39 lines
1.3 KiB
C++

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