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PersonCharacter.h

a guest Apr 15th, 2015 2 Never
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  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 "Perception/PawnSensingComponent.h"
  7. #include "PersonCharacter.generated.h"
  8.  
  9. UCLASS()
  10. class GETDEBT_API APersonCharacter : public APawn
  11. {
  12.         GENERATED_BODY()
  13.  
  14.                 //Temp property, do not rely or use this!
  15.                 UPROPERTY() class APersonAIController* TempController;
  16.  
  17. public:
  18.         // Sets default values for this character's properties
  19.         //APersonCharacter();
  20.         //
  21.         /*UPROPERTY(EditDefaultsOnly)
  22.                 USkeletalMeshComponent* MeshComponent;*/
  23.  
  24.         ////Note(Robert) Placeholder mesh
  25.         //UPROPERTY(EditDefaultsOnly) UStaticMeshComponent* SkeletalMesh;
  26.  
  27.         /* AI Component to use when detecting a player */
  28.         UPROPERTY(EditDefaultsOnly)
  29.                 UPawnSensingComponent* SensingComponent;
  30.  
  31.         /* New collision component */
  32.         UPROPERTY(EditDefaultsOnly)
  33.                 UBoxComponent* BoxCollision;
  34.  
  35.         /* Arrow to tell which way is forward for the person */
  36.         UPROPERTY(EditDefaultsOnly)
  37.                 UArrowComponent* DebugArrow;
  38.  
  39.         UPROPERTY(EditDefaultsOnly)
  40.                 float MaxMoveSpeed;
  41.  
  42.         UPROPERTY(VisibleAnywhere)
  43.                 FVector TargetLocation;
  44.  
  45.         /* Function to determine if we can see a player or machine in front of us. Expensive? */
  46.         UFUNCTION(BlueprintCallable, Category = "Machine")
  47.                 bool CanSeeMachine();
  48.  
  49.         UFUNCTION(BlueprintCallable, Category = "Conditions")
  50.                 bool IsPersonInRangeToPlayer(ABaseFrame* HuntingPlayer, APersonCharacter* HuntedPerson, float Radius);
  51.  
  52.         UFUNCTION(BlueprintCallable, Category = Movement)
  53.                 void MoveTowardsTarget(FVector NewTargetLocation);
  54.  
  55.         UFUNCTION(BlueprintCallable, Category = Movement)
  56.                 void UpdateMovement(float DeltaTime);
  57.  
  58.         UFUNCTION(BlueprintCallable, Category = Movement)
  59.                 bool IsAtTargetLocation();
  60.  
  61.         //Constructor
  62.         APersonCharacter(const FObjectInitializer& ObjectInitializer);
  63.  
  64.         // Called when the game starts or when spawned
  65.         virtual void BeginPlay() override;
  66.  
  67.         // Called every frame
  68.         virtual void Tick(float DeltaSeconds) override;
  69.  
  70.         // Called to bind functionality to input
  71.         virtual void SetupPlayerInputComponent(class UInputComponent* InputComponent) override;
  72. };
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