68 lines
1.9 KiB
C++
68 lines
1.9 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/PlayerController.h"
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#include "EnhancedInput/Public/InputAction.h"
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#include "SideScrollingPlayerController.generated.h"
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class ASideScrollingCharacter;
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class UInputMappingContext;
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/**
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* A simple Side Scrolling Player Controller
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* Manages input mappings
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* Respawns the player pawn at the player start if it is destroyed
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*/
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UCLASS(abstract, Config="Game")
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class ASideScrollingPlayerController : public APlayerController
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{
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GENERATED_BODY()
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protected:
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/** Input mapping context for this player */
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UPROPERTY(EditAnywhere, Category="Input|Input Mappings")
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TArray<UInputMappingContext*> DefaultMappingContexts;
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/** Input Mapping Contexts */
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UPROPERTY(EditAnywhere, Category="Input|Input Mappings")
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TArray<UInputMappingContext*> MobileExcludedMappingContexts;
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/** Mobile controls widget to spawn */
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UPROPERTY(EditAnywhere, Category="Input|Touch Controls")
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TSubclassOf<UUserWidget> MobileControlsWidgetClass;
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/** Pointer to the mobile controls widget */
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UPROPERTY()
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TObjectPtr<UUserWidget> MobileControlsWidget;
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/** If true, the player will use UMG touch controls even if not playing on mobile platforms */
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UPROPERTY(EditAnywhere, Config, Category = "Input|Touch Controls")
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bool bForceTouchControls = false;
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/** Character class to respawn when the possessed pawn is destroyed */
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UPROPERTY(EditAnywhere, Category="Respawn")
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TSubclassOf<ASideScrollingCharacter> CharacterClass;
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protected:
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/** Gameplay initialization */
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virtual void BeginPlay() override;
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/** Initialize input bindings */
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virtual void SetupInputComponent() override;
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/** Pawn initialization */
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virtual void OnPossess(APawn* InPawn) override;
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/** Called if the possessed pawn is destroyed */
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UFUNCTION()
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void OnPawnDestroyed(AActor* DestroyedActor);
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/** Returns true if the player should use UMG touch controls */
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bool ShouldUseTouchControls() const;
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};
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