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Rename pawn control rotation matching properties
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nxrighthere committed Oct 14, 2020
1 parent 7204f83 commit b87ef8b
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Showing 9 changed files with 49 additions and 49 deletions.
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### [UnrealEngine.Framework](./UnrealEngine-Framework.md 'UnrealEngine.Framework').[Pawn](./Pawn.md 'UnrealEngine.Framework.Pawn')
## Pawn.ControllerRotationPitch Property
## Pawn.UseControllerRotationPitch Property
Gets or sets whether pitch will be updated to match the controller's control rotation pitch, if controlled by a [PlayerController](./PlayerController.md 'UnrealEngine.Framework.PlayerController')
```csharp
public bool ControllerRotationPitch { get; set; }
public bool UseControllerRotationPitch { get; set; }
```
#### Property Value
[System.Boolean](https://docs.microsoft.com/en-us/dotnet/api/System.Boolean 'System.Boolean')
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### [UnrealEngine.Framework](./UnrealEngine-Framework.md 'UnrealEngine.Framework').[Pawn](./Pawn.md 'UnrealEngine.Framework.Pawn')
## Pawn.ControllerRotationRoll Property
## Pawn.UseControllerRotationRoll Property
Gets or sets whether roll will be updated to match the controller's control rotation roll, if controlled by a [PlayerController](./PlayerController.md 'UnrealEngine.Framework.PlayerController')
```csharp
public bool ControllerRotationRoll { get; set; }
public bool UseControllerRotationRoll { get; set; }
```
#### Property Value
[System.Boolean](https://docs.microsoft.com/en-us/dotnet/api/System.Boolean 'System.Boolean')
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@@ -1,8 +1,8 @@
### [UnrealEngine.Framework](./UnrealEngine-Framework.md 'UnrealEngine.Framework').[Pawn](./Pawn.md 'UnrealEngine.Framework.Pawn')
## Pawn.ControllerRotationYaw Property
## Pawn.UseControllerRotationYaw Property
Gets or sets whether yaw will be updated to match the controller's control rotation yaw, if controlled by a [PlayerController](./PlayerController.md 'UnrealEngine.Framework.PlayerController')
```csharp
public bool ControllerRotationYaw { get; set; }
public bool UseControllerRotationYaw { get; set; }
```
#### Property Value
[System.Boolean](https://docs.microsoft.com/en-us/dotnet/api/System.Boolean 'System.Boolean')
6 changes: 3 additions & 3 deletions API/Pawn.md
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Expand Up @@ -13,9 +13,9 @@ Derived
### Properties
- [AutoPossessAI](./Pawn-AutoPossessAI.md 'UnrealEngine.Framework.Pawn.AutoPossessAI')
- [AutoPossessPlayer](./Pawn-AutoPossessPlayer.md 'UnrealEngine.Framework.Pawn.AutoPossessPlayer')
- [ControllerRotationPitch](./Pawn-ControllerRotationPitch.md 'UnrealEngine.Framework.Pawn.ControllerRotationPitch')
- [ControllerRotationRoll](./Pawn-ControllerRotationRoll.md 'UnrealEngine.Framework.Pawn.ControllerRotationRoll')
- [ControllerRotationYaw](./Pawn-ControllerRotationYaw.md 'UnrealEngine.Framework.Pawn.ControllerRotationYaw')
- [UseControllerRotationPitch](./Pawn-UseControllerRotationPitch.md 'UnrealEngine.Framework.Pawn.UseControllerRotationPitch')
- [UseControllerRotationRoll](./Pawn-UseControllerRotationRoll.md 'UnrealEngine.Framework.Pawn.UseControllerRotationRoll')
- [UseControllerRotationYaw](./Pawn-UseControllerRotationYaw.md 'UnrealEngine.Framework.Pawn.UseControllerRotationYaw')
### Methods
- [AddControllerPitchInput(float)](./Pawn-AddControllerPitchInput(float).md 'UnrealEngine.Framework.Pawn.AddControllerPitchInput(float)')
- [AddControllerRollInput(float)](./Pawn-AddControllerRollInput(float).md 'UnrealEngine.Framework.Pawn.AddControllerRollInput(float)')
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26 changes: 13 additions & 13 deletions Source/Managed/Framework/Codegen.cs
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Expand Up @@ -39,7 +39,7 @@ internal static class Shared {
private const TypeAttributes delegateTypeAttributes = TypeAttributes.Class | TypeAttributes.Public | TypeAttributes.Sealed | TypeAttributes.AnsiClass | TypeAttributes.AutoClass;

internal static unsafe Dictionary<int, IntPtr> Load(IntPtr* events, IntPtr functions, Assembly pluginAssembly) {
int position = 0;
int position = 0;
IntPtr* buffer = (IntPtr*)functions;

unchecked {
Expand Down Expand Up @@ -308,17 +308,17 @@ internal static unsafe Dictionary<int, IntPtr> Load(IntPtr* events, IntPtr funct

