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- // Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
- #pragma once
- #include "GameFramework/SpringArmComponent.h"
- #include "AthenaCharacter.generated.h"
- UCLASS(config=Game)
- class AAthenaCharacter : public ACharacter
- {
- GENERATED_UCLASS_BODY()
- /** Camera boom positioning the camera behind the character */
- UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Camera)
- TSubobjectPtr<class USpringArmComponent> CameraBoom;
- /** Follow camera */
- UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Camera)
- TSubobjectPtr<class UCameraComponent> FollowCamera;
- /** Base turn rate, in deg/sec. Other scaling may affect final turn rate. */
- UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Camera)
- float BaseTurnRate;
- /** Base look up/down rate, in deg/sec. Other scaling may affect final rate. */
- UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Camera)
- float BaseLookUpRate;
- /** Follow camera */
- UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera)
- bool bIsInFPS;
- bool bCameraSpot;
- virtual void BeginPlay();
- virtual void Tick(float DeltaTime);
- protected:
- void ZoomIn();
- void ZoomOut();
- void CameraSwitch();
- /** Called for forwards/backward input */
- void MoveForward(float Value);
- /** Called for side to side input */
- void MoveRight(float Value);
- /**
- * Called via input to turn at a given rate.
- * @param Rate This is a normalized rate, i.e. 1.0 means 100% of desired turn rate
- */
- void TurnAtRate(float Rate);
- /**
- * Called via input to turn look up/down at a given rate.
- * @param Rate This is a normalized rate, i.e. 1.0 means 100% of desired turn rate
- */
- void LookUpAtRate(float Rate);
- /** Handler for when a touch input begins. */
- void TouchStarted(ETouchIndex::Type FingerIndex, FVector Location);
- protected:
- // APawn interface
- virtual void SetupPlayerInputComponent(class UInputComponent* InputComponent) OVERRIDE;
- // End of APawn interface
- };
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