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Oakfolks Gold_1.14
Oakfolks coop game
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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
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overridevirtual |
Initializes camera parameters and finds fog component.
Sets up focus settings, F-stop values, and locates the fog component in the scene
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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 |
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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