feat(player-controller): 实现v0.1角色控制系统
- 移除跳跃逻辑:删除JumpAction、DoJumpStart/End - 调整CMC参数:MaxWalkSpeed=450, Acceleration=2250, Brake=1500, RotationRate=720 - 调整SpringArm:TargetArmLength=350, SocketOffset.Z=80, CameraLag=6, ProbeSize=12 - 添加Pitch限幅:ViewPitchMin=-30, ViewPitchMax=45, 初始俯角-15° - 新增交互状态:bIsInteracting + SetInteracting/IsInteracting/IsRunning - 新增交互IA:InteractAction/CancelAction/SwitchInteractAction(占位回调) - DoMove添加交互中忽略移动输入检查 Task: P-011
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@@ -16,55 +16,72 @@ AChildHoodCharacter::AChildHoodCharacter()
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{
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// Set size for collision capsule
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GetCapsuleComponent()->InitCapsuleSize(42.f, 96.0f);
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// Don't rotate when the controller rotates. Let that just affect the camera.
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bUseControllerRotationPitch = false;
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bUseControllerRotationYaw = false;
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bUseControllerRotationRoll = false;
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// Configure character movement
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GetCharacterMovement()->bOrientRotationToMovement = true;
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GetCharacterMovement()->RotationRate = FRotator(0.0f, 500.0f, 0.0f);
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// Note: For faster iteration times these variables, and many more, can be tweaked in the Character Blueprint
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// instead of recompiling to adjust them
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GetCharacterMovement()->JumpZVelocity = 500.f;
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GetCharacterMovement()->AirControl = 0.35f;
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GetCharacterMovement()->MaxWalkSpeed = 500.f;
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GetCharacterMovement()->MinAnalogWalkSpeed = 20.f;
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GetCharacterMovement()->BrakingDecelerationWalking = 2000.f;
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GetCharacterMovement()->BrakingDecelerationFalling = 1500.0f;
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// Configure character movement — v0.1 player controller tech design parameters
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auto* CMC = GetCharacterMovement();
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CMC->bOrientRotationToMovement = true; // 角色朝移动方向旋转
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CMC->RotationRate = FRotator(0.0f, 720.0f, 0.0f); // 转向速度 720°/s(远快于鼠标 150°/s)
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CMC->MaxWalkSpeed = 450.0f; // 跑步速度 4.5 m/s
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CMC->MaxAcceleration = 2250.0f; // 起步加速 0.2s (450/0.2)
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CMC->BrakingDecelerationWalking = 1500.0f; // 停止减速 0.3s (450/0.3)
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CMC->BrakingDecelerationFalling = 1500.0f;
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CMC->MinAnalogWalkSpeed = 20.f;
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// WalkableFloorAngle 默认 45°,无需修改
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// v0.1 不跳跃,不设置 JumpZVelocity / AirControl
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// Create a camera boom (pulls in towards the player if there is a collision)
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CameraBoom = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraBoom"));
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CameraBoom->SetupAttachment(RootComponent);
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CameraBoom->TargetArmLength = 400.0f;
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CameraBoom->TargetArmLength = 350.0f; // 摄像机距离 3.5m
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CameraBoom->SocketOffset = FVector(0.f, 0.f, 80.f); // 摄像机高度 0.8m(头部上方)
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CameraBoom->bUsePawnControlRotation = true;
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// 摄像机软跟随
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CameraBoom->bEnableCameraLag = true; // 启用位置延迟跟随
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CameraBoom->CameraLagSpeed = 6.0f; // 跟随速度(可调 2-8)
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CameraBoom->bEnableCameraRotationLag = false; // v0.1 不启用旋转延迟
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// 摄像机碰撞处理
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CameraBoom->bDoCollisionTest = true; // 启用碰撞检测
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CameraBoom->ProbeSize = 12.0f; // 碰撞探针半径
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CameraBoom->ProbeChannel = ECC_Camera; // 使用 Camera 碰撞通道
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// Create a follow camera
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FollowCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("FollowCamera"));
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FollowCamera->SetupAttachment(CameraBoom, USpringArmComponent::SocketName);
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FollowCamera->bUsePawnControlRotation = false;
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// Note: The skeletal mesh and anim blueprint references on the Mesh component (inherited from Character)
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// are set in the derived blueprint asset named ThirdPersonCharacter (to avoid direct content references in C++)
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}
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void AChildHoodCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
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{
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// Set up action bindings
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if (UEnhancedInputComponent* EnhancedInputComponent = Cast<UEnhancedInputComponent>(PlayerInputComponent)) {
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// Jumping
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EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Started, this, &ACharacter::Jump);
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EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Completed, this, &ACharacter::StopJumping);
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// Moving
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EnhancedInputComponent->BindAction(MoveAction, ETriggerEvent::Triggered, this, &AChildHoodCharacter::Move);
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// Looking (gamepad + mouse)
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EnhancedInputComponent->BindAction(LookAction, ETriggerEvent::Triggered, this, &AChildHoodCharacter::Look);
