63 lines
1.5 KiB
C++
63 lines
1.5 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/PlayerController.h"
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#include "HorrorPlayerController.generated.h"
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class UInputMappingContext;
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class UHorrorUI;
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/**
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* Player Controller for a first person horror game
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* Manages input mappings
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* Manages UI
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*/
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UCLASS(abstract)
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class FIRST_API AHorrorPlayerController : public APlayerController
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{
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GENERATED_BODY()
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protected:
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/** Type of UI widget to spawn */
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UPROPERTY(EditAnywhere, Category="Horror|UI")
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TSubclassOf<UHorrorUI> HorrorUIClass;
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/** Pointer to the UI widget */
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TObjectPtr<UHorrorUI> HorrorUI;
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public:
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/** Constructor */
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AHorrorPlayerController();
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protected:
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/** Input Mapping Contexts */
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UPROPERTY(EditAnywhere, Category ="Input|Input Mappings")
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TArray<UInputMappingContext*> DefaultMappingContexts;
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/** Input Mapping Contexts */
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UPROPERTY(EditAnywhere, Category="Input|Input Mappings")
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TArray<UInputMappingContext*> MobileExcludedMappingContexts;
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/** Mobile controls widget to spawn */
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UPROPERTY(EditAnywhere, Category="Input|Touch Controls")
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TSubclassOf<UUserWidget> MobileControlsWidgetClass;
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/** Pointer to the mobile controls widget */
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TObjectPtr<UUserWidget> MobileControlsWidget;
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/** Gameplay Initialization */
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virtual void BeginPlay() override;
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/** Possessed pawn initialization */
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virtual void OnPossess(APawn* aPawn) override;
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/** Input mapping context setup */
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virtual void SetupInputComponent() override;
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};
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