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15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);
}
}
}
}
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());
}
}
}
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;
}
}
}
示例4: AddControllerPitchInput
void APlayerCharacter::MoveMouseY(float val)
{
if (val != 0.0f)
{
AddControllerPitchInput(val);
}
}
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
}
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;
}
}
}
}
示例7: AddControllerPitchInput
/*Description: Controls the camera pitch*/
void APoseidonCharacter::CameraPitch(float value)
{
if (!mWasGrappleShot && !mCameraLock)
{
AddControllerPitchInput(value * LookUpBaseRate * GetWorld()->GetDeltaSeconds());
}
}
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);
}
}
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());
}
}
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);
}
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());
}
}
示例12: AddControllerPitchInput
void AAvatar::Pitch(float amount)
{
AddControllerPitchInput(100.f*amount*GetWorld()->GetDeltaSeconds());
}
示例13: AddControllerPitchInput
void ANimModCharacter::LookUpAtRate(float Val)
{
// calculate delta for this frame from the rate information
AddControllerPitchInput(Val * BaseLookUpRate * GetWorld()->GetDeltaSeconds());
}
示例14: AddControllerPitchInput
void AWeaponEssentialsCharacter::LookUpAtRate(float Rate)
{
// Calculate delta for this frame from the rate information
AddControllerPitchInput(Rate * BaseLookUpRate * GetWorld()->GetDeltaSeconds());
}
示例15: AddControllerPitchInput
void ABatteryCollectorCharacter::LookUpAtRate(float Rate)
{
// calculate delta for this frame from the rate information
AddControllerPitchInput(Rate * BaseLookUpRate * GetWorld()->GetDeltaSeconds());
}