Merge pull request 'feature/player-controller-v01' (#28) from feature/player-controller-v01 into main

Reviewed-on: http://micecola.top:8418/starmen1265/ChildHood/pulls/28
This commit was merged in pull request #28.
This commit is contained in:
2026-06-10 18:39:46 +08:00
7 changed files with 484 additions and 48 deletions
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+71 -28
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@@ -22,32 +22,39 @@ AChildHoodCharacter::AChildHoodCharacter()
bUseControllerRotationYaw = false;
bUseControllerRotationRoll = false;
// Configure character movement
GetCharacterMovement()->bOrientRotationToMovement = true;
GetCharacterMovement()->RotationRate = FRotator(0.0f, 500.0f, 0.0f);
// Note: For faster iteration times these variables, and many more, can be tweaked in the Character Blueprint
// instead of recompiling to adjust them
GetCharacterMovement()->JumpZVelocity = 500.f;
GetCharacterMovement()->AirControl = 0.35f;
GetCharacterMovement()->MaxWalkSpeed = 500.f;
GetCharacterMovement()->MinAnalogWalkSpeed = 20.f;
GetCharacterMovement()->BrakingDecelerationWalking = 2000.f;
GetCharacterMovement()->BrakingDecelerationFalling = 1500.0f;
// Configure character movement — v0.1 player controller tech design parameters
auto* CMC = GetCharacterMovement();
CMC->bOrientRotationToMovement = true; // 角色朝移动方向旋转
CMC->RotationRate = FRotator(0.0f, 720.0f, 0.0f); // 转向速度 720°/s(远快于鼠标 150°/s)
CMC->MaxWalkSpeed = 450.0f; // 跑步速度 4.5 m/s
CMC->MaxAcceleration = 2250.0f; // 起步加速 0.2s (450/0.2)
CMC->BrakingDecelerationWalking = 1500.0f; // 停止减速 0.3s (450/0.3)
CMC->BrakingDecelerationFalling = 1500.0f;
CMC->MinAnalogWalkSpeed = 20.f;
// WalkableFloorAngle 默认 45°,无需修改
// v0.1 不跳跃,不设置 JumpZVelocity / AirControl
// Create a camera boom (pulls in towards the player if there is a collision)
CameraBoom = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraBoom"));
CameraBoom->SetupAttachment(RootComponent);
CameraBoom->TargetArmLength = 400.0f;
CameraBoom->TargetArmLength = 350.0f; // 摄像机距离 3.5m
CameraBoom->SocketOffset = FVector(0.f, 0.f, 80.f); // 摄像机高度 0.8m(头部上方)
CameraBoom->bUsePawnControlRotation = true;
// 摄像机软跟随
CameraBoom->bEnableCameraLag = true; // 启用位置延迟跟随
CameraBoom->CameraLagSpeed = 6.0f; // 跟随速度(可调 2-8)
CameraBoom->bEnableCameraRotationLag = false; // v0.1 不启用旋转延迟
// 摄像机碰撞处理
CameraBoom->bDoCollisionTest = true; // 启用碰撞检测
CameraBoom->ProbeSize = 12.0f; // 碰撞探针半径
CameraBoom->ProbeChannel = ECC_Camera; // 使用 Camera 碰撞通道
// Create a follow camera
FollowCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("FollowCamera"));
FollowCamera->SetupAttachment(CameraBoom, USpringArmComponent::SocketName);
FollowCamera->bUsePawnControlRotation = false;
// Note: The skeletal mesh and anim blueprint references on the Mesh component (inherited from Character)
// are set in the derived blueprint asset named ThirdPersonCharacter (to avoid direct content references in C++)
}
void AChildHoodCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
@@ -55,16 +62,26 @@ void AChildHoodCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInput
// Set up action bindings
if (UEnhancedInputComponent* EnhancedInputComponent = Cast<UEnhancedInputComponent>(PlayerInputComponent)) {
// Jumping
EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Started, this, &ACharacter::Jump);
EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Completed, this, &ACharacter::StopJumping);
// Moving
EnhancedInputComponent->BindAction(MoveAction, ETriggerEvent::Triggered, this, &AChildHoodCharacter::Move);
// Looking (gamepad + mouse)
EnhancedInputComponent->BindAction(LookAction, ETriggerEvent::Triggered, this, &AChildHoodCharacter::Look);
EnhancedInputComponent->BindAction(MouseLookAction, ETriggerEvent::Triggered, this, &AChildHoodCharacter::Look);
