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- // Fill out your copyright notice in the Description page of Project Settings.
- #pragma once
- #include "CoreMinimal.h"
- #include "GameFramework/Character.h"
- #include "Camera/CameraComponent.h"
- #include "PlayerCharacter.generated.h"
- UCLASS()
- class GAMEPROJECT_API APlayerCharacter : 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* TPSCamera;
- /** FPS camera */
- UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
- class UCameraComponent* FPSCamera;
- public:
- // Sets default values for this character's properties
- APlayerCharacter();
- protected:
- // Called when the game starts or when spawned
- virtual void BeginPlay() override;
- UPROPERTY()
- bool bThirdPerson;
- public:
- // Called to bind functionality to input
- virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
- UFUNCTION()
- void MoveForward(const float Value);
- UFUNCTION()
- void MoveRight(const float Value);
- UFUNCTION()
- void StartJump();
- UFUNCTION()
- void StopJump();
- UFUNCTION()
- void ChangeView();
- };
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