ExoWest/Source/Exo/Public/Player/ExoPlayerController.h
Foxim 594689b82b feat: add core gameplay classes and blueprints
- Add ExoGameMode class
- Add ExoCharacterBase class
- Add ExoPlayerController with basic movement and camera controls
- Add blueprints for ExoPlayerController and ExoGameMode
2025-02-12 19:10:23 +01:00

47 lines
1.1 KiB
C++

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