// Fill out your copyright notice in the Description page of Project Settings. #pragma once #include "CoreMinimal.h" #include "GameFramework/PlayerController.h" // #include "ShootHouse/ShootHouseStore.h" #include "DDIPlayerController.generated.h" // class UDDIWeaponUI; class UInputMappingContext; /** * */ UCLASS(abstract) class OPENCONFLICT_API ADDIPlayerController : public APlayerController { GENERATED_BODY() /*UPROPERTY and UFUNCTION declarations*/ private: /*Properties*/ /*Functions*/ protected: /*Properties*/ UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Shooter", meta = (AllowPrivateAccess = "true")) TArray DefaultMappingContexts; // UPROPERTY(EditAnywhere, Category="Shooter") // TSubclassOf WeaponUIClass; UPROPERTY(EditAnywhere, Category="Shooter") FName PlayerPawnTag = FName("Player"); /*Functions*/ // UFUNCTION() // void OnBulletCountUpdated(int MagSize, int MagCount); public: /*Properties*/ // UPROPERTY(EditAnywhere, Category="Shooter") // TSubclassOf StoreUIClass; // UPROPERTY(EditAnywhere,BlueprintReadWrite, Category="Shooter") // TObjectPtr StoreUI; /*Functions*/ /*C++ only declarations*/ private: /*Properties*/ /*Functions*/ protected: /*Properties*/ // TObjectPtr WeaponUI; /*Functions*/ virtual void SetupInputComponent() override; virtual void BeginPlay() override; virtual void OnPossess(APawn *InPawn) override; public: /*Properties*/ /*Functions*/ ADDIPlayerController(); };