feat: 摄像头缩放
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Content/Inputs/IA/IA_CameraZoomAction.uasset
LFS
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Content/Inputs/IA/IA_CameraZoomAction.uasset
LFS
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@@ -9,6 +9,9 @@
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void ACameraPawn::CameraZoom(const FInputActionValue& Value)
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void ACameraPawn::CameraZoom(const FInputActionValue& Value)
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{
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{
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auto f = Value.Get<float>();
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SpringArmComponent->TargetArmLength += f * 10.0f;
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SpringArmComponent->TargetArmLength = FMath::Clamp(SpringArmComponent->TargetArmLength, 300.0f, 3000.0f);
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}
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}
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void ACameraPawn::CameraRotate(const FInputActionValue& Value)
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void ACameraPawn::CameraRotate(const FInputActionValue& Value)
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@@ -149,6 +149,10 @@ void AMyCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputCompone
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{
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{
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EnhancedInputComponent->BindAction(CameraMoveAction, ETriggerEvent::Triggered, this, &AMyCharacter::CameraMove);
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EnhancedInputComponent->BindAction(CameraMoveAction, ETriggerEvent::Triggered, this, &AMyCharacter::CameraMove);
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}
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}
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if (CameraZoomAction)
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{
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EnhancedInputComponent->BindAction(CameraZoomAction, ETriggerEvent::Triggered, this, &AMyCharacter::CameraZoom);
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}
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}
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}
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}
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}
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@@ -22,6 +22,8 @@ public:
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class UInputAction* CrouchAction;
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class UInputAction* CrouchAction;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Input")
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Input")
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class UInputAction* CameraMoveAction;
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class UInputAction* CameraMoveAction;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Input")
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class UInputAction* CameraZoomAction;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Camera")
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Camera")
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class TSubclassOf<class ACameraPawn> CameraActorClass;
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class TSubclassOf<class ACameraPawn> CameraActorClass;
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