Pawn.getAutoPossessAI = (delegate* unmanaged[Cdecl]<IntPtr, AutoPossessAI>)pawnFunctions[head++];
Pawn.getAutoPossessPlayer = (delegate* unmanaged[Cdecl]<IntPtr, AutoReceiveInput>)pawnFunctions[head++];
Pawn.getControllerRotationYaw = (delegate* unmanaged[Cdecl]<IntPtr, Bool>)pawnFunctions[head++];
Pawn.getControllerRotationPitch = (delegate* unmanaged[Cdecl]<IntPtr, Bool>)pawnFunctions[head++];
Pawn.getControllerRotationRoll = (delegate* unmanaged[Cdecl]<IntPtr, Bool>)pawnFunctions[head++];
Pawn.getUseControllerRotationYaw = (delegate* unmanaged[Cdecl]<IntPtr, Bool>)pawnFunctions[head++];
Pawn.getUseControllerRotationPitch = (delegate* unmanaged[Cdecl]<IntPtr, Bool>)pawnFunctions[head++];
Pawn.getUseControllerRotationRoll = (delegate* unmanaged[Cdecl]<IntPtr, Bool>)pawnFunctions[head++];
Pawn.getGravityDirection = (delegate* unmanaged[Cdecl]<IntPtr, ref Vector3, void>)pawnFunctions[head++];
Pawn.getAIController = (delegate* unmanaged[Cdecl]<IntPtr, IntPtr>)pawnFunctions[head++];
Pawn.getPlayerController = (delegate* unmanaged[Cdecl]<IntPtr, IntPtr>)pawnFunctions[head++];
Pawn.setAutoPossessAI = (delegate* unmanaged[Cdecl]<IntPtr, AutoPossessAI, void>)pawnFunctions[head++];
Pawn.setAutoPossessPlayer = (delegate* unmanaged[Cdecl]<IntPtr, AutoReceiveInput, void>)pawnFunctions[head++];
Pawn.setControllerRotationYaw = (delegate* unmanaged[Cdecl]<IntPtr, Bool, void>)pawnFunctions[head++];
Pawn.setControllerRotationPitch = (delegate* unmanaged[Cdecl]<IntPtr, Bool, void>)pawnFunctions[head++];
Pawn.setControllerRotationRoll = (delegate* unmanaged[Cdecl]<IntPtr, Bool, void>)pawnFunctions[head++];
Pawn.setUseControllerRotationYaw = (delegate* unmanaged[Cdecl]<IntPtr, Bool, void>)pawnFunctions[head++];
Pawn.setUseControllerRotationPitch = (delegate* unmanaged[Cdecl]<IntPtr, Bool, void>)pawnFunctions[head++];
Pawn.setUseControllerRotationRoll = (delegate* unmanaged[Cdecl]<IntPtr, Bool, void>)pawnFunctions[head++];
Pawn.addControllerYawInput = (delegate* unmanaged[Cdecl]<IntPtr, float, void>)pawnFunctions[head++];
Pawn.addControllerPitchInput = (delegate* unmanaged[Cdecl]<IntPtr, float, void>)pawnFunctions[head++];
Pawn.addControllerRollInput = (delegate* unmanaged[Cdecl]<IntPtr, float, void>)pawnFunctions[head++];
Expand Down Expand Up @@ -1509,17 +1509,17 @@ unsafe partial class TriggerSphere { }
unsafe partial class Pawn {
internal static delegate* unmanaged[Cdecl]<IntPtr, AutoPossessAI> getAutoPossessAI;
internal static delegate* unmanaged[Cdecl]<IntPtr, AutoReceiveInput> getAutoPossessPlayer;
internal static delegate* unmanaged[Cdecl]<IntPtr, Bool> getControllerRotationYaw;
internal static delegate* unmanaged[Cdecl]<IntPtr, Bool> getControllerRotationPitch;
internal static delegate* unmanaged[Cdecl]<IntPtr, Bool> getControllerRotationRoll;
internal static delegate* unmanaged[Cdecl]<IntPtr, Bool> getUseControllerRotationYaw;
internal static delegate* unmanaged[Cdecl]<IntPtr, Bool> getUseControllerRotationPitch;
internal static delegate* unmanaged[Cdecl]<IntPtr, Bool> getUseControllerRotationRoll;
internal static delegate* unmanaged[Cdecl]<IntPtr, ref Vector3, void> getGravityDirection;
internal static delegate* unmanaged[Cdecl]<IntPtr, IntPtr> getAIController;
internal static delegate* unmanaged[Cdecl]<IntPtr, IntPtr> getPlayerController;
internal static delegate* unmanaged[Cdecl]<IntPtr, AutoPossessAI, void> setAutoPossessAI;
internal static delegate* unmanaged[Cdecl]<IntPtr, AutoReceiveInput, void> setAutoPossessPlayer;
internal static delegate* unmanaged[Cdecl]<IntPtr, Bool, void> setControllerRotationYaw;
internal static delegate* unmanaged[Cdecl]<IntPtr, Bool, void> setControllerRotationPitch;
internal static delegate* unmanaged[Cdecl]<IntPtr, Bool, void> setControllerRotationRoll;
internal static delegate* unmanaged[Cdecl]<IntPtr, Bool, void> setUseControllerRotationYaw;
internal static delegate* unmanaged[Cdecl]<IntPtr, Bool, void> setUseControllerRotationPitch;
internal static delegate* unmanaged[Cdecl]<IntPtr, Bool, void> setUseControllerRotationRoll;
internal static delegate* unmanaged[Cdecl]<IntPtr, float, void> addControllerYawInput;
internal static delegate* unmanaged[Cdecl]<IntPtr, float, void> addControllerPitchInput;
internal static delegate* unmanaged[Cdecl]<IntPtr, float, void> addControllerRollInput;
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18 changes: 9 additions & 9 deletions Source/Managed/Framework/Framework.cs
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Expand Up @@ -5296,25 +5296,25 @@ public AutoReceiveInput AutoPossessPlayer {
/// <summary>
/// Gets or sets whether yaw will be updated to match the controller's control rotation yaw, if controlled by a <see cref="PlayerController"/>
/// </summary>
public bool ControllerRotationYaw {
get => getControllerRotationYaw(Pointer);
set => setControllerRotationYaw(Pointer, value);
public bool UseControllerRotationYaw {
get => getUseControllerRotationYaw(Pointer);
set => setUseControllerRotationYaw(Pointer, value);
}

