Advertisement
Guest User

Character Header

a guest
Feb 21st, 2016
80
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
C++ 2.35 KB | None | 0 0
  1. // Fill out your copyright notice in the Description page of Project Settings.
  2.  
  3. #pragma once
  4.  
  5. #include "GameFramework/Character.h"
  6. #include "AuroraBaseWeapon.h"
  7. #include "AuroraBaseCharacter.generated.h"
  8.  
  9. UCLASS(Blueprintable)
  10. class ENTERAURORA_API AAuroraBaseCharacter : public ACharacter
  11. {
  12.     GENERATED_BODY()
  13.    
  14.     /* Camera Boom Component */
  15.     UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
  16.         class USpringArmComponent* cameraBoom;
  17.  
  18.     /* Main Camera Component */
  19.     UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
  20.         class UCameraComponent* mainCamera;
  21.  
  22. public:
  23.     /* Constructor */
  24.     AAuroraBaseCharacter(const FObjectInitializer& ObjectInitializer);
  25.  
  26.     // Called when the game starts or when spawned
  27.     virtual void BeginPlay() override;
  28.  
  29.     // Called every frame
  30.     virtual void Tick(float DeltaSeconds) override;
  31.  
  32.     // Called to bind functionality to input
  33.     virtual void SetupPlayerInputComponent(class UInputComponent* InputComponent) override;
  34.  
  35.     /* Character Properties */
  36.     UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Character")
  37.         float currentHealth;
  38.     UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Character")
  39.         float maxHealth;
  40.     UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Character")
  41.         float moveSpeed;
  42.     float joystickXValue;
  43.     float joystickYValue;
  44.     FVector joystickNormalized;
  45.     FTimerHandle fireHandler;
  46.  
  47.     /* Character Weapon */
  48.     UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Character")
  49.         TSubclassOf<AAuroraBaseWeapon> primaryClass;
  50.     UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Character")
  51.         FName primaryAttachSocket;
  52.     UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Character")
  53.         AAuroraBaseWeapon* currentWeapon;
  54.  
  55.     /* Character Functions */
  56.     void OnMoveForward(float Rate);
  57.     void OnMoveSideways(float Rate);
  58.     void GetJoystickXValue(float Val);
  59.     void GetJoystickYValue(float Val);
  60.     void OnCharacterRotation();
  61.     void OnSpawnWeapon(TSubclassOf<AAuroraBaseWeapon> weaponToSpawn, FName attachSocket);
  62.  
  63.     /** Returns CameraBoom subobject **/
  64.     FORCEINLINE class USpringArmComponent* GetCameraBoom() const { return cameraBoom; }
  65.     /** Returns FollowCamera subobject **/
  66.     FORCEINLINE class UCameraComponent* GetMainCamera() const { return mainCamera; }
  67. };
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement