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Remake/Source/CodRemake/Player/PlayerCharacter.h
Nalobin Egor 91fb0eb3da add code
2023-11-19 19:30:07 +11:00

57 lines
1.6 KiB
C++

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