cpp
// Fill out your copyright notice in the Description page of Project Settings.
#include "Myplayer.h"
// Sets default values
AMyplayer::AMyplayer()
{
// Set this pawn to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
MeshComp = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("MeshComp"));
}
// Called when the game starts or when spawned
void AMyplayer::BeginPlay()
{
Super::BeginPlay();
}
// Called every frame
void AMyplayer::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
//사용자의 입력에 따라 상하 좌우로 움직이고 싶다
//궁극적으로 하고 싶은 것이 첫번째
//1.입력이 필요하다
//2.방향이 필요하다
//3.이동이 필요하다
//P = P0 +vt
FVector P0 = GetActorLocation();
FVector vt = Direction * Speed * DeltaTime;
FVector P = P0 + vt;
SetActorLocation(P);
Direction = FVector::Zero();
}
// Called to bind functionality to input
void AMyplayer::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
PlayerInputComponent->BindAxis(TEXT("Horizontal"), this, &AMyplayer::Horizontal);
PlayerInputComponent->BindAxis(TEXT("Vertical"), this, &AMyplayer::Vertical);
}
void AMyplayer::Horizontal(float Value)
{
Direction.Y = Value;
}
void AMyplayer::Vertical(float Value)
{
Direction.X = Value;
}
Header
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Pawn.h"
#include "Myplayer.generated.h"
UCLASS()
class STUDY_API AMyplayer : public APawn
{
GENERATED_BODY()
public:
// Sets default values for this pawn's properties
AMyplayer();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
// Called to bind functionality to input
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
public:
UPROPERTY(VisibleAnywhere)
class UStaticMeshComponent* MeshComp;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Move")
FVector Direction;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Move")
float Speed = 500;
void Horizontal(float Value);
void Vertical(float Value);
};