67 lines
1.5 KiB
C++
67 lines
1.5 KiB
C++
// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "EXPComponent.h"
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#include "GoldComponent.h"
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#include "VampireCharacter.h"
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#include "WeaponInventoryComponent.h"
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#include "Camera/CameraComponent.h"
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#include "GameFramework/SpringArmComponent.h"
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#include "PlayerCharacter.generated.h"
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class UInputMappingContext;
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class UInputAction;
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/**
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*
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*/
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UCLASS()
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class VAMPIRES_API APlayerCharacter : public AVampireCharacter
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{
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GENERATED_BODY()
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public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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USpringArmComponent* CameraSpringArmComponent = nullptr;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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UCameraComponent* CameraComponent = nullptr;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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TSoftObjectPtr<UInputMappingContext> InputMappingContext;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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UInputAction* MovementAction;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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UEXPComponent* EXPComponent;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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UGoldComponent* GoldComponent;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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UWeaponInventoryComponent* WeaponInventoryComponent;
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private:
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FTimerHandle GarlicTimerHandle;
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public:
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APlayerCharacter();
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protected:
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virtual void BeginPlay() override;
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public:
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virtual void SetupPlayerInputComponent(UInputComponent* PlayerInputComponent) override;
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UEXPComponent* GetEXPComponent();
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UGoldComponent* GetGoldComponent();
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private:
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UFUNCTION()
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void MovementCallback(const FInputActionInstance& Instance);
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};
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