110 lines
3.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "BaseWeaponClass.h"
#include "GameFramework/Character.h"
#include "InputActionValue.h"
#include "EndlessVendettaCharacter.generated.h"
class UWeaponInventory;
class UInputComponent;
class USkeletalMeshComponent;
class USceneComponent;
class UCameraComponent;
class UAnimMontage;
class USoundBase;
UCLASS(config=Game)
class AEndlessVendettaCharacter : public ACharacter
{
GENERATED_BODY()
/** Pawn mesh: 1st person view (arms; seen only by self) */
UPROPERTY(VisibleDefaultsOnly, Category=Mesh)
USkeletalMeshComponent* Mesh1P;
/** First person camera */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
UCameraComponent* FirstPersonCameraComponent;
/** MappingContext */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = "true"))
class UInputMappingContext* DefaultMappingContext;
/** Jump Input Action */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = "true"))
class UInputAction* JumpAction;
/** Move Input Action */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = "true"))
class UInputAction* MoveAction;
/** Weapon Equip Action */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = "true"))
class UInputAction* EquipPrimaryWeapon;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = "true"))
class UInputAction* EquipSecondaryWeapon;
public:
AEndlessVendettaCharacter();
protected:
virtual void BeginPlay();
public:
/** Look Input Action */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
class UInputAction* LookAction;
/** Bool for AnimBP to switch to another animation set */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Weapon)
bool bHasRifle;
/** Setter to set the bool */
UFUNCTION(BlueprintCallable, Category = Weapon)
void SetHasRifle(bool bNewHasRifle);
/** Getter for the bool */
UFUNCTION(BlueprintCallable, Category = Weapon)
bool GetHasRifle();
UPROPERTY(EditAnywhere, Category = "Weapons")
TSubclassOf<ABaseWeaponClass> PrimaryWeapon;
UPROPERTY(EditAnywhere, Category = "Weapons")
TSubclassOf<ABaseWeaponClass> SecondaryWeapon;
protected:
/** Called for movement input */
void Move(const FInputActionValue& Value);
/** Called for looking input */
void Look(const FInputActionValue& Value);
void EquipPrimary();
void EquipSecondary();
//Called from Player BluePrints
UFUNCTION(BlueprintCallable, Category = "Weapons")
void WeaponPickUpSystem(AActor* PickedUpWeapon);
protected:
// APawn interface
virtual void SetupPlayerInputComponent(UInputComponent* InputComponent) override;
// End of APawn interface
public:
/** Returns Mesh1P subobject **/
USkeletalMeshComponent* GetMesh1P() const { return Mesh1P; }
/** Returns FirstPersonCameraComponent subobject **/
UCameraComponent* GetFirstPersonCameraComponent() const { return FirstPersonCameraComponent; }
};