/// <summary>
/// Gets or sets whether pitch will be updated to match the controller's control rotation pitch, if controlled by a <see cref="PlayerController"/>
/// </summary>
public bool ControllerRotationPitch {
get => getControllerRotationPitch(Pointer);
set => setControllerRotationPitch(Pointer, value);
public bool UseControllerRotationPitch {
get => getUseControllerRotationPitch(Pointer);
set => setUseControllerRotationPitch(Pointer, value);
}

/// <summary>
/// Gets or sets whether roll will be updated to match the controller's control rotation roll, if controlled by a <see cref="PlayerController"/>
/// </summary>
public bool ControllerRotationRoll {
get => getControllerRotationRoll(Pointer);
set => setControllerRotationRoll(Pointer, value);
public bool UseControllerRotationRoll {
get => getUseControllerRotationRoll(Pointer);
set => setUseControllerRotationRoll(Pointer, value);
}

/// <summary>
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12 changes: 6 additions & 6 deletions Source/Native/Source/UnrealCLR/Private/UnrealCLR.cpp
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Expand Up @@ -435,17 +435,17 @@ void UnrealCLR::Module::StartupModule() {

Shared::PawnFunctions[head++] = (void*)&UnrealCLRFramework::Pawn::GetAutoPossessAI;
Shared::PawnFunctions[head++] = (void*)&UnrealCLRFramework::Pawn::GetAutoPossessPlayer;
Shared::PawnFunctions[head++] = (void*)&UnrealCLRFramework::Pawn::GetControllerRotationYaw;
Shared::PawnFunctions[head++] = (void*)&UnrealCLRFramework::Pawn::GetControllerRotationPitch;
Shared::PawnFunctions[head++] = (void*)&UnrealCLRFramework::Pawn::GetControllerRotationRoll;
Shared::PawnFunctions[head++] = (void*)&UnrealCLRFramework::Pawn::GetUseControllerRotationYaw;
Shared::PawnFunctions[head++] = (void*)&UnrealCLRFramework::Pawn::GetUseControllerRotationPitch;
Shared::PawnFunctions[head++] = (void*)&UnrealCLRFramework::Pawn::GetUseControllerRotationRoll;
Shared::PawnFunctions[head++] = (void*)&UnrealCLRFramework::Pawn::GetGravityDirection;
Shared::PawnFunctions[head++] = (void*)&UnrealCLRFramework::Pawn::GetAIController;
Shared::PawnFunctions[head++] = (void*)&UnrealCLRFramework::Pawn::GetPlayerController;
Shared::PawnFunctions[head++] = (void*)&UnrealCLRFramework::Pawn::SetAutoPossessAI;
Shared::PawnFunctions[head++] = (void*)&UnrealCLRFramework::Pawn::SetAutoPossessPlayer;
Shared::PawnFunctions[head++] = (void*)&UnrealCLRFramework::Pawn::SetControllerRotationYaw;
Shared::PawnFunctions[head++] = (void*)&UnrealCLRFramework::Pawn::SetControllerRotationPitch;
Shared::PawnFunctions[head++] = (void*)&UnrealCLRFramework::Pawn::SetControllerRotationRoll;
Shared::PawnFunctions[head++] = (void*)&UnrealCLRFramework::Pawn::SetUseControllerRotationYaw;
Shared::PawnFunctions[head++] = (void*)&UnrealCLRFramework::Pawn::SetUseControllerRotationPitch;
Shared::PawnFunctions[head++] = (void*)&UnrealCLRFramework::Pawn::SetUseControllerRotationRoll;
Shared::PawnFunctions[head++] = (void*)&UnrealCLRFramework::Pawn::AddControllerYawInput;
Shared::PawnFunctions[head++] = (void*)&UnrealCLRFramework::Pawn::AddControllerPitchInput;
