Created
April 25, 2024 06:39
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void UCharacterMovementComponent::JumpOff(AActor* MovementBaseActor) | |
{ | |
if ( !bPerformingJumpOff ) | |
{ | |
bPerformingJumpOff = true; | |
if ( CharacterOwner ) | |
{ | |
const float MaxSpeed = GetMaxSpeed() * 0.85f; | |
Velocity += MaxSpeed * GetBestDirectionOffActor(MovementBaseActor); | |
if ( Velocity.Size2D() > MaxSpeed ) | |
{ | |
Velocity = MaxSpeed * Velocity.GetSafeNormal(); | |
} | |
if (HasCustomGravity()) | |
{ | |
FVector GravityRelativeVelocity = RotateWorldToGravity(Velocity); | |
GravityRelativeVelocity.Z = JumpOffJumpZFactor * JumpZVelocity; | |
Velocity = RotateGravityToWorld(GravityRelativeVelocity); | |
} | |
else | |
{ | |
Velocity.Z = JumpOffJumpZFactor * JumpZVelocity; | |
} | |
SetMovementMode(MOVE_Falling); | |
} | |
bPerformingJumpOff = false; | |
} | |
} | |
FVector UCharacterMovementComponent::GetBestDirectionOffActor(AActor* BaseActor) const | |
{ | |
// By default, just pick a random direction. Derived character classes can choose to do more complex calculations, | |
// such as finding the shortest distance to move in based on the BaseActor's Bounding Volume. | |
const float RandAngle = FMath::DegreesToRadians(GetNetworkSafeRandomAngleDegrees()); | |
return FVector(FMath::Cos(RandAngle), FMath::Sin(RandAngle), 0.5f).GetSafeNormal(); | |
} | |
float UCharacterMovementComponent::GetNetworkSafeRandomAngleDegrees() const | |
{ | |
float Angle = RandomStream.FRand() * 360.f; | |
if (!IsNetMode(NM_Standalone)) | |
{ | |
// Networked game | |
// Get a timestamp that is relatively close between client and server (within ping). | |
FNetworkPredictionData_Server_Character const* ServerData = (HasPredictionData_Server() ? GetPredictionData_Server_Character() : NULL); | |
FNetworkPredictionData_Client_Character const* ClientData = (HasPredictionData_Client() ? GetPredictionData_Client_Character() : NULL); | |
float TimeStamp = Angle; | |
if (ServerData) | |
{ | |
TimeStamp = ServerData->CurrentClientTimeStamp; | |
} | |
else if (ClientData) | |
{ | |
TimeStamp = ClientData->CurrentTimeStamp; | |
} | |
// Convert to degrees with a faster period. | |
const float PeriodMult = 8.0f; | |
Angle = TimeStamp * PeriodMult; | |
Angle = FMath::Fmod(Angle, 360.f); | |
} | |
return Angle; | |
} |
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