- Add ExoGameMode class - Add ExoCharacterBase class - Add ExoPlayerController with basic movement and camera controls - Add blueprints for ExoPlayerController and ExoGameMode
47 lines
1.1 KiB
C++
47 lines
1.1 KiB
C++
// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/PlayerController.h"
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#include "ExoPlayerController.generated.h"
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class UInputMappingContext;
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class UInputAction;
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struct FInputActionValue;
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UCLASS()
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class EXO_API AExoPlayerController : public APlayerController
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{
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GENERATED_BODY()
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public:
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AExoPlayerController();
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virtual void BeginPlay() override;
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virtual void PlayerTick(float DeltaTime) override;
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protected:
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virtual void SetupInputComponent() override;
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UFUNCTION(BlueprintCallable, Category = "Input")
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void Move(const FInputActionValue& InputActionValue);
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UFUNCTION(BlueprintCallable, Category = "Input")
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void Look(const FInputActionValue& InputActionValue);
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protected:
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UPROPERTY(EditAnywhere, Category = "Input")
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TObjectPtr<UInputMappingContext> InputContext;
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UPROPERTY(EditAnywhere, Category= "Input")
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TObjectPtr<UInputAction> MoveAction;
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UPROPERTY(EditAnywhere, Category = "Input")
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TObjectPtr<UInputAction> LookAction;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Character")
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TObjectPtr<ACharacter> PlayerCharacter;
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};
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