39 lines
1.3 KiB
C++
39 lines
1.3 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/Character.h"
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#include "LBCharacter.generated.h"
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struct FInputActionValue;
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class UCameraComponent;
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class UInputAction;
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class UInputMappingContext;
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UCLASS()
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class LANDOFBARL_API ALBCharacter : public ACharacter {
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GENERATED_BODY()
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
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TObjectPtr<UCameraComponent> FirstPersonCameraComponent;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
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TObjectPtr<UInputMappingContext> DefaultMappingContext;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
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TObjectPtr<UInputAction> JumpAction;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
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TObjectPtr<UInputAction> MoveAction;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
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TObjectPtr<UInputAction> LookAction;
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protected:
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void Move(const FInputActionValue& Value);
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void Look(const FInputActionValue& Value);
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virtual void NotifyControllerChanged() override;
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virtual void SetupPlayerInputComponent(UInputComponent* InputComponent) override;
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public:
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ALBCharacter();
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};
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