82 lines
2.3 KiB
C++
82 lines
2.3 KiB
C++
// Fill out your copyright notice in the Description page of Project Settings.
|
|
|
|
#pragma once
|
|
|
|
#include "CoreMinimal.h"
|
|
#include "Blaster/Types/TurningInPlace.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<FLifetimeProperty>& OutLifetimeProps) const override;
|
|
virtual void PostInitializeComponents() override;
|
|
void PlayFireMontage(bool bAiming);
|
|
|
|
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);
|
|
virtual void Jump() override;
|
|
void FireButtonPressed();
|
|
void FireButtonReleased();
|
|
|
|
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 InterpAO_Yaw;
|
|
float AO_Pitch;
|
|
FRotator StartingAimRotation;
|
|
|
|
ETurningInPlace TurningInPlace;
|
|
void TurnInPlace(float DeltaTime);
|
|
|
|
UPROPERTY(EditAnywhere, Category = Combat)
|
|
class UAnimMontage* FireWeaponMontage;
|
|
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; }
|
|
AWeapon* GetEquippedWeapon();
|
|
FORCEINLINE ETurningInPlace GetTurningInPlace() const { return TurningInPlace; }
|
|
FVector GetHitTarget() const;
|
|
FORCEINLINE UCameraComponent* GetFollowCamera() const { return FollowCamera; }
|
|
};
|