调整坦克移动方式,调整鼠标控制炮塔转动,移动方式有点奇怪,应该再加个倒退,或者再尝试传统坦克移动模式,鼠标控制炮塔转动在某些角度lerp的时候会疯狂抖动。待解决。
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@@ -8,6 +8,6 @@ public class AncientCivil : ModuleRules
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{
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PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
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PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "NavigationSystem", "AIModule", "Niagara", "EnhancedInput","JsEnv" });
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PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "NavigationSystem", "AIModule", "Niagara", "EnhancedInput","JsEnv","SlateCore","Slate" });
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}
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}
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@@ -0,0 +1,19 @@
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#include "GameBPExtension.h"
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#include "Framework/Application/SlateApplication.h"
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UGameBPExtension::UGameBPExtension(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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}
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FVector2D UGameBPExtension::GetGameWindowSize() {
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if (FSlateApplication::IsInitialized()) {
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TArray<TSharedRef<SWindow>> GameWindows = FSlateApplication::Get().GetInteractiveTopLevelWindows();
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TSharedPtr<SWindow> GameWindow = GameWindows[0];
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if (GameWindow.IsValid()) {
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return GameWindow->GetSizeInScreen(); // 返回窗口的物理尺寸(单位:像素)
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}
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}
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return FVector2D(0, 0);
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}
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@@ -0,0 +1,14 @@
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#pragma once
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#include "Uobject/Class.h"
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#include "Kismet/BlueprintFunctionLibrary.h"
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#include "GameBPExtension.generated.h"
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UCLASS(meta = (ScriptName = "UGameBPExtension"))
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class UGameBPExtension :public UBlueprintFunctionLibrary
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{
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GENERATED_UCLASS_BODY()
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UFUNCTION(BlueprintCallable, Category = "Window Utils")
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static FVector2D GetGameWindowSize();
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};
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