Shared::PawnFunctions[head++] = (void*)&UnrealCLRFramework::Pawn::AddControllerRollInput;
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12 changes: 6 additions & 6 deletions Source/Native/Source/UnrealCLR/Private/UnrealCLRFramework.cpp
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Expand Up @@ -1602,15 +1602,15 @@ namespace UnrealCLRFramework {
return Pawn->AutoPossessPlayer;
}

bool GetControllerRotationYaw(APawn* Pawn) {
bool GetUseControllerRotationYaw(APawn* Pawn) {
return Pawn->bUseControllerRotationYaw;
}

bool GetControllerRotationPitch(APawn* Pawn) {
bool GetUseControllerRotationPitch(APawn* Pawn) {
return Pawn->bUseControllerRotationPitch;
}

bool GetControllerRotationRoll(APawn* Pawn) {
bool GetUseControllerRotationRoll(APawn* Pawn) {
return Pawn->bUseControllerRotationRoll;
}

Expand All @@ -1634,15 +1634,15 @@ namespace UnrealCLRFramework {
Pawn->AutoPossessPlayer = Value;
}

void SetControllerRotationYaw(APawn* Pawn, bool Value) {
void SetUseControllerRotationYaw(APawn* Pawn, bool Value) {
Pawn->bUseControllerRotationYaw = Value;
}

void SetControllerRotationPitch(APawn* Pawn, bool Value) {
void SetUseControllerRotationPitch(APawn* Pawn, bool Value) {
Pawn->bUseControllerRotationPitch = Value;
}

void SetControllerRotationRoll(APawn* Pawn, bool Value) {
void SetUseControllerRotationRoll(APawn* Pawn, bool Value) {
Pawn->bUseControllerRotationRoll = Value;
}

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12 changes: 6 additions & 6 deletions Source/Native/Source/UnrealCLR/Public/UnrealCLRFramework.h
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Expand Up @@ -530,17 +530,17 @@ namespace UnrealCLRFramework {
namespace Pawn {
static AutoPossessAI GetAutoPossessAI(APawn* Pawn);
static AutoReceiveInput GetAutoPossessPlayer(APawn* Pawn);
static bool GetControllerRotationYaw(APawn* Pawn);
static bool GetControllerRotationPitch(APawn* Pawn);
static bool GetControllerRotationRoll(APawn* Pawn);
static bool GetUseControllerRotationYaw(APawn* Pawn);
static bool GetUseControllerRotationPitch(APawn* Pawn);
static bool GetUseControllerRotationRoll(APawn* Pawn);
static void GetGravityDirection(APawn* Pawn, Vector3* Value);
static AAIController* GetAIController(APawn* Pawn);
static APlayerController* GetPlayerController(APawn* Pawn);
static void SetAutoPossessAI(APawn* Pawn, AutoPossessAI Value);
static void SetAutoPossessPlayer(APawn* Pawn, AutoReceiveInput Value);
static void SetControllerRotationYaw(APawn* Pawn, bool Value);
static void SetControllerRotationPitch(APawn* Pawn, bool Value);
static void SetControllerRotationRoll(APawn* Pawn, bool Value);
static void SetUseControllerRotationYaw(APawn* Pawn, bool Value);
static void SetUseControllerRotationPitch(APawn* Pawn, bool Value);
static void SetUseControllerRotationRoll(APawn* Pawn, bool Value);
static void AddControllerYawInput(APawn* Pawn, float Value);
static void AddControllerPitchInput(APawn* Pawn, float Value);
static void AddControllerRollInput(APawn* Pawn, float Value);
Expand Down

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