117 lines
3.3 KiB
C++
117 lines
3.3 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 "MoveState.h"
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#include "PilotCamera.h"
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#include "PilotCameraShake.h"
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#include "MonolithCharacter.generated.h"
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class UCharacterMovementComponent;
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class USkeletalMeshComponent;
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class UInputAction;
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class UInputComponent;
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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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friend UPilotCamera;
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friend UPilotCameraShake;
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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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/** Sprint Input Action */
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = "true"))
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UInputAction* SprintAction;
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/** Horizontal Dash Input Action */
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = "true"))
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UInputAction* HorDashAction;
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/** Vertical Dash Input Action */
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = "true"))
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UInputAction* VerDashAction;
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UPROPERTY(EditDefaultsOnly, Category=Input, meta=(AllowPrivateAccess = "true"))
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float SprintSpeed = 750.f;
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float WalkSpeed = 600.f;
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// Velocity Below this Value will be Ignored for Camera Effects
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UPROPERTY(EditAnywhere, Category = "MoveState", meta=(AllowPrivateAccess = "true"))
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float VelocityTolerance = 300.f;
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// Amount of impulse to add when dashing
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UPROPERTY(EditAnywhere, Category = "MoveState", meta=(AllowPrivateAccess = "true"))
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float DashImpulse = 600.f;
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USkeletalMeshComponent* Mesh1P;
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UCharacterMovementComponent* CharMove;
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FMoveState MoveState;
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FVector2D MovementVector;
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protected:
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void BeginPlay();
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void Tick(float DeltaSeconds) override;
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/** Called for movement input */
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void Move(const FInputActionValue& Value);
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void StopMove();
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/** Called for SPRINT input */
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void Sprint(const FInputActionValue& Value);
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void StopSprint();
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/** Called for Dashing inputs */
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void HorizontalDash(const FInputActionValue& Value);
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void VerticalDash(const FInputActionValue& Value);
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/** Called for looking input */
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void Look(const FInputActionValue& Value);
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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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// Time to recharge 1 dash
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UPROPERTY(EditDefaultsOnly, Category = "MoveState", meta = (AllowPrivateAccess = "true"))
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float DashRechargeTime = 2.5f;
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FTimerHandle DashRechargeHandle;
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int DashesRemaining = 4;
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void StartRechargingDash();
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void DashRecharged();
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UFUNCTION(BlueprintImplementableEvent)
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void UpdateDashUI(int dashesRemaining);
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public:
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AMonolithCharacter();
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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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USkeletalMeshComponent* GetMesh1P()
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{
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if (Mesh1P) return Mesh1P;
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Mesh1P = Cast<USkeletalMeshComponent>(GetComponentByClass(USkeletalMeshComponent::StaticClass()));
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return Mesh1P;
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}
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};
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