Nakatomi/Source/Nakatomi/PlayerCharacter.h

148 lines
3.3 KiB
C++

// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "Camera/CameraComponent.h"
#include "CoreMinimal.h"
#include "GameFramework/SpringArmComponent.h"
#include "InputActionValue.h"
#include "EnhancedInputComponent.h"
#include "NakatomiCharacter.h"
#include "Weapon.h"
#include "PlayerCharacter.generated.h"
class UInputAction;
class UInputMappingContext;
//class UEnhancedInputComponent;
/**
*
*/
UCLASS()
class NAKATOMI_API APlayerCharacter : public ANakatomiCharacter
{
GENERATED_BODY()
public:
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
UInputAction* MovementAction;
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
UInputAction* LookAction;
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
UInputAction* JumpAction;
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
UInputAction* FireAction;
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
UInputAction* QuitAction;
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
UInputAction* SprintAction;
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
TSoftObjectPtr<UInputMappingContext> InputMappingContext;
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
int MappingPriority = 0;
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
TArray<TSubclassOf<class AWeapon>> DefaultWeaponInventory;
UPROPERTY()
TArray<AWeapon*> WeaponInventory;
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
UInputAction* WeaponSwitchingAction;
protected:
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
float SprintSpeedMultiplier = 2.0f;
private:
UPROPERTY()
USpringArmComponent* CameraBoom = nullptr;
UPROPERTY()
UCameraComponent* CameraComponent = nullptr;
float DefaultMovementSpeed;
int CurrentInventorySlot = 0;
UPROPERTY()
AWeapon* CurrentWeapon = nullptr;
FTimerHandle FireTimerHandle;
FTimerHandle CooldownTimerHandle;
bool IsFiring = false;
public:
// Sets default values for this character's properties
APlayerCharacter();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
// Called to bind functionality to input
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
void MovementCallback(const FInputActionInstance& Instance);
void LookCallback(const FInputActionInstance& Instance);
void JumpCallback(const FInputActionInstance& Instance);
void BeginFireCallback(const FInputActionInstance& Instance);
void EndFireCallback(const FInputActionInstance& Instance);
void QuitCallback(const FInputActionInstance& Instance);
void SetSprintingCallback(const FInputActionInstance& Instance);
void SetWalkingCallback(const FInputActionInstance& Instance);
void CalculateHits(TArray<FHitResult>* hits);
void SetInventoryToDefault();
void SelectInventorySlot(int slot);
void WeaponSwitchingCallback(const FInputActionInstance& Instance);
void InventoryIncrement();
void InventoryDecrement();
AWeapon* InitializeWeapon(TSubclassOf<class AWeapon> weapon);
AWeapon* GetCurrentWeapon();
void SetCurrentWeapon(AWeapon* weapon);
void AddWeaponToInventory(TSubclassOf<class AWeapon> weapon);
void RemoveWeaponFromInventory(int i);
void RemoveCurrentWeaponFromInventory();
void OnFire();
void WeaponCooldownHandler();
void ClearAllTimers();
};