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MyCharacter.h

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May 3rd, 2018
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  1. // Fill out your copyright notice in the Description page of Project Settings.
  2.  
  3. #pragma once
  4.  
  5. #include "CoreMinimal.h"
  6. #include "GameFramework/Character.h"
  7. #include "WeaponBase.h"
  8. #include "Engine.h"
  9. #include "MyCharacter.generated.h"
  10.  
  11. UCLASS()
  12. class HORROR_API AMyCharacter : public ACharacter
  13. {
  14. GENERATED_BODY()
  15.  
  16. public:
  17. // Sets default values for this character's properties
  18. AMyCharacter();
  19.  
  20. AMyCharacter::AMyCharacter(const FObjectInitializer& ObjectInitializer);
  21.  
  22. protected:
  23. // Called when the game starts or when spawned
  24. virtual void BeginPlay() override;
  25.  
  26. public:
  27. // Called every frame
  28. virtual void Tick(float DeltaTime) override;
  29.  
  30. // Called to bind functionality to input
  31. virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
  32.  
  33. //Functions
  34.  
  35. UFUNCTION()
  36. void MoveForward(float Val);
  37.  
  38. UFUNCTION()
  39. void MoveRight(float Val);
  40.  
  41. UFUNCTION()
  42. void LookUp(float Val);
  43.  
  44. UFUNCTION()
  45. void LookRight(float Val);
  46.  
  47. UFUNCTION()
  48. void ToggleCrouch();
  49.  
  50. UFUNCTION()
  51. void GetLightIntensity();
  52.  
  53. UFUNCTION()
  54. void StartJump();
  55.  
  56. UFUNCTION()
  57. void EndJump();
  58.  
  59. UFUNCTION()
  60. void ToggleFlashlight();
  61.  
  62. UFUNCTION()
  63. void StartSprint();
  64.  
  65. UFUNCTION()
  66. void EndSprint();
  67.  
  68. //Variables
  69.  
  70. UPROPERTY(BlueprintReadWrite)
  71. float LightMeter;
  72.  
  73. UPROPERTY()
  74. bool bHasFlashlight;
  75.  
  76. UPROPERTY()
  77. bool bCrouchToggle = false;
  78.  
  79. UPROPERTY()
  80. bool bFlashlightToggle = false;
  81.  
  82. UPROPERTY()
  83. float Health;
  84.  
  85. UPROPERTY()
  86. float Stamina;
  87.  
  88. UPROPERTY()
  89. AWeaponBase* EquippedWeapon;
  90.  
  91. UPROPERTY()
  92. TArray<AWeaponBase*> OwnedWeapons;
  93.  
  94.  
  95. //Components
  96.  
  97. UPROPERTY(EditAnywhere, BlueprintReadWrite)
  98. UCameraComponent* PlayerCamera;
  99.  
  100. UPROPERTY(EditAnywhere)
  101. USpotLightComponent* Diughlight;
  102.  
  103. UPROPERTY(EditAnywhere, BlueprintReadWrite)
  104. UChildActorComponent* Weapon;
  105.  
  106. };
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