Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- // Fill out your copyright notice in the Description page of Project Settings.
- #pragma once
- #include "CoreMinimal.h"
- #include "GameFramework/Character.h"
- #include "WeaponBase.h"
- #include "Engine.h"
- #include "MyCharacter.generated.h"
- UCLASS()
- class HORROR_API AMyCharacter : public ACharacter
- {
- GENERATED_BODY()
- public:
- // Sets default values for this character's properties
- AMyCharacter();
- AMyCharacter::AMyCharacter(const FObjectInitializer& ObjectInitializer);
- protected:
- // Called when the game starts or when spawned
- virtual void BeginPlay() override;
- public:
- // Called every frame
- virtual void Tick(float DeltaTime) override;
- // Called to bind functionality to input
- virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
- //Functions
- UFUNCTION()
- void MoveForward(float Val);
- UFUNCTION()
- void MoveRight(float Val);
- UFUNCTION()
- void LookUp(float Val);
- UFUNCTION()
- void LookRight(float Val);
- UFUNCTION()
- void ToggleCrouch();
- UFUNCTION()
- void GetLightIntensity();
- UFUNCTION()
- void StartJump();
- UFUNCTION()
- void EndJump();
- UFUNCTION()
- void ToggleFlashlight();
- UFUNCTION()
- void StartSprint();
- UFUNCTION()
- void EndSprint();
- //Variables
- UPROPERTY(BlueprintReadWrite)
- float LightMeter;
- UPROPERTY()
- bool bHasFlashlight;
- UPROPERTY()
- bool bCrouchToggle = false;
- UPROPERTY()
- bool bFlashlightToggle = false;
- UPROPERTY()
- float Health;
- UPROPERTY()
- float Stamina;
- UPROPERTY()
- AWeaponBase* EquippedWeapon;
- UPROPERTY()
- TArray<AWeaponBase*> OwnedWeapons;
- //Components
- UPROPERTY(EditAnywhere, BlueprintReadWrite)
- UCameraComponent* PlayerCamera;
- UPROPERTY(EditAnywhere)
- USpotLightComponent* Diughlight;
- UPROPERTY(EditAnywhere, BlueprintReadWrite)
- UChildActorComponent* Weapon;
- };
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement