97 lines
2.6 KiB
C++
97 lines
2.6 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/Character.h"
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#include "Logging/LogMacros.h"
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#include "MyProjectCharacter.generated.h"
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class USpringArmComponent;
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class UCameraComponent;
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class UInputAction;
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struct FInputActionValue;
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DECLARE_LOG_CATEGORY_EXTERN(LogTemplateCharacter, Log, All);
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/**
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* A simple player-controllable third person character
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* Implements a controllable orbiting camera
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*/
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UCLASS(abstract)
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class AMyProjectCharacter : public ACharacter
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{
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GENERATED_BODY()
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/** Camera boom positioning the camera behind the character */
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Components", meta = (AllowPrivateAccess = "true"))
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USpringArmComponent* CameraBoom;
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/** Follow camera */
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Components", meta = (AllowPrivateAccess = "true"))
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UCameraComponent* FollowCamera;
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protected:
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/** Jump Input Action */
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UPROPERTY(EditAnywhere, Category="Input")
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UInputAction* JumpAction;
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/** Move Input Action */
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UPROPERTY(EditAnywhere, Category="Input")
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UInputAction* MoveAction;
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/** Look Input Action */
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UPROPERTY(EditAnywhere, Category="Input")
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UInputAction* LookAction;
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/** Mouse Look Input Action */
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UPROPERTY(EditAnywhere, Category="Input")
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UInputAction* MouseLookAction;
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public:
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/** Constructor */
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AMyProjectCharacter();
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protected:
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/** Initialize input action bindings */
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virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
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protected:
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/** Called for movement input */
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void Move(const FInputActionValue& Value);
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/** Called for looking input */
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void Look(const FInputActionValue& Value);
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public:
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/** Handles move inputs from either controls or UI interfaces */
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UFUNCTION(BlueprintCallable, Category="Input")
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virtual void DoMove(float Right, float Forward);
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/** Handles look inputs from either controls or UI interfaces */
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UFUNCTION(BlueprintCallable, Category="Input")
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virtual void DoLook(float Yaw, float Pitch);
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/** Handles jump pressed inputs from either controls or UI interfaces */
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UFUNCTION(BlueprintCallable, Category="Input")
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virtual void DoJumpStart();
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/** Handles jump pressed inputs from either controls or UI interfaces */
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UFUNCTION(BlueprintCallable, Category="Input")
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virtual void DoJumpEnd();
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public:
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/** Returns CameraBoom subobject **/
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FORCEINLINE class USpringArmComponent* GetCameraBoom() const { return CameraBoom; }
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/** Returns FollowCamera subobject **/
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FORCEINLINE class UCameraComponent* GetFollowCamera() const { return FollowCamera; }
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};
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