// Fill out your copyright notice in the Description page of Project Settings. #pragma once #include "CoreMinimal.h" #include "GameFramework/Character.h" #include "BlasterCharacter.generated.h" UCLASS() class BLASTER_API ABlasterCharacter : public ACharacter { GENERATED_BODY() public: ABlasterCharacter(); virtual void Tick(float DeltaTime) override; virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override; virtual void GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const override; virtual void PostInitializeComponents() override; protected: virtual void BeginPlay() override; void MoveForward(float Value); void MoveRight(float Value); void Turn(float Value); void LookUp(float Value); void EquipButtonPressed(); void CrouchButtonPressed(); void AimButtonPressed(); void AimButtonReleased(); void AimOffset(float DeltaTime); private: UPROPERTY(VisibleAnywhere, Category="Camera") class USpringArmComponent* CameraBoom; UPROPERTY(VisibleAnywhere, Category="Camera") class UCameraComponent* FollowCamera; UPROPERTY(EditAnywhere, BlueprintReadOnly, meta = (AllowPrivateAccess = "true")) class UWidgetComponent* OverheadWidget; UPROPERTY(ReplicatedUsing = OnRep_OverlappingWeapon) class AWeapon* OverlappingWeapon; UFUNCTION() void OnRep_OverlappingWeapon(AWeapon* LastWeapon); UPROPERTY(VisibleAnywhere) class UCombatComponent* Combat; UFUNCTION(Server, Reliable) void ServerEquipButtonPressed(); float AO_Yaw; float AO_Pitch; FRotator StartingAimRotation; public: void SetOverlappingWeapon(AWeapon* Weapon); bool IsWeaponEquipped(); bool IsAiming(); FORCEINLINE float GetAO_Yaw() const { return AO_Yaw; }; FORCEINLINE float GetAO_Pitch() const { return AO_Pitch; }; };