The three behaviours listed as "needs a human at the keyboard" are now verifiable headlessly with -qaselftest (core ticker, so pausing the game does not freeze the test that proves pause works): walk 761 cm in 2 s, Z steady 456 PASS reset 0 cm from spawn PASS pause IsGamePaused() = 1 PASS unpause IsGamePaused() = 0 PASS Writing the test found a real bug: ResetToStart() teleported to a StartLocation captured in BeginPlay, which is the mid-air PlayerStart (Z 600) rather than the ground (Z 456), so every reset dropped the player 1.4 m back into the air. StartLocation is now captured on the first grounded frame.
124 lines
4.1 KiB
C++
124 lines
4.1 KiB
C++
// First-person player character for the 0.1.0 walkable Hollywood block.
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#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/Character.h"
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#include "InputActionValue.h"
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#include "GigLineCharacter.generated.h"
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class UCameraComponent;
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class UInputAction;
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class UInputMappingContext;
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/**
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* Walking first-person character.
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*
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* Movement is C++ and network-agnostic in the shapes it uses (Enhanced Input ->
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* AddMovementInput), so a Blueprint subclass can retune values without touching
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* code. Defaults are human-scale: 1.75 m capsule, 1.6 m eye height, 4 m/s walk.
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*/
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UCLASS()
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class GIGLINE_API AGigLineCharacter : public ACharacter
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{
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GENERATED_BODY()
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public:
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AGigLineCharacter();
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virtual void BeginPlay() override;
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virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
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protected:
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/** Loads the Enhanced Input assets from /Game/Input; called from BeginPlay. */
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void LoadInputAssets();
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/** Teleports back to the map's PlayerStart and clears velocity. */
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void ResetToStart();
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void TogglePause();
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/**
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* TEMP QA: scripted walk / reset / pause verification.
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*
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* Enabled only by the `-qaselftest` command-line switch, so it never runs in
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* normal play. It exists because those three behaviours were listed as
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* "needs a human at the keyboard" and a repeatable headless check beats
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* waiting for one.
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*/
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void StartQASelfTest();
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/** Set while the self-test is driving forward input. */
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bool bQATestWalking = false;
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/** Repeating timer that captures StartLocation on first ground contact. */
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FTimerHandle SettleHandle;
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/** Where the player started, so reset returns there rather than the origin. */
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UPROPERTY()
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FVector StartLocation = FVector::ZeroVector;
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UPROPERTY()
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FRotator StartRotation = FRotator::ZeroRotator;
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bool bPaused = false;
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/** Moves along the control yaw by the given forward/strafe amounts. */
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void ApplyMove(float Forward, float Strafe);
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/** Handles input actions to movement; assigned in C++ so the project runs with no assets. */
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/** Forward/back and strafe are separate 1D actions, summed into one move. */
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void MoveForward(const FInputActionValue& Value);
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void MoveStrafe(const FInputActionValue& Value);
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void MoveBack(const FInputActionValue& Value);
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void MoveLeft(const FInputActionValue& Value);
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void Look(const FInputActionValue& Value);
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void StartJump();
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void StopJump();
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/** Mapping context for the gamepad and keyboard. */
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Input")
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TObjectPtr<UInputMappingContext> MappingContext;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Input")
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TObjectPtr<UInputAction> MoveAction;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Input")
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TObjectPtr<UInputAction> MoveBackAction;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Input")
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TObjectPtr<UInputAction> StrafeAction;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Input")
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TObjectPtr<UInputAction> StrafeLeftAction;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Input")
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TObjectPtr<UInputAction> LookAction;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Input")
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TObjectPtr<UInputAction> JumpAction;
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/** Respawn at the start point (R). */
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Input")
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TObjectPtr<UInputAction> ResetAction;
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/** Toggle the pause menu (Escape). */
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Input")
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TObjectPtr<UInputAction> PauseAction;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Camera")
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TObjectPtr<UCameraComponent> FirstPersonCamera;
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/** Degrees per second per unit of mouse input; defaults to Unreal's usual 45. */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Camera")
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float LookSensitivity = 45.0f;
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/** Invert the pitch axis, for players who prefer it. */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Camera")
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bool bInvertLookY = false;
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/** Walk speed in metres per second; converted to Unreal units on first use. */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Movement")
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float WalkSpeedMetresPerSecond = 4.0f;
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};
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