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2024-06-02 18:10:57 +02:00
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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "Logging/LogMacros.h"
#include "ProjectLighthouseCharacter.generated.h"
class UInputComponent;
class USkeletalMeshComponent;
class UCameraComponent;
class UInputAction;
class UInputMappingContext;
struct FInputActionValue;
DECLARE_LOG_CATEGORY_EXTERN(LogTemplateCharacter, Log, All);
UCLASS(config=Game)
class AProjectLighthouseCharacter : public ACharacter
{
GENERATED_BODY()
/** Pawn mesh: 1st person view (arms; seen only by self) */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Mesh, meta = (AllowPrivateAccess = "true"))
USkeletalMeshComponent* Mesh1P;
/** First person camera */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
UCameraComponent* FirstPersonCameraComponent;
/** Jump Input Action */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = "true"))
UInputAction* JumpAction;
/** Move Input Action */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = "true"))
UInputAction* MoveAction;
public:
AProjectLighthouseCharacter();
protected:
virtual void BeginPlay();
public:
/** Look Input Action */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
class UInputAction* LookAction;
protected:
/** Called for movement input */
void Move(const FInputActionValue& Value);
/** Called for looking input */
void Look(const FInputActionValue& Value);
protected:
// APawn interface
virtual void SetupPlayerInputComponent(UInputComponent* InputComponent) override;
// End of APawn interface
public:
/** Returns Mesh1P subobject **/
USkeletalMeshComponent* GetMesh1P() const { return Mesh1P; }
/** Returns FirstPersonCameraComponent subobject **/
UCameraComponent* GetFirstPersonCameraComponent() const { return FirstPersonCameraComponent; }
};