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56
Source/CodRemake/Player/PlayerCharacter.h
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56
Source/CodRemake/Player/PlayerCharacter.h
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "Camera/CameraComponent.h"
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#include "GameFramework/Character.h"
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#include "InputAction.h"
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#include "PlayerCharacter.generated.h"
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UCLASS()
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class CODREMAKE_API APlayerCharacter : public ACharacter
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{
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GENERATED_BODY()
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public:
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// Sets default values for this character's properties
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APlayerCharacter();
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protected:
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// Called when the game starts or when spawned
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virtual void BeginPlay() override;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Player|Character", Meta = (AllowPrivateAccess = "true"))
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TObjectPtr<UCameraComponent> CameraComponent;
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#pragma region Inputs
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Player|Enhanced Input")
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class UInputMappingContext* InputMapping;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Player|Enhanced Input")
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UInputAction* IA_Move;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Player|Enhanced Input")
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UInputAction* IA_Look;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Player|Enhanced Input")
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UInputAction* IA_Jump;
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// Handle move input
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void Move(const FInputActionValue& Value);
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// Handle look input
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void Look(const FInputActionValue& Value);
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void ActivateJump(const FInputActionValue& Value);
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#pragma endregion
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public:
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// Called every frame
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virtual void Tick(float DeltaTime) override;
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// Called to bind functionality to input
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virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
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};
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