// Looking
EnhancedInputComponent->BindAction(LookAction, ETriggerEvent::Triggered, this, &AChildHoodCharacter::Look);
// Interaction IAs — bind to placeholder callbacks; interaction system will hook into these
if (InteractAction)
{
EnhancedInputComponent->BindAction(InteractAction, ETriggerEvent::Started, this, &AChildHoodCharacter::OnInteract);
}
if (CancelAction)
{
EnhancedInputComponent->BindAction(CancelAction, ETriggerEvent::Started, this, &AChildHoodCharacter::OnCancel);
}
if (SwitchInteractAction)
{
EnhancedInputComponent->BindAction(SwitchInteractAction, ETriggerEvent::Started, this, &AChildHoodCharacter::OnSwitchInteract);
}
}
else
{
@@ -90,8 +107,30 @@ void AChildHoodCharacter::Look(const FInputActionValue& Value)
DoLook(LookAxisVector.X, LookAxisVector.Y);
}
void AChildHoodCharacter::OnInteract(const FInputActionValue& Value)
{
// v0.1 placeholder — interaction system will provide implementation
// Interaction system hooks in via blueprint or future C++ delegate
}
void AChildHoodCharacter::OnCancel(const FInputActionValue& Value)
{
// v0.1 placeholder — interaction system will provide implementation
}
void AChildHoodCharacter::OnSwitchInteract(const FInputActionValue& Value)
{
// v0.1 placeholder — interaction system will provide implementation
}
void AChildHoodCharacter::DoMove(float Right, float Forward)
{
// P1: 交互中忽略移动输入
if (bIsInteracting)
{
return;
}
if (GetController() != nullptr)
{
// find out which way is forward
@@ -120,14 +159,18 @@ void AChildHoodCharacter::DoLook(float Yaw, float Pitch)
}
}
void AChildHoodCharacter::DoJumpStart()
void AChildHoodCharacter::SetInteracting(bool bValue)
{
// signal the character to jump
Jump();
bIsInteracting = bValue;
}
void AChildHoodCharacter::DoJumpEnd()
bool AChildHoodCharacter::IsInteracting() const
{
// signal the character to stop jumping
StopJumping();
return bIsInteracting;
}
bool AChildHoodCharacter::IsRunning() const
{
return GetVelocity().SizeSquared() > 100.f // 速度 > 10 cm/s 阈值
&& GetCharacterMovement()->IsMovingOnGround();
}
+34 -11
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@@ -33,10 +33,6 @@ class AChildHoodCharacter : public ACharacter
protected:
/** Jump Input Action */
UPROPERTY(EditAnywhere, Category="Input")
UInputAction* JumpAction;
/** Move Input Action */
UPROPERTY(EditAnywhere, Category="Input")
UInputAction* MoveAction;
@@ -49,6 +45,21 @@ protected:
UPROPERTY(EditAnywhere, Category="Input")
UInputAction* MouseLookAction;
/** Interact Input Action (E key) — delegates to interaction system */
UPROPERTY(EditAnywhere, Category="Input")
UInputAction* InteractAction;
/** Cancel Input Action (ESC key) — delegates to interaction system */
UPROPERTY(EditAnywhere, Category="Input")
UInputAction* CancelAction;
/** Switch Interact Target Input Action (Tab / Mouse Wheel) — delegates to interaction system */
UPROPERTY(EditAnywhere, Category="Input")
UInputAction* SwitchInteractAction;
/** Whether the character is currently in an interaction */
bool bIsInteracting = false;
public:
/** Constructor */
@@ -67,6 +78,15 @@ protected:
/** Called for looking input */
void Look(const FInputActionValue& Value);
/** Called for interact input (E) — placeholder, delegates to interaction system */
void OnInteract(const FInputActionValue& Value);
/** Called for cancel input (ESC) — placeholder, delegates to interaction system */
void OnCancel(const FInputActionValue& Value);
/** Called for switch interact target input (Tab/Wheel) — placeholder, delegates to interaction system */
void OnSwitchInteract(const FInputActionValue& Value);
public:
/** Handles move inputs from either controls or UI interfaces */
@@ -77,13 +97,17 @@ public:
UFUNCTION(BlueprintCallable, Category="Input")
virtual void DoLook(float Yaw, float Pitch);
