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- // Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
- #pragma once
- #include "CoreMinimal.h"
- #include "GameFramework/Character.h"
- #include "lilknightgameCharacter.generated.h"
- UCLASS(config=Game)
- class AlilknightgameCharacter : public ACharacter
- {
- GENERATED_BODY()
- /** Camera boom positioning the camera behind the character */
- UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
- class USpringArmComponent* CameraBoom;
- /** Follow camera */
- UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
- class UCameraComponent* FollowCamera;
- public:
- AlilknightgameCharacter();
- /** 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;
- UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Attack")
- bool isAttacking = false;
- UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Shield")
- bool isShielding = false;
- protected:
- FTimerHandle AttackHandle;
- UFUNCTION()
- void Attack();
- UFUNCTION()
- void StopAttack();
- UFUNCTION()
- void Shield();
- UFUNCTION()
- void StopShield();
- /** Resets HMD orientation in VR. */
- void OnResetVR();
- /** 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);
- /** Handler for when a touch input stops. */
- void TouchStopped(ETouchIndex::Type FingerIndex, FVector Location);
- protected:
- // APawn interface
- virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
- // End of APawn interface
- public:
- /** Returns CameraBoom subobject **/
- FORCEINLINE class USpringArmComponent* GetCameraBoom() const { return CameraBoom; }
- /** Returns FollowCamera subobject **/
- FORCEINLINE class UCameraComponent* GetFollowCamera() const { return FollowCamera; }
- // Called to bind functionality to input
- };
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