Oakfolks Gold_1.14
Oakfolks coop game
|
Dynamic cooperative camera system for two-player gameplay. More...
#include <MainCamera.h>
Public Member Functions | |
AMainCamera () | |
Initializes the camera system with all components. | |
virtual void | BeginPlay () override |
Initializes camera parameters and finds fog component. | |
virtual void | Tick (float DeltaTime) override |
Updates all camera systems each frame. | |
void | SetPlayers (ACharacter *Player1, ACharacter *Player2) |
Assigns the two player characters to track. | |
FORCEINLINE USpringArmComponent * | GetCameraBoom () const |
FORCEINLINE UCameraComponent * | GetFollowCamera () const |
Public Attributes | |
bool | DebugLocation = false |
bool | DebugVariables = false |
bool | EnableVerticalMovement = true |
float | VerticalOffset = 0.f |
float | MinimumArmLength = 4000.f |
float | MaximumArmLength = 16000.f |
float | DepthBuffer = 400.f |
float | HorizontalBuffer = 200.f |
bool | UseAngleChange = true |
float | MinAngleReachedAtArmLength = 4000.f |
float | MaxAngleReachedAtArmLength = 20000.f |
float | MinArmAngle = 10.f |
float | MaxArmAngle = 20.f |
float | EasingAngleExp = 1.f |
float | MinFStop = 0.2f |
float | MaxFStop = 2.f |
float | MaxBlurAtDistance = 100.f |
float | MinBlurAtDistance = 1500 |
float | BlurMultiplier = 1.f |
float | FogDistanceToPlayer = 1000.f |
Dynamic cooperative camera system for two-player gameplay.
Automatically adjusts position, distance, angle, and effects based on player positioning
AMainCamera::AMainCamera | ( | ) |
Initializes the camera system with all components.
Sets up spring arm, cine camera, and debug sphere with default settings
|
overridevirtual |
Initializes camera parameters and finds fog component.
Sets up focus settings, F-stop values, and locates the fog component in the scene
|
inline |
GETTERS //////// Component access
void AMainCamera::SetPlayers | ( | ACharacter * | Player1, |
ACharacter * | Player2 ) |
Assigns the two player characters to track.
PLAYER MANAGEMENT //////// Player assignment
Sets the players that the camera system will follow and frame
Player1 | First player character to track |
Player2 | Second player character to track |
|
overridevirtual |
Updates all camera systems each frame.
Manages position, distance, angle, effects, and player constraints
DeltaTime | Time elapsed since the last frame in seconds |
bool AMainCamera::DebugLocation = false |
DEBUG PARAMETERS //////// Debug configuration
bool AMainCamera::EnableVerticalMovement = true |
TRANSLATION PARAMETERS //////// Position behavior
float AMainCamera::FogDistanceToPlayer = 1000.f |
FOG PARAMETERS //////// Atmospheric effects
float AMainCamera::MaxFStop = 2.f |
TILT SHIFT PARAMETERS //////// Depth of field configuration
float AMainCamera::MinimumArmLength = 4000.f |
DISTANCE PARAMETERS //////// Camera distance configuration
bool AMainCamera::UseAngleChange = true |
ANGLE PARAMETERS //////// Camera angle configuration