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EnhancedInputComponent->BindAction(MouseLookAction, ETriggerEvent::Triggered, this, &AChildHoodCharacter::Look);
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// Looking
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EnhancedInputComponent->BindAction(LookAction, ETriggerEvent::Triggered, this, &AChildHoodCharacter::Look);
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// Interaction IAs — bind to placeholder callbacks; interaction system will hook into these
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if (InteractAction)
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{
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EnhancedInputComponent->BindAction(InteractAction, ETriggerEvent::Started, this, &AChildHoodCharacter::OnInteract);
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}
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if (CancelAction)
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{
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EnhancedInputComponent->BindAction(CancelAction, ETriggerEvent::Started, this, &AChildHoodCharacter::OnCancel);
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}
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if (SwitchInteractAction)
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{
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EnhancedInputComponent->BindAction(SwitchInteractAction, ETriggerEvent::Started, this, &AChildHoodCharacter::OnSwitchInteract);
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}
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}
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else
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{
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@@ -90,8 +107,30 @@ void AChildHoodCharacter::Look(const FInputActionValue& Value)
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DoLook(LookAxisVector.X, LookAxisVector.Y);
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}
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void AChildHoodCharacter::OnInteract(const FInputActionValue& Value)
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{
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// v0.1 placeholder — interaction system will provide implementation
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// Interaction system hooks in via blueprint or future C++ delegate
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}
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void AChildHoodCharacter::OnCancel(const FInputActionValue& Value)
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{
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// v0.1 placeholder — interaction system will provide implementation
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}
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void AChildHoodCharacter::OnSwitchInteract(const FInputActionValue& Value)
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{
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// v0.1 placeholder — interaction system will provide implementation
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}
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void AChildHoodCharacter::DoMove(float Right, float Forward)
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{
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// P1: 交互中忽略移动输入
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if (bIsInteracting)
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{
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return;
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}
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if (GetController() != nullptr)
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{
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// find out which way is forward
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@@ -101,10 +140,10 @@ void AChildHoodCharacter::DoMove(float Right, float Forward)
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// get forward vector
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const FVector ForwardDirection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X);
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// get right vector
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// get right vector
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const FVector RightDirection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y);
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// add movement
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// add movement
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AddMovementInput(ForwardDirection, Forward);
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AddMovementInput(RightDirection, Right);
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}
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@@ -120,14 +159,18 @@ void AChildHoodCharacter::DoLook(float Yaw, float Pitch)
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}
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}
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void AChildHoodCharacter::DoJumpStart()
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void AChildHoodCharacter::SetInteracting(bool bValue)
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{
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// signal the character to jump
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Jump();
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bIsInteracting = bValue;
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}
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void AChildHoodCharacter::DoJumpEnd()
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bool AChildHoodCharacter::IsInteracting() const
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{
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// signal the character to stop jumping
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StopJumping();
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return bIsInteracting;
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}
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bool AChildHoodCharacter::IsRunning() const
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{
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return GetVelocity().SizeSquared() > 100.f // 速度 > 10 cm/s 阈值
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&& GetCharacterMovement()->IsMovingOnGround();
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}
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@@ -30,12 +30,8 @@ class AChildHoodCharacter : public ACharacter
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/** Follow camera */
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Components", meta = (AllowPrivateAccess = "true"))
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UCameraComponent* FollowCamera;
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protected:
