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Commit e9d66463 authored by Qurabi's avatar Qurabi
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Da ich vergessen habe beim Konflikte beheben, den Namen meine Methoden zu...

Da ich vergessen habe beim Konflikte beheben, den Namen meine Methoden zu korrgieren, hab ich in diesem Commit gemacht.
parent 8b82fa4e
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...@@ -68,13 +68,13 @@ AVirtualRealityPawn::AVirtualRealityPawn(const FObjectInitializer& ObjectInitial ...@@ -68,13 +68,13 @@ AVirtualRealityPawn::AVirtualRealityPawn(const FObjectInitializer& ObjectInitial
void AVirtualRealityPawn::OnForward_Implementation(float Value) void AVirtualRealityPawn::OnForward_Implementation(float Value)
{ {
VRWolkingMode(Value, RightHand->GetForwardVector()); VRWalkingMode(Value, RightHand->GetForwardVector());
} }
void AVirtualRealityPawn::OnRight_Implementation(float Value) void AVirtualRealityPawn::OnRight_Implementation(float Value)
{ {
VRWolkingMode(Value, RightHand->GetRightVector()); VRWalkingMode(Value, RightHand->GetRightVector());
} }
void AVirtualRealityPawn::OnTurnRate_Implementation(float Rate) void AVirtualRealityPawn::OnTurnRate_Implementation(float Rate)
...@@ -281,7 +281,7 @@ void AVirtualRealityPawn::Tick(float DeltaSeconds) ...@@ -281,7 +281,7 @@ void AVirtualRealityPawn::Tick(float DeltaSeconds)
SetCapsuleColliderCharacterSizeVR(); SetCapsuleColliderCharacterSizeVR();
if (IsColliderOnGround()) { if (IsColliderOnGround()) {
VRClimbStepUp(DeltaSeconds); VRClimbStepUp(DeltaSeconds);
PhysWolkingMode(); PhysWalkingMode();
} }
// if an actor is grabbed and a behavior is defined move move him accordingly // if an actor is grabbed and a behavior is defined move move him accordingly
if (GrabbedActor != nullptr) if (GrabbedActor != nullptr)
...@@ -440,7 +440,7 @@ void AVirtualRealityPawn::SetCapsuleColliderCharacterSizeVR() ...@@ -440,7 +440,7 @@ void AVirtualRealityPawn::SetCapsuleColliderCharacterSizeVR()
} }
} }
void AVirtualRealityPawn::PhysWolkingMode() void AVirtualRealityPawn::PhysWalkingMode()
{ {
FVector CurrentCameraPosition = CameraComponent->GetComponentLocation(); FVector CurrentCameraPosition = CameraComponent->GetComponentLocation();
FVector Direction = CurrentCameraPosition - LastCameraPosition; FVector Direction = CurrentCameraPosition - LastCameraPosition;
...@@ -454,7 +454,7 @@ void AVirtualRealityPawn::PhysWolkingMode() ...@@ -454,7 +454,7 @@ void AVirtualRealityPawn::PhysWolkingMode()
} }
} }
void AVirtualRealityPawn::VRWolkingMode(float Value, FVector Direction) void AVirtualRealityPawn::VRWalkingMode(float Value, FVector Direction)
{ {
Direction.Z = 0.0f;//Not falling/flying Direction.Z = 0.0f;//Not falling/flying
FVector End = (Direction * GetFloatingPawnMovement()->GetMaxSpeed()); FVector End = (Direction * GetFloatingPawnMovement()->GetMaxSpeed());
......
...@@ -138,8 +138,8 @@ private: ...@@ -138,8 +138,8 @@ private:
FHitResult CreateLineTrace(FVector Direction, const FVector Start, bool Visibility); FHitResult CreateLineTrace(FVector Direction, const FVector Start, bool Visibility);
FHitResult CreateMultiLineTrace(FVector Direction, const FVector Start, float distance, bool Visibility); FHitResult CreateMultiLineTrace(FVector Direction, const FVector Start, float distance, bool Visibility);
void SetCapsuleColliderCharacterSizeVR(); void SetCapsuleColliderCharacterSizeVR();
void PhysWolkingMode(); void PhysWalkingMode();
void VRWolkingMode(float Value, FVector Direction); void VRWalkingMode(float Value, FVector Direction);
void VRClimbStepUp(float DeltaSeconds); void VRClimbStepUp(float DeltaSeconds);
bool IsColliderOnGround(); bool IsColliderOnGround();
void InitRoomMountedComponentReferences(); void InitRoomMountedComponentReferences();
......
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