72 lines
1.9 KiB
C++
72 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/Character.h"
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#include "Logging/LogMacros.h"
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#include "MonolithCharacter.generated.h"
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class UInputComponent;
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class USkeletalMeshComponent;
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class UCameraComponent;
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class UInputAction;
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class UInputMappingContext;
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struct FInputActionValue;
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DECLARE_LOG_CATEGORY_EXTERN(LogTemplateCharacter, Log, All);
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UCLASS(config=Game)
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class AMonolithCharacter : public ACharacter
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{
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GENERATED_BODY()
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/** Pawn mesh: 1st person view (arms; seen only by self) */
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Mesh, meta = (AllowPrivateAccess = "true"))
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USkeletalMeshComponent* Mesh1P;
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/** First person camera */
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
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UCameraComponent* FirstPersonCameraComponent;
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/** Jump Input Action */
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = "true"))
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UInputAction* JumpAction;
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/** Move Input Action */
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = "true"))
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UInputAction* MoveAction;
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public:
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AMonolithCharacter();
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protected:
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virtual void BeginPlay();
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public:
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/** Look Input Action */
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
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class UInputAction* LookAction;
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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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protected:
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// APawn interface
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virtual void SetupPlayerInputComponent(UInputComponent* InputComponent) override;
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// End of APawn interface
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public:
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/** Returns Mesh1P subobject **/
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USkeletalMeshComponent* GetMesh1P() const { return Mesh1P; }
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/** Returns FirstPersonCameraComponent subobject **/
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UCameraComponent* GetFirstPersonCameraComponent() const { return FirstPersonCameraComponent; }
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};
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