/** Handles jump pressed inputs from either controls or UI interfaces */
UFUNCTION(BlueprintCallable, Category="Input")
virtual void DoJumpStart();
/** Set interaction state — called by interaction system */
UFUNCTION(BlueprintCallable, Category="Interaction")
void SetInteracting(bool bValue);
/** Handles jump pressed inputs from either controls or UI interfaces */
UFUNCTION(BlueprintCallable, Category="Input")
virtual void DoJumpEnd();
/** Query: is the character currently interacting? */
UFUNCTION(BlueprintCallable, BlueprintPure, Category="Interaction")
bool IsInteracting() const;
/** Query: is the character currently running (moving on ground)? */
UFUNCTION(BlueprintCallable, BlueprintPure, Category="Interaction")
bool IsRunning() const;
public:
@@ -93,4 +117,3 @@ public:
/** Returns FollowCamera subobject **/
FORCEINLINE class UCameraComponent* GetFollowCamera() const { return FollowCamera; }
};
@@ -13,6 +13,19 @@ void AChildHoodPlayerController::BeginPlay()
{
Super::BeginPlay();
// C3: 设置摄像机俯仰角限制(垂直旋转 +45°/-30°)
if (PlayerCameraManager)
{
PlayerCameraManager->ViewPitchMin = -30.0f; // 向下看最多 30°
PlayerCameraManager->ViewPitchMax = 45.0f; // 向上看最多 45°
}
// C1: 初始俯角 -15°(摄像机默认略向下看向角色)
if (GetControlRotation().Pitch == 0.f)
{
SetControlRotation(FRotator(-15.0f, GetControlRotation().Yaw, GetControlRotation().Roll));
}
// only spawn touch controls on local player controllers
if (ShouldUseTouchControls() && IsLocalPlayerController())
{
+132
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@@ -0,0 +1,132 @@
@echo off
setlocal enabledelayedexpansion
REM === ChildHood Input Setup - Create v0.1 InputAction assets + update IMC ===
REM
REM Usage:
REM setup_input.bat (default, editor quits after done)
REM setup_input.bat --no-quit (keep editor open)
set "SCRIPT_DIR=%~dp0"
set "PROJECT_DIR=%SCRIPT_DIR%..\.."
for %%i in ("%PROJECT_DIR%\.") do set "PROJECT_ROOT=%%~fi"
set "UPROJECT=%PROJECT_ROOT%\ChildHood.uproject"
REM ---- Defaults ----
set "NO_QUIT=0"
set "DRY_RUN=0"
REM ---- Parse Arguments ----
:parse_args
if "%~1"=="" goto done_args
if /i "%~1"=="--no-quit" (
set "NO_QUIT=1"
shift
goto parse_args
)
if /i "%~1"=="--dry-run" (
set "DRY_RUN=1"
shift
goto parse_args
)
if /i "%~1"=="--help" goto show_help
if /i "%~1"=="-h" goto show_help
echo [WARN] Unknown argument: %~1
shift
goto parse_args
:done_args
REM ---- Find UE5 Editor ----
set "UE_EDITOR="
if defined UE5_ROOT (
for %%b in (UnrealEditor.exe UE5Editor.exe) do (
if exist "%UE5_ROOT%\Engine\Binaries\Win64\%%b" (
set "UE_EDITOR=%UE5_ROOT%\Engine\Binaries\Win64\%%b"
)
)
)
if "%UE_EDITOR%"=="" (
for %%p in (
"C:\Program Files\Epic Games\UE_5.7"
"C:\Program Files (x86)\Epic Games\UE_5.7"
"D:\Program Files\Epic Games\UE_5.7"
"E:\Program Files\Epic Games\UE_5.7"
) do (
if not defined UE_EDITOR (
for %%b in (UnrealEditor.exe UE5Editor.exe) do (
if exist "%%~p\Engine\Binaries\Win64\%%b" (
set "UE_EDITOR=%%~p\Engine\Binaries\Win64\%%b"
)
)
)
)
)
if "%UE_EDITOR%"=="" (
echo.
echo [ERROR] UE5 Editor not found!
echo Set UE5_ROOT, e.g.: set UE5_ROOT=C:\Program Files\Epic Games\UE_5.7
echo.
exit /b 1
)
REM ---- Path conversion ----
set "SCRIPT_PATH=%SCRIPT_DIR%setup_input_assets.py"
set "SCRIPT_PATH=!SCRIPT_PATH:\=/!"
set "UPROJECT_FWD=!UPROJECT:\=/!"
REM ---- Build command line ----
set "CMD_ARGS=-unattended -NoSound -NullRHI -ExecutePythonScript=!SCRIPT_PATH!"
REM ---- Pass config via env vars ----
set "INPUT_PROJECT_ROOT=!PROJECT_ROOT!"
if "!NO_QUIT!"=="1" set "INPUT_NO_QUIT=1"
REM ---- Print info ----
echo.
echo ============================================
echo ChildHood Input Setup - v0.1
echo ============================================
echo UE5: !UE_EDITOR!
echo Project: !UPROJECT_FWD!
echo Script: !SCRIPT_PATH!
echo ============================================
echo.
