59 lines
1.4 KiB
C++
59 lines
1.4 KiB
C++
// Fill out your copyright notice in the Description page of Project Settings.
|
|
|
|
#pragma once
|
|
|
|
#include "CoreMinimal.h"
|
|
#include "GameFramework/PlayerController.h"
|
|
#include "ShooterPlayerController.generated.h"
|
|
|
|
struct FInputActionValue;
|
|
class UInputMappingContext;
|
|
class UInputAction;
|
|
|
|
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnPlayerStateReplicated);
|
|
|
|
/**
|
|
*
|
|
*/
|
|
UCLASS()
|
|
class FPSTEMPLATE_API AShooterPlayerController : public APlayerController
|
|
{
|
|
GENERATED_BODY()
|
|
public:
|
|
AShooterPlayerController();
|
|
bool bPawnAlive;
|
|
virtual void OnPossess(APawn* InPawn) override;
|
|
virtual void OnRep_PlayerState() override;
|
|
|
|
UPROPERTY(BlueprintAssignable)
|
|
FOnPlayerStateReplicated OnPlayerStateReplicated;
|
|
protected:
|
|
virtual void BeginPlay() override;
|
|
virtual void SetupInputComponent() override;
|
|
private:
|
|
UPROPERTY(EditAnywhere, Category="Input")
|
|
TObjectPtr<UInputMappingContext> ShooterIMC;
|
|
|
|
UPROPERTY(EditAnywhere, Category="Input")
|
|
TObjectPtr<UInputAction> MoveAction;
|
|
|
|
UPROPERTY(EditAnywhere, Category="Input")
|
|
TObjectPtr<UInputAction> LookAction;
|
|
|
|
UPROPERTY(EditAnywhere, Category="Input")
|
|
TObjectPtr<UInputAction> CrouchAction;
|
|
|
|
UPROPERTY(EditAnywhere, Category="Input")
|
|
TObjectPtr<UInputAction> JumpAction;
|
|
|
|
|
|
void Input_Move(const FInputActionValue& InputActionValue);
|
|
void Input_Look(const FInputActionValue& InputActionValue);
|
|
void Input_Crouch();
|
|
void Input_Jump();
|
|
|
|
|
|
|
|
|
|
};
|