AzureAbyss/Source/the_twilight_abyss/PlayerTemp/TempCharacter.h

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "the_twilight_abyss/BaseItems/Items/BaseItem.h"
#include "Camera/CameraComponent.h"
#include "Engine/PostProcessVolume.h"
#include "TempCharacter.generated.h"
UCLASS()
class THE_TWILIGHT_ABYSS_API ATempCharacter : public ACharacter
{
GENERATED_BODY()
public:
// Sets default values for this character's properties
ATempCharacter();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
void ForwardInput(float Axis);
void RightMoveInput(float Axis);
UFUNCTION()
void Sneak();
UCapsuleComponent* PlayerCapsule;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Inventory, meta = (AllowPrivateAccess = "true"))
class UInventoryComponent* Inventory; //Using the InventoryComponent class
// Called to bind functionality to input
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
void KeyPressed();
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UPROPERTY(EditAnyWhere)
float TraceDistance = 300;
void InputDisabler();
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void LineTraceLogic();
UPROPERTY()
class UPawnNoiseEmitterComponent* NoiseEmitter;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category= "Health")
float Health;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category= "Gold")
int GoldBalance;
UPROPERTY(VisibleDefaultsOnly, Category = "LineTrace")
bool bHit;
//Using the item in the inventory
UFUNCTION(BlueprintCallable, Category= "Items")
void UseItem(class UBaseItem* Item); // Overriding the BaseItem Class
UFUNCTION(BlueprintCallable)
void InputEnabler();
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Camera")
UCameraComponent* ThisCamera;
FVector OriginalCameraLocation;
FRotator OriginalCameraRotation;
int OriginalCameraFOV;
UFUNCTION(BlueprintCallable, Category= "Items")
void BuyItem(AActor* Item);
bool bShopKeeperText = false;
UPROPERTY(BlueprintReadWrite)
bool disableTab = false;
APostProcessVolume* PostProcessVolume;
TArray<AActor*> AIActors;
FName Enemy;
FName Ammo;
UPROPERTY(BlueprintReadWrite)
float ReactionSpeed = 100.0f;
bool isInStealth = false;
UPROPERTY()
UUserWidget* ImportantStatsWidget;
UPROPERTY()
UUserWidget* CrossHairWidget;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Widgets")
UUserWidget* ImportantStats;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Widgets")
UUserWidget* MainMenuWidget;
UPROPERTY(EditAnywhere, Category= "Widgets")
TSubclassOf<UUserWidget> ImportantStatsSub;
UPROPERTY(EditAnywhere, Category= "Widgets")
TSubclassOf<UUserWidget> MainMenuSub;
UPROPERTY(EditAnywhere, Category= "Widgets")
TSubclassOf<UUserWidget> CrossHairSub;
};