test/Source/MyProject/Variant_Platforming/PlatformingPlayerController.h

66 lines
1.9 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/PlayerController.h"
#include "PlatformingPlayerController.generated.h"
class UInputMappingContext;
class APlatformingCharacter;
/**
* Simple Player Controller for a third person platforming game
* Manages input mappings
* Respawns the player character at the Player Start when it's destroyed
*/
UCLASS(abstract, Config="Game")
class APlatformingPlayerController : public APlayerController
{
GENERATED_BODY()
protected:
/** Input mapping context for this player */
UPROPERTY(EditAnywhere, Category="Input|Input Mappings")
TArray<UInputMappingContext*> DefaultMappingContexts;
/** Input Mapping Contexts */
UPROPERTY(EditAnywhere, Category="Input|Input Mappings")
TArray<UInputMappingContext*> MobileExcludedMappingContexts;
/** Mobile controls widget to spawn */
UPROPERTY(EditAnywhere, Category="Input|Touch Controls")
TSubclassOf<UUserWidget> MobileControlsWidgetClass;
/** Pointer to the mobile controls widget */
UPROPERTY()
TObjectPtr<UUserWidget> MobileControlsWidget;
/** If true, the player will use UMG touch controls even if not playing on mobile platforms */
UPROPERTY(EditAnywhere, Config, Category = "Input|Touch Controls")
bool bForceTouchControls = false;
/** Character class to respawn when the possessed pawn is destroyed */
UPROPERTY(EditAnywhere, Category="Respawn")
TSubclassOf<APlatformingCharacter> CharacterClass;
protected:
/** Gameplay initialization */
virtual void BeginPlay() override;
/** Initialize input bindings */
virtual void SetupInputComponent() override;
/** Pawn initialization */
virtual void OnPossess(APawn* InPawn) override;
/** Called if the possessed pawn is destroyed */
UFUNCTION()
void OnPawnDestroyed(AActor* DestroyedActor);
/** Returns true if the player should use UMG touch controls */
bool ShouldUseTouchControls() const;
};