ namespace
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APHYPlayerController::APHYPlayerController(const FObjectInitializer& ObjectInitializer)
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APHYPlayerController::APHYPlayerController(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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: Super(ObjectInitializer)
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{
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{
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PlayerCameraManagerClass = APHYPlayerCameraManager::StaticClass();
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const UPHYCharacterSettings* CharacterSettings = GetDefault<UPHYCharacterSettings>();
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if (CharacterSettings && !CharacterSettings->DefaultPlayerCameraManagerClass.IsNull())
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{
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if (UClass* CameraManagerClass = CharacterSettings->DefaultPlayerCameraManagerClass.LoadSynchronous())
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{
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PlayerCameraManagerClass = CameraManagerClass;
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}
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}
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}
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}
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void APHYPlayerController::BeginPlay()
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void APHYPlayerController::BeginPlay()
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@@ -9,9 +9,9 @@
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class APHYAICharacter;
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class APHYAICharacter;
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class APHYAIController;
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class APHYAIController;
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class APHYPlayerCameraManager;
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class APHYPlayerCharacter;
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class APHYPlayerCharacter;
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class APHYPlayerController;
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class APHYPlayerController;
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class APlayerCameraManager;
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class UUGC_CameraDataAssetBase;
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class UUGC_CameraDataAssetBase;
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/**
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/**
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@@ -75,7 +75,7 @@ public:
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/** @brief 玩家相机管理器默认软类引用。 */
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/** @brief 玩家相机管理器默认软类引用。 */
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UPROPERTY(Config, EditDefaultsOnly, Category="PHY|Character")
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UPROPERTY(Config, EditDefaultsOnly, Category="PHY|Character")
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TSoftClassPtr<APHYPlayerCameraManager> DefaultPlayerCameraManagerClass;
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TSoftClassPtr<APlayerCameraManager> DefaultPlayerCameraManagerClass;
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/** @brief UGC 默认 CameraData 软引用,首期不强制制作资产。 */
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/** @brief UGC 默认 CameraData 软引用,首期不强制制作资产。 */
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UPROPERTY(Config, EditDefaultsOnly, Category="PHY|Character")
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UPROPERTY(Config, EditDefaultsOnly, Category="PHY|Character")
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@@ -1,25 +0,0 @@
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// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "Camera/UGC_PlayerCameraManager.h"
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#include "PHYPlayerCameraManager.generated.h"
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/**
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* @brief PHY 玩家相机管理器。
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*
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* 该类型从 PlayerController 的 C++ 缓存读取输入,不把 UGC 蓝图 Pawn Interface 作为主路径。
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*/
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UCLASS(BlueprintType, Blueprintable)
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class PHY_API APHYPlayerCameraManager : public AUGC_PlayerCameraManager
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{
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GENERATED_BODY()
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public:
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/** @brief 返回玩家视角输入。 */
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virtual FRotator GetRotationInput_Implementation() const override;
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/** @brief 返回玩家移动控制输入。 */
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virtual FVector GetMovementControlInput_Implementation() const override;
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};
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