74 lines
2.1 KiB
C
74 lines
2.1 KiB
C
|
// Copyright Epic Games, Inc. All Rights Reserved.
|
||
|
|
||
|
#pragma once
|
||
|
|
||
|
#include "CoreMinimal.h"
|
||
|
#include "GameFramework/Character.h"
|
||
|
#include "Logging/LogMacros.h"
|
||
|
#include "station_obscurumCharacter.generated.h"
|
||
|
|
||
|
class USpringArmComponent;
|
||
|
class UCameraComponent;
|
||
|
class UInputMappingContext;
|
||
|
class UInputAction;
|
||
|
struct FInputActionValue;
|
||
|
|
||
|
DECLARE_LOG_CATEGORY_EXTERN(LogTemplateCharacter, Log, All);
|
||
|
|
||
|
UCLASS(config=Game)
|
||
|
class Astation_obscurumCharacter : public ACharacter
|
||
|
{
|
||
|
GENERATED_BODY()
|
||
|
|
||
|
/** Camera boom positioning the camera behind the character */
|
||
|
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
|
||
|
USpringArmComponent* CameraBoom;
|
||
|
|
||
|
/** Follow camera */
|
||
|
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
|
||
|
UCameraComponent* FollowCamera;
|
||
|
|
||
|
/** MappingContext */
|
||
|
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
|
||
|
UInputMappingContext* DefaultMappingContext;
|
||
|
|
||
|
/** Jump Input Action */
|
||
|
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
|
||
|
UInputAction* JumpAction;
|
||
|
|
||
|
/** Move Input Action */
|
||
|
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
|
||
|
UInputAction* MoveAction;
|
||
|
|
||
|
/** Look Input Action */
|
||
|
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
|
||
|
UInputAction* LookAction;
|
||
|
|
||
|
public:
|
||
|
Astation_obscurumCharacter();
|
||
|
|
||
|
|
||
|
protected:
|
||
|
|
||
|
/** Called for movement input */
|
||
|
void Move(const FInputActionValue& Value);
|
||
|
|
||
|
/** Called for looking input */
|
||
|
void Look(const FInputActionValue& Value);
|
||
|
|
||
|
|
||
|
protected:
|
||
|
// APawn interface
|
||
|
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
|
||
|
|
||
|
// To add mapping context
|
||
|
virtual void BeginPlay();
|
||
|
|
||
|
public:
|
||
|
/** Returns CameraBoom subobject **/
|
||
|
FORCEINLINE class USpringArmComponent* GetCameraBoom() const { return CameraBoom; }
|
||
|
/** Returns FollowCamera subobject **/
|
||
|
FORCEINLINE class UCameraComponent* GetFollowCamera() const { return FollowCamera; }
|
||
|
};
|
||
|
|