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- //This is of course my header file. There will be some messsy and random commneting since I made my own and coppied some from third person class. Also I may have added something and commented it out to remove for test. This is my current header file which I referenced a lot from the third person cpp file.
- // Fill out your copyright notice in the Description page of Project Settings.
- #pragma once
- #include "CoreMinimal.h"
- #include "GameFramework/Character.h"
- // includes must be abolve this for some reason
- #include "Theo_movement.generated.h"
- UCLASS(config=game)
- class BURNINGHEARTS_API ATheo_movement : public ACharacter
- {
- GENERATED_BODY()
- UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
- class USpringArmComponent* CameraBoom;
- UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
- class UCameraComponent* FollowCamera;
- public:
- ATheo_movement();
- /** 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;
- protected:
- // Called when the game starts or when spawned
- //virtual void BeginPlay() override;
- void MoveForward(float Value);
- 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);
- /**
- public:
- // Called every frame
- virtual void Tick(float DeltaTime) override;
- // Called to bind functionality to input
- virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
- //Sets jump flag when key is pressed.
- UFUNCTION()
- void StartJump();
- //Clears jump flag when key is released
- UFUNCTION()
- void StopJump();
- */
- public:
- // APawn interface
- virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
- // End of APawn interface
- };
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