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/** Jump Input Action */
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UPROPERTY(EditAnywhere, Category="Input")
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UInputAction* JumpAction;
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protected:
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/** Move Input Action */
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UPROPERTY(EditAnywhere, Category="Input")
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@@ -49,10 +45,25 @@ protected:
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UPROPERTY(EditAnywhere, Category="Input")
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UInputAction* MouseLookAction;
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/** Interact Input Action (E key) — delegates to interaction system */
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UPROPERTY(EditAnywhere, Category="Input")
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UInputAction* InteractAction;
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/** Cancel Input Action (ESC key) — delegates to interaction system */
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UPROPERTY(EditAnywhere, Category="Input")
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UInputAction* CancelAction;
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/** Switch Interact Target Input Action (Tab / Mouse Wheel) — delegates to interaction system */
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UPROPERTY(EditAnywhere, Category="Input")
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UInputAction* SwitchInteractAction;
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/** Whether the character is currently in an interaction */
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bool bIsInteracting = false;
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public:
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/** Constructor */
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AChildHoodCharacter();
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AChildHoodCharacter();
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protected:
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@@ -67,6 +78,15 @@ protected:
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/** Called for looking input */
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void Look(const FInputActionValue& Value);
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/** Called for interact input (E) — placeholder, delegates to interaction system */
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void OnInteract(const FInputActionValue& Value);
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/** Called for cancel input (ESC) — placeholder, delegates to interaction system */
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void OnCancel(const FInputActionValue& Value);
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/** Called for switch interact target input (Tab/Wheel) — placeholder, delegates to interaction system */
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void OnSwitchInteract(const FInputActionValue& Value);
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public:
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/** Handles move inputs from either controls or UI interfaces */
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@@ -77,13 +97,17 @@ public:
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UFUNCTION(BlueprintCallable, Category="Input")
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virtual void DoLook(float Yaw, float Pitch);
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/** Handles jump pressed inputs from either controls or UI interfaces */
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UFUNCTION(BlueprintCallable, Category="Input")
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virtual void DoJumpStart();
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/** Set interaction state — called by interaction system */
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UFUNCTION(BlueprintCallable, Category="Interaction")
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void SetInteracting(bool bValue);
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/** Handles jump pressed inputs from either controls or UI interfaces */
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UFUNCTION(BlueprintCallable, Category="Input")
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virtual void DoJumpEnd();
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/** Query: is the character currently interacting? */
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UFUNCTION(BlueprintCallable, BlueprintPure, Category="Interaction")
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bool IsInteracting() const;
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/** Query: is the character currently running (moving on ground)? */
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UFUNCTION(BlueprintCallable, BlueprintPure, Category="Interaction")
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bool IsRunning() const;
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public:
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@@ -93,4 +117,3 @@ public:
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/** Returns FollowCamera subobject **/
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FORCEINLINE class UCameraComponent* GetFollowCamera() const { return FollowCamera; }
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};
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@@ -13,6 +13,19 @@ void AChildHoodPlayerController::BeginPlay()
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{
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Super::BeginPlay();
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// C3: 设置摄像机俯仰角限制(垂直旋转 +45°/-30°)
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if (PlayerCameraManager)
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{
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PlayerCameraManager->ViewPitchMin = -30.0f; // 向下看最多 30°
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PlayerCameraManager->ViewPitchMax = 45.0f; // 向上看最多 45°
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}
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// C1: 初始俯角 -15°(摄像机默认略向下看向角色)
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if (GetControlRotation().Pitch == 0.f)
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{
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SetControlRotation(FRotator(-15.0f, GetControlRotation().Yaw, GetControlRotation().Roll));
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}
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// only spawn touch controls on local player controllers
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if (ShouldUseTouchControls() && IsLocalPlayerController())
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{
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