【UE4 C++】Input 输入事件绑定


轴映射与动作映射

编辑器设置input+代码实现具体动作

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void AMyCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
	Super::SetupPlayerInputComponent(PlayerInputComponent);

	PlayerInputComponent->BindAction("DropItem", EInputEvent::IE_Pressed, this, &AMyCharacter::DropItem);
	PlayerInputComponent->BindAction("Jump", IE_Pressed, this, &AMyCharacter::Jump);
	PlayerInputComponent->BindAxis("MoveForward", this, &AMyCharacter::MoveForward);
	PlayerInputComponent->BindAxis("MoveRight", this, &AMyCharacter::MoveRight);
	PlayerInputComponent->BindAxis("PitchCamera", this, &AMyCharacter::PitchCamera);
	PlayerInputComponent->BindAxis("YawCamera", this, &AMyCharacter::YawCamera);
}

void AMyCharacter::MoveForward(float AxisValue)
{
	MovementInput.X = FMath::Clamp<float>(AxisValue, -1.f, 1.f);
}

void AMyCharacter::MoveRight(float AxisValue)
{
	MovementInput.Y = FMath::Clamp<float>(AxisValue, -1.f, 1.f);
}

void AMyCharacter::PitchCamera(float AxisValue)
{
	CameraInput.Y = AxisValue;
}

void AMyCharacter::YawCamera(float AxisValue)
{
	CameraInput.X = AxisValue;
}

从C++中添加轴和动作映射

	//添加、绑定ActionKeyMapping轴映射 方法一
	FInputActionKeyMapping onFire("OnFire", EKeys::LeftMouseButton, 0, 0, 0, 0);
	UPlayerInput::AddEngineDefinedActionMapping(onFire);
	PlayerInputComponent->BindAction("OnFire", IE_Pressed, this, &AMyCharacter::OnFire);

	//添加、绑定ActionKeyMapping轴映射 方法二
	UPlayerInput::AddEngineDefinedActionMapping(FInputActionKeyMapping("Sprint",EKeys::LeftShift));
	PlayerInputComponent->BindAction("Sprint", IE_Pressed,this,&AMyCharacter::StartSprint);
	PlayerInputComponent->BindAction("Sprint", IE_Released,this,&AMyCharacter::StopSprint);

	//添加、绑定AxisMapping轴映射
	UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping("Turn", EKeys::MouseX, 1.0f));
	PlayerInputComponent->BindAxis("Turn", this, &AMyCharacter::OnTurn);


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