REM ---- Dry Run ----
if "%DRY_RUN%"=="1" (
echo [DRY RUN] Command:
echo.
echo "!UE_EDITOR!" "!UPROJECT_FWD!" !CMD_ARGS!
echo.
exit /b 0
)
REM ---- Execute ----
echo [InputSetup] Launching UE5 Editor ...
echo.
"!UE_EDITOR!" "!UPROJECT_FWD!" !CMD_ARGS!
set "EXIT_CODE=!ERRORLEVEL!"
echo.
if "!EXIT_CODE!"=="0" (
echo [InputSetup] Done. Editor exited.
) else (
echo [InputSetup] Editor exit code: !EXIT_CODE!
)
exit /b !EXIT_CODE!
:show_help
echo.
echo ChildHood Input Setup - v0.1
echo.
echo Usage: setup_input.bat [options]
echo.
echo Options:
echo --no-quit Keep editor open after done
echo --dry-run Print command without executing
echo --help, -h Show help
echo.
exit /b 0
+225
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@@ -0,0 +1,225 @@
"""UE5 编辑器 Python 脚本:创建 v0.1 角色控制所需的 InputAction 资产并更新 IMC。
由 setup_input.bat 通过 UE5 的 -ExecutePythonScript 参数调用。
在 UE5 编辑器 Python 环境中运行。
功能:
1. 创建 3 个 InputAction 资产:IA_Interact, IA_Cancel, IA_SwitchInteract
2. 更新 IMC_Default:添加 E / ESC / Tab 按键映射
3. 保存所有修改的资产
环境变量(由 setup_input.bat 设置):
INPUT_PROJECT_ROOT — 项目根目录绝对路径
"""
import os
import sys
from pathlib import Path
# ---- 检查 unreal 模块 ----
try:
import unreal
except ImportError:
print("[InputSetup] FATAL: unreal 模块不可用,必须在 UE5 编辑器环境中运行")
sys.exit(1)
# ---- 项目根目录 ----
_project_root_str = os.environ.get("INPUT_PROJECT_ROOT", "")
if _project_root_str:
PROJECT_ROOT = Path(_project_root_str)
else:
print("[InputSetup] FATAL: INPUT_PROJECT_ROOT 环境变量未设置")
sys.exit(1)
# ---- 资产路径配置 ----
IA_PACKAGE = "/Game/Input/Actions"
IMC_PATH = "/Game/Input/IMC_Default"
# 新增 InputAction 定义
NEW_INPUT_ACTIONS = {
"IA_Interact": {
"description": "E 键交互输入动作",
"key": unreal.Key.E,
"triggers": [unreal.InputTriggerDown()],
},
"IA_Cancel": {
"description": "ESC 取消输入动作",
"key": unreal.Key.ESCAPE,
"triggers": [unreal.InputTriggerDown()],
},
"IA_SwitchInteract": {
"description": "Tab 切换交互目标输入动作",
"key": unreal.Key.TAB,
"triggers": [unreal.InputTriggerDown()],
},
}
def asset_exists(asset_path: str) -> bool:
"""检查资产是否已存在"""
return unreal.EditorAssetLibrary.does_asset_exist(asset_path)
def create_input_action(name: str, description: str) -> unreal.InputAction:
"""创建 InputAction 资产"""
asset_path = f"{IA_PACKAGE}/{name}"
if asset_exists(asset_path):
print(f"[InputSetup] 资产已存在,跳过创建: {asset_path}")
return unreal.load_asset(asset_path)
# 确保目录存在
unreal.EditorAssetLibrary.make_directory(IA_PACKAGE)
# 使用 AssetTools 创建
asset_tools = unreal.get_editor_subsystem(unreal.EditorAssetSubsystem)
if asset_tools:
# 尝试通过 EditorAssetSubsystem 创建
factory = unreal.InputActionFactory()
new_asset = asset_tools.create_asset(name, IA_PACKAGE, unreal.InputAction, factory)
if new_asset:
print(f"[InputSetup] 创建成功: {asset_path} — {description}")
return new_asset
# 备用方案:使用 Python BPLib 或直接构造
print(f"[InputSetup] 尝试备用方案创建: {name}")
factory = unreal.InputActionFactory()
new_asset = unreal.AssetToolsHelpers.get_asset_tools().create_asset(
name, IA_PACKAGE[5:], # 去掉 /Game/ 前缀
unreal.InputAction,
factory
)
if new_asset:
print(f"[InputSetup] 备用方案创建成功: {asset_path}")
return new_asset
print(f"[InputSetup] ERROR: 无法创建 {name}")
return None
def add_key_mapping_to_imc(imc: unreal.InputMappingContext, ia: unreal.InputAction, key: unreal.Key):
