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Character Header

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Feb 15th, 2016
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C++ 2.09 KB | None | 0 0
  1. #pragma once
  2.  
  3. #include "GameFramework/Character.h"
  4. #include "AuroraBaseWeapon.h"
  5. #include "AuroraBaseCharacter.generated.h"
  6.  
  7. UCLASS(Blueprintable)
  8. class ENTERAURORA_API AAuroraBaseCharacter : public ACharacter
  9. {
  10.     GENERATED_BODY()
  11.  
  12.     /* Camera Boom Component */
  13.     UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
  14.         class USpringArmComponent* cameraBoom;
  15.  
  16.     /* Main Camera Component */
  17.     UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
  18.         class UCameraComponent* mainCamera;
  19.  
  20. public:
  21.     /* Constructor */
  22.     AAuroraBaseCharacter(const FObjectInitializer& ObjectInitializer);
  23.  
  24.     /* Initialization */
  25.     virtual void BeginPlay() override;
  26.    
  27.     /* Update */
  28.     virtual void Tick( float DeltaSeconds ) override;
  29.  
  30.     /* Input */
  31.     virtual void SetupPlayerInputComponent(class UInputComponent* InputComponent) override;
  32.  
  33.     /* Character Properties */
  34.     UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Character")
  35.         float currentHealth;
  36.     UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Character")
  37.         float maxHealth;
  38.     UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Character")
  39.         float moveSpeed;
  40.     float joystickXVal;
  41.     float joystickYVal;
  42.  
  43.     /* Inventory and weapons */
  44.     UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Character Inventory")
  45.         TSubclassOf<AAuroraBaseWeapon> primaryWeapon;
  46.     UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Character Inventory")
  47.         FName primarySocket;
  48.     AAuroraBaseWeapon* currentWeapon;
  49.  
  50.     /* Movement Functions */
  51.     void OnMoveForward(float Rate);
  52.     void OnMoveSideways(float Rate);
  53.     void OnGetJoystickX(float Rate);
  54.     void OnGetJoystickY(float Rate);
  55.     void OnCharacterRotation();
  56.     void SpawnWeapon(TSubclassOf<AAuroraBaseWeapon> weaponToSpawn, FName socketToAttach);
  57.  
  58.     /* Returns CameraBoom sub object */
  59.     FORCEINLINE class USpringArmComponent* GetCameraBoom() const { return cameraBoom; }
  60.     /* Returns FollowCamera sub object */
  61.     FORCEINLINE class UCameraComponent* GetMainCamera() const { return mainCamera; }
  62. };
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