This component generates a Mouse Movement Controller featuring a free-look mode. Typically, such character controllers find application in ARPG (Action Role-Playing Game) or RTS (Real-Time Strategy) games. In this setup, you observe the character from a top-down perspective and direct their movement to a specified position by clicking the left mouse button.
The Component itself need the terrain name and the name for the walk animation. Also your character needs an idle animation.
You can switch into the "free look mode" by pressing the tab key. Within the "free look mode" you are able to move the camera with "W" "A" "S" "D" free around. If you press tab again you switch the mode back to the character.
1. C++ Header
#pragma once #include "UltraEngine.h" #include "GatherWaterTask.h" using namespace UltraEngine; class MouseMovementController : public Component { private: shared_ptr<Map> scene; shared_ptr<NavMesh> nav_mesh; bool freeLook = false; public: string terrainName; string animationName; Vec3 destination; shared_ptr<NavAgent> agent; shared_ptr<Terrain> terrain; shared_ptr<Camera> camera; MouseMovementController(); void Start(); void Update(); bool Load(table& properties, shared_ptr<Stream> binstream, shared_ptr<Map> scene, const LoadFlags flags); bool Save(table& properties, shared_ptr<Stream> binstream, shared_ptr<Map> scene, const SaveFlags flags); shared_ptr<Component> Copy(); };
2. C++ Source File
#include "UltraEngine.h" #include "MouseMovementController.h" MouseMovementController::MouseMovementController() { this->name = "MouseMovementController"; } /// <summary> /// Setup the Controller /// </summary> void MouseMovementController::Start() { auto entity = GetEntity(); ///Create the camera and attach them to the player character this->camera = CreateCamera(entity->GetWorld()); Vec3 currentcameraposition = TransformPoint(0, 15, 5, entity, nullptr); //this->camera->SetParent(entity); this->camera->SetPosition(currentcameraposition, true); this->camera->SetRotation(Vec3(45, 0, 0)); this->camera->SetFov(40); this->camera->Point(entity); ///Creates a navmesh ToDo: Has to changed when the NavMesh bug is fixed this->nav_mesh = CreateNavMesh(entity->GetWorld(), 5, 8, 8); this->nav_mesh->SetPosition(0, 0, 0); this->nav_mesh->Build(); ///Create a new NavAgent for the player character this->agent = CreateNavAgent(this->nav_mesh); entity->Attach(agent); } //Update method, called once per loop void MouseMovementController::Update() { auto entity = GetEntity(); auto window = ActiveWindow(); auto world = entity->GetWorld(); if (window) { ///Set the destination if the player hits the left mouse button if (window->MouseHit(MOUSE_LEFT)) { auto mousePosition = window->GetMousePosition(); auto pick = this->camera->Pick(window->GetFramebuffer(), mousePosition.x, mousePosition.y, 0, true); if (pick.success) { auto pos = pick.position; if (pick.entity->name == this->terrainName) { this->destination = pos; } } } ///Move to the destination if the destination is not null if (this->destination != NULL) { if (entity->position.DistanceToPoint(this->destination) > 1.0f) { this->agent->Navigate(this->destination); auto model = entity->As<Model>(); model->Animate(this->animationName); } else { this->agent->Stop(); auto model = entity->As<Model>(); model->Animate("idle"); this->destination == NULL; } } ///Toggle the freelook mode if (window->KeyHit(KEY_TAB)) { if (this->freeLook) { this->freeLook = false; } else { this->freeLook = true; Vec3 currentcameraposition = TransformPoint(0, 15, 0, GetEntity(), nullptr); this->camera->SetPosition(currentcameraposition, true); this->camera->SetRotation(Vec3(90, 0, 0)); } } ///Position the camera according to the selected mode if (!this->freeLook) { Vec3 currentcameraposition = TransformPoint(0, 15, 5, GetEntity(), nullptr); this->camera->SetPosition(currentcameraposition, true); this->camera->Point(entity); } else { Vec3 camPos = this->camera->GetPosition(); if (window->KeyDown(KEY_W)) { camPos.z += 0.5f; } else if (window->KeyDown(KEY_S)) { camPos.z -= 0.5f; } else if (window->KeyDown(KEY_A)) { camPos.x -= 0.5f; } else if (window->KeyDown(KEY_D)) { camPos.x += 0.5f; } this->camera->SetPosition(camPos); } } } bool MouseMovementController::Load(table& properties, shared_ptr<Stream> binstream, shared_ptr<Map> scene, const LoadFlags flags) { this->scene = scene; this->terrainName = (String)properties["terrainName"]; this->animationName = (String)properties["animationName"]; for (auto e : scene->entities) { if (e->name == terrainName) { this->terrain = std::static_pointer_cast<Terrain>(e); } } return true; } bool MouseMovementController::Save(table& properties, shared_ptr<Stream> binstream, shared_ptr<Map> scene, const SaveFlags flags) { properties["terrainName"] = (String)terrain->name; properties["animationName"] = (String)this->animationName; return true; } shared_ptr<Component> MouseMovementController::Copy() { return std::make_shared<MouseMovementController>(*this); }
3. JSON File
{ "component": { "properties": [ { "name": "terrainName", "label": "Terrain Name", "value": "" }, { "name": "animationName", "label": "Animation Name", "value": "" } ] } }
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