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BatteryCollectorCharacter.h
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// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "BatteryCollectorCharacter.generated.h"
UCLASS(config=Game)
class ABatteryCollectorCharacter : public ACharacter
{
GENERATED_BODY()
/** Camera boom positioning the camera behind the character */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
class USpringArmComponent* CameraBoom;
/** Follow camera */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
class UCameraComponent* FollowCamera;
/** Collection sphere */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Collection", meta = (AllowPrivateAccess = "true"))
class USphereComponent* CollectionSphere;
public:
ABatteryCollectorCharacter();
/** Base turn rate, in deg/sec. Other scaling may affect final turn rate. */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Camera)
float BaseTurnRate;
/** Base look up/down rate, in deg/sec. Other scaling may affect final rate. */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Camera)
float BaseLookUpRate;
// accessor function for initial power
UFUNCTION(BlueprintPure, Category = "Power")
float GetInitialPower();
// accessor function for current power
UFUNCTION(BlueprintPure, Category = "Power")
float GetCurrentPower();
/**
* Function to update the character's power
* @param PowerChange This is the amount to the change the power by, and it can be positive or negative.
*/
UFUNCTION(BlueprintCallable, Category = "Power")
void UpdatePower(float PowerChange);
protected:
/** Resets HMD orientation in VR. */
void OnResetVR();
/** Called for forwards/backward input */
void MoveForward(float Value);
/** Called for side to side input */
void MoveRight(float Value);
/**
* Called via input to turn at a given rate.
* @param Rate This is a normalized rate, i.e. 1.0 means 100% of desired turn rate
*/
void TurnAtRate(float Rate);
/**
* Called via input to turn look up/down at a given rate.
* @param Rate This is a normalized rate, i.e. 1.0 means 100% of desired turn rate
*/
void LookUpAtRate(float Rate);
/** Handler for when a touch input begins. */
void TouchStarted(ETouchIndex::Type FingerIndex, FVector Location);
/** Handler for when a touch input stops. */
void TouchStopped(ETouchIndex::Type FingerIndex, FVector Location);
protected:
// APawn interface
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
// End of APawn interface
// Called when we press a key to collect any pickups inside the collection sphere
UFUNCTION(BlueprintCallable, Category = "Pickups")
void CollectPickups();
// the starting power of the player
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Power", Meta = (BlueprintProtected = "true"))
float InitialPower;
// the multiplier for our character speed
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Power", Meta = (BlueprintProtected = "true"))
float SpeedFactor;
// the speed when the power level is 0
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Power", Meta = (BlueprintProtected = "true"))
float BaseSpeed;
UFUNCTION(BlueprintImplementableEvent, Category = "Power")
void PowerChangeEffect();
private:
// current power level of the character
UPROPERTY(VisibleAnywhere, Category = "Power")
float CharacterPower;
public:
/** Returns CameraBoom subobject **/
FORCEINLINE class USpringArmComponent* GetCameraBoom() const { return CameraBoom; }
/** Returns FollowCamera subobject **/
FORCEINLINE class UCameraComponent* GetFollowCamera() const { return FollowCamera; }
/** Returns CollectionSphere subobject **/
FORCEINLINE class USphereComponent* GetCollectionSphere() const { return CollectionSphere; }
};