"""向 IMC 添加按键映射"""
mapping = unreal.InputMapping()
mapping.set_editor_property("action", ia)
key_mapping = unreal.KeyMapping()
key_mapping.set_editor_property("key", key)
key_mapping.set_editor_property("scale", 1.0)
# 设置触发器
# key_mapping 的 triggers 由 IMC 内部管理
# 使用 IMC 的 API 添加映射
try:
# UE5.7: 使用 mappings 属性
existing_mappings = imc.get_editor_property("mappings")
new_mapping = unreal.InputMapping()
new_mapping.set_editor_property("action", ia)
km = unreal.KeyMapping()
km.set_editor_property("key", key)
km.set_editor_property("scale", 1.0)
# 设置 triggers
triggers = [unreal.InputTriggerDown()]
km.set_editor_property("triggers", triggers)
new_mapping.set_editor_property("key_mappings", [km])
existing_mappings.append(new_mapping)
imc.set_editor_property("mappings", existing_mappings)
return True
except Exception as e:
print(f"[InputSetup] 添加映射失败: {e}")
return False
def main():
print("=" * 50)
print("[InputSetup] v0.1 角色控制 Input 资产创建脚本")
print(f"[InputSetup] 项目: {PROJECT_ROOT}")
print("=" * 50)
# ---- Step 1: 创建 InputAction 资产 ----
print("\n[InputSetup] Step 1: 创建 InputAction 资产")
created_ias = {}
for name, config in NEW_INPUT_ACTIONS.items():
ia = create_input_action(name, config["description"])
if ia:
created_ias[name] = ia
else:
print(f"[InputSetup] WARNING: {name} 创建失败,后续 IMC 映射将跳过此 IA")
if not created_ias:
print("[InputSetup] ERROR: 没有成功创建任何 IA,终止")
return False
# ---- Step 2: 保存新创建的 IA 资产 ----
print("\n[InputSetup] Step 2: 保存新创建的资产")
for name, ia in created_ias.items():
asset_path = f"{IA_PACKAGE}/{name}"
unreal.EditorAssetLibrary.save_asset(asset_path)
print(f"[InputSetup] 已保存: {asset_path}")
# ---- Step 3: 更新 IMC_Default ----
print(f"\n[InputSetup] Step 3: 更新 IMC: {IMC_PATH}")
if not asset_exists(IMC_PATH):
print(f"[InputSetup] ERROR: IMC 不存在: {IMC_PATH}")
return False
imc = unreal.load_asset(IMC_PATH)
if not imc:
print(f"[InputSetup] ERROR: 无法加载 IMC: {IMC_PATH}")
return False
# 读取当前映射数量
try:
current_mappings = imc.get_editor_property("mappings")
print(f"[InputSetup] 当前 IMC 映射数: {len(current_mappings)}")
except Exception as e:
print(f"[InputSetup] WARNING: 无法读取映射: {e}")
current_mappings = []
# 添加新映射
for name, config in NEW_INPUT_ACTIONS.items():
if name not in created_ias:
continue
ia = created_ias[name]
key = config["key"]
success = add_key_mapping_to_imc(imc, ia, key)
if success:
print(f"[InputSetup] 已添加映射: {name} → {key}")
else:
print(f"[InputSetup] WARNING: 映射添加失败: {name}")
# ---- Step 4: 保存 IMC ----
print("\n[InputSetup] Step 4: 保存 IMC")
unreal.EditorAssetLibrary.save_asset(IMC_PATH)
print(f"[InputSetup] 已保存: {IMC_PATH}")
# ---- Step 5: 验证 ----
print("\n[InputSetup] Step 5: 验证")
try:
updated_mappings = imc.get_editor_property("mappings")
print(f"[InputSetup] 更新后 IMC 映射数: {len(updated_mappings)}")
except:
pass
# 验证 IA 资产
for name in NEW_INPUT_ACTIONS:
asset_path = f"{IA_PACKAGE}/{name}"
exists = asset_exists(asset_path)
print(f"[InputSetup] {name}: {'✅ 存在' if exists else '❌ 不存在'}")
print("\n" + "=" * 50)
print("[InputSetup] 完成!请在 UE5 编辑器中验证。")
print("[InputSetup] 注意:需要在 BP_ChildHoodCharacter 中将新增 IA 属性指向对应资产")
print("=" * 50)
return True
if __name__ == "__main__":
success = main()
if not success:
sys.exit(1)