KLingo Project Documentation 1.0.0
Unreal Engine 5.6 C++ Project Documentation
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AOwlPlayer.h
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1// Fill out your copyright notice in the Description page of Project Settings.
2
3#pragma once
4
5#include "CoreMinimal.h"
6#include "InputActionValue.h"
7#include "GameFramework/Character.h"
8#include "AOwlPlayer.generated.h"
9
10UCLASS()
11class ONEPIECE_API AOwlPlayer : public ACharacter
12{
13 GENERATED_BODY()
14
15public:
16 AOwlPlayer();
17
18protected:
19 virtual void BeginPlay() override;
20
21public:
22 virtual void Tick(float DeltaTime) override;
23 virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
24
25public:
26 // Interact System
27 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Components|System")
28 TObjectPtr<class UInteractionSystem> InteractionSystem;
29
30 // Hold Position
31 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Components|Position")
32 TObjectPtr<class USceneComponent> HoldPosition;
33
34protected:
35 // Camera
36 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Components|Camera", meta = (AllowPrivateAccess = "true"))
37 TObjectPtr<class USpringArmComponent> CameraBoom;
38
39 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Components|Camera", meta = (AllowPrivateAccess = "true"))
40 TObjectPtr<class UCameraComponent> FollowCamera;
41
42 // Input
43 UPROPERTY(EditAnywhere, Category="Input")
44 TObjectPtr<class UInputMappingContext> RobotIMC;
45
46 UPROPERTY(EditAnywhere, Category="Input")
47 TObjectPtr<class UInputAction> MoveAction;
48
49 UPROPERTY(EditAnywhere, Category="Input")
50 TObjectPtr<class UInputAction> LookAction;
51
52 UPROPERTY(EditAnywhere, Category="Input")
53 TObjectPtr<class UInputAction> JumpAction;
54
55 UPROPERTY(EditAnywhere, Category="Input")
56 TObjectPtr<class UInputAction> RunAction;
57
58 UPROPERTY(EditAnywhere, Category="Input")
59 TObjectPtr<class UInputAction> InteractAction;
60
61 // UPROPERTY(EditAnywhere, Category="Input")
62 // TObjectPtr<class UInputAction> GrabAction;
63
64 void OnMove(const FInputActionValue& Value);
65 void OnStopMove();
66 void OnLook(const FInputActionValue& Value);
67 void OnJump();
68 void OnRun();
69
70 // Interact
71 // void OnGrab(const FInputActionValue& Value);
72 // void OnGrabRelease(const FInputActionValue& Value);
73 void OnInteract(const FInputActionValue& Value);
74
75private:
76 // Move Value
77 float WalkSpeed = 200.f;
78 float RunSpeed = 500.f;
79 bool bIsRunning;
80 bool bIsJumpStart;
81
82public:
83 // Get Value
84 bool GetIsRunning();
85 bool GetIsJumpStart();
86
87 // Jump
88 void DoJump();
89};