test/Source/MyProject/Variant_Combat/CombatPlayerController.h

77 lines
2.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/PlayerController.h"
#include "CombatPlayerController.generated.h"
class UInputMappingContext;
class ACombatCharacter;
/**
* Simple Player Controller for a third person combat game
* Manages input mappings
* Respawns the player character at the checkpoint when it's destroyed
*/
UCLASS(abstract, Config="Game")
class ACombatPlayerController : 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<ACombatCharacter> CharacterClass;
/** Transform to respawn the character at. Can be set to create checkpoints */
FTransform RespawnTransform;
protected:
/** Gameplay initialization */
virtual void BeginPlay() override;
/** Initialize input bindings */
virtual void SetupInputComponent() override;
/** Pawn initialization */
virtual void OnPossess(APawn* InPawn) override;
public:
/** Updates the character respawn transform */
void SetRespawnTransform(const FTransform& NewRespawn);
protected:
/** 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;
};