remove unused code and comments

This commit is contained in:
Caleb Buhungiro
2025-06-18 17:48:06 +08:00
parent 6d8fc727d2
commit accf4cce15
8 changed files with 16 additions and 46 deletions

View File

@@ -27,21 +27,6 @@ void ACCharacter::ClientSideInit()
CAbilitySystemComponent->InitAbilityActorInfo(this, this);
}
void ACCharacter::BeginPlay()
{
Super::BeginPlay();
}
void ACCharacter::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
void ACCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
}
UAbilitySystemComponent* ACCharacter::GetAbilitySystemComponent() const
{
return CAbilitySystemComponent;

View File

@@ -6,9 +6,6 @@
#include "Animation/AnimInstance.h"
#include "CAnimInstance.generated.h"
/**
*
*/
UCLASS()
class CRUNCH_API UCAnimInstance : public UAnimInstance
{
@@ -27,27 +24,28 @@ public:
UFUNCTION(BlueprintCallable, meta=(BlueprintThreadSafe))
FORCEINLINE bool IsNotMoving() const { return Speed == 0; }
UFUNCTION(BlueprintCallable, meta=(BlueprintThreadSafe))
FORCEINLINE float GetYawSpeed() const { return YawSpeed; }
UFUNCTION(BlueprintCallable, meta=(BlueprintThreadSafe))
FORCEINLINE float GetSmoothedYaw() const { return SmoothedYawSpeed; }
UFUNCTION(BlueprintCallable, meta=(BlueprintThreadSafe))
FORCEINLINE bool GetIsJumping() const { return bIsJumping; }
UFUNCTION(BlueprintCallable, meta=(BlueprintThreadSafe))
FORCEINLINE bool IsOnGround() const { return !bIsJumping; }
UFUNCTION(BlueprintCallable, meta=(BlueprintThreadSafe))
FORCEINLINE float GetLookYawOffset() const { return LookRotOffset.Yaw; }
UFUNCTION(BlueprintCallable, meta=(BlueprintThreadSafe))
FORCEINLINE float GetLookPitchOffset() const { return LookRotOffset.Pitch; }
private:
UPROPERTY()
class ACharacter* OwnerCharacter;
ACharacter* OwnerCharacter;
UPROPERTY()
class UCharacterMovementComponent* OwnerMovementComp;
UPROPERTY()
@@ -55,7 +53,7 @@ private:
float YawSpeed{0.f};
float SmoothedYawSpeed{0.f};
bool bIsJumping{false};
UPROPERTY(EditAnywhere, Category="Animation")
float YawSpeedSmoothLerpSpeed{1.f};

View File

@@ -16,19 +16,12 @@ public:
ACCharacter();
void ServerSideInit();
void ClientSideInit();
protected:
virtual void BeginPlay() override;
public:
virtual void Tick(float DeltaTime) override;
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
/********************************************************************************************/
/* Gameplay Ability */
/********************************************************************************************/
public:
virtual UAbilitySystemComponent* GetAbilitySystemComponent() const override;
private:
UPROPERTY(EditDefaultsOnly, Category="Gameplay Effects")
class UCAbilitySystemComponent* CAbilitySystemComponent;

View File

@@ -32,7 +32,7 @@ private:
UPROPERTY(EditDefaultsOnly, Category= "View")
FRotator RotationRate{FRotator(0.0f, 720.0f, 0.0f)};
UPROPERTY(EditDefaultsOnly, Category= "Input")
class UInputMappingContext* GameplayMappingContext;
UPROPERTY(EditDefaultsOnly, Category= "Input")
@@ -41,12 +41,11 @@ private:
UInputAction* LookInputAction;
UPROPERTY(EditDefaultsOnly, Category= "Input")
UInputAction* MoveInputAction;
void HandleLookInput(const FInputActionValue& InputActionValue);
void HandleMoveInput(const FInputActionValue& InputActionValue);
FVector GetLookRightDir() const;
FVector GetLookFwdDir() const;
FVector GetMoveFwdDir() const;
};

View File

@@ -15,6 +15,7 @@ class CRUNCH_API UCAbilitySystemComponent : public UAbilitySystemComponent
public:
void ApplyInitialEffects();
private:
UPROPERTY(EditDefaultsOnly, Category="Gameplay Effects")
TArray<TSubclassOf<UGameplayEffect>> InitialEffects;

View File

@@ -65,4 +65,3 @@ private:
UFUNCTION()
void OnRep_MaxMana(const FGameplayAttributeData& OldValue);
};

View File

@@ -6,21 +6,16 @@
#include "GameFramework/PlayerController.h"
#include "CPlayerController.generated.h"
/**
*
*/
UCLASS()
class CRUNCH_API ACPlayerController : public APlayerController
{
GENERATED_BODY()
public:
// Only called on the server
virtual void OnPossess(APawn* InPawn) override;
// Only called on the client, also on the listening server
virtual void AcknowledgePossession(class APawn* P) override;
private:
UPROPERTY()
class ACPlayerCharacter* CPlayerCharacter;
};