75 lines
2.6 KiB
C++
75 lines
2.6 KiB
C++
// Fill out your copyright notice in the Description page of Project Settings.
|
|
|
|
#pragma once
|
|
|
|
#include "CoreMinimal.h"
|
|
#include "GameFramework/Character.h"
|
|
#include "MyCharacter.generated.h"
|
|
|
|
UCLASS()
|
|
class LONESE_API AMyCharacter : public ACharacter
|
|
{
|
|
GENERATED_BODY()
|
|
|
|
public:
|
|
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Input")
|
|
class UInputMappingContext* DefaultMapping;
|
|
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Input")
|
|
class UInputAction* MoveAction;
|
|
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Input")
|
|
class UInputAction* RunAction;
|
|
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Input")
|
|
class UInputAction* CrouchAction;
|
|
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Input")
|
|
class UInputAction* CameraMoveAction;
|
|
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Input")
|
|
class UInputAction* CameraZoomAction;
|
|
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Input")
|
|
class UInputAction* CameraResetAction;
|
|
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Input")
|
|
class UInputAction* CameraRotateAction;
|
|
|
|
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Camera")
|
|
class TSubclassOf<class ACameraPawn> CameraActorClass;
|
|
|
|
UFUNCTION(BlueprintCallable, Category = "Move")
|
|
void Move(const FInputActionValue& Value);
|
|
UFUNCTION(BlueprintCallable, Category = "Move")
|
|
void BeginRun(const FInputActionValue& Value);
|
|
UFUNCTION(BlueprintCallable, Category = "Move")
|
|
void StopRun(const FInputActionValue& Value);
|
|
UFUNCTION(BlueprintCallable, Category = "Move")
|
|
void BeginCrouch(const FInputActionValue& Value);
|
|
UFUNCTION(BlueprintCallable, Category = "Move")
|
|
void StopCrouch(const FInputActionValue& Value);
|
|
|
|
UFUNCTION(BlueprintCallable, Category = "State")
|
|
bool IsRunning() const { return bIsRunning; }
|
|
UFUNCTION(BlueprintCallable, Category = "State")
|
|
bool IsCrouching() const { return bIsCrouching; }
|
|
|
|
// Sets default values for this character's properties
|
|
AMyCharacter();
|
|
|
|
// Called every frame
|
|
virtual void Tick(float DeltaTime) override;
|
|
|
|
// Called to bind functionality to input
|
|
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
|
|
protected:
|
|
// Called when the game starts or when spawned
|
|
virtual void BeginPlay() override;
|
|
|
|
private:
|
|
bool bIsRunning = false;
|
|
bool bIsCrouching = false;
|
|
|
|
UPROPERTY(VisibleInstanceOnly, Category = "Camera")
|
|
class ACameraPawn* CameraActor;
|
|
|
|
void CameraZoom(const FInputActionValue& Value);
|
|
void CameraRotate(const FInputActionValue& Value);
|
|
void CameraMove(const FInputActionValue& Value);
|
|
void CameraReset(const FInputActionValue& Value);
|
|
};
|