ExoWest/Source/Exo/Public/Player/ExoPlayerController.h
Foxim d95a23f2e7 feat: add all controls and dodge logic
Added dodge mechanic with temporary values for testing.
Dodge properties (dodge force., cooldown) are subject to change.
2025-02-20 18:00:26 +01:00

128 lines
3.5 KiB
C++

// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/PlayerController.h"
#include <Player/InteractionComponent.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;
// Moja propozycja sterowania po prawej [Hubert]
UFUNCTION(BlueprintCallable, Category = "Input")
void Move(const FInputActionValue& InputActionValue); //WSAD
UFUNCTION(BlueprintCallable, Category = "Input")
void Look(const FInputActionValue& InputActionValue); // MouseXY
UFUNCTION(BlueprintCallable, Category = "Input")
void Interact(const FInputActionValue& InputActionValue); // E
UFUNCTION(BlueprintCallable, Category = "Input")
void PlayerJump(); // Space
UFUNCTION(BlueprintCallable, Category = "Input")
void PlayerDodge(); // LShift(Pressed)
UFUNCTION(BlueprintCallable, Category = "Input")
void ResetDodge();
UFUNCTION(BlueprintCallable, Category = "Input")
void PlayerCrouch(); // LCtrl\C\X
UFUNCTION(BlueprintCallable, Category = "Input")
void PlayerSprint(); // LShift(Hold)
UFUNCTION(BlueprintCallable, Category = "Input")
void PlayerShoot(); // LPM
UFUNCTION(BlueprintCallable, Category = "Input")
void PlayerAim(); // PPM
UFUNCTION(BlueprintCallable, Category = "Input")
void PlayerMeleAttack(); // V
UFUNCTION(BlueprintCallable, Category = "Input")
void PlayerChangeWeapon(); // 1\2\MouseScroll
UFUNCTION(BlueprintCallable, Category = "Input")
void PlayerReload(); // R
protected:
UPROPERTY(EditAnywhere, Category = "Input")
TObjectPtr<UInputMappingContext> InputContext;
UPROPERTY(EditAnywhere, Category= "Input")
TObjectPtr<UInputAction> MoveAction;
UPROPERTY(EditAnywhere, Category = "Input")
TObjectPtr<UInputAction> InteractAction;
UPROPERTY(EditAnywhere, Category = "Input")
TObjectPtr<UInputAction> LookAction;
UPROPERTY(EditAnywhere, Category = "Input")
TObjectPtr<UInputAction> JumpAction;
UPROPERTY(EditAnywhere, Category = "Input")
TObjectPtr<UInputAction> SprintAction;
UPROPERTY(EditAnywhere, Category = "Input")
TObjectPtr<UInputAction> CrouchAction;
UPROPERTY(EditAnywhere, Category = "Input")
TObjectPtr<UInputAction> DodgeAction;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Dodge Properties")
FTimerHandle DodgeCooldownTimer;
UPROPERTY(EditAnywhere, Category = "Dodge Properties")
float DodgeForce = 5000.f; // Move to player if future for better modification
UPROPERTY(EditAnywhere, Category = "Dodge Properties")
float DodgeCooldown = 2.f; // Move to player too.
UPROPERTY(EditAnywhere, Category = "Dodge Properties")
bool CanDodge = true;
UPROPERTY(EditAnywhere, Category = "Input")
TObjectPtr<UInputAction> ShootAction;
UPROPERTY(EditAnywhere, Category = "Input")
TObjectPtr<UInputAction> ReloadAction;
UPROPERTY(EditAnywhere, Category = "Input")
TObjectPtr<UInputAction> AimAction;
UPROPERTY(EditAnywhere, Category = "Input")
TObjectPtr<UInputAction> MeleAction;
UPROPERTY(EditAnywhere, Category = "Input")
TObjectPtr<UInputAction> ChangeWeaponAction;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Character")
TObjectPtr<ACharacter> PlayerCharacter;
private:
UInteractionComponent* InteractionComponent;
};