// Fill out your copyright notice in the Description page of Project Settings. #pragma once #include "CoreMinimal.h" #include "EnhancedInputComponent.h" #include "EnhancedInputSubsystems.h" #include "GameFramework/PlayerController.h" #include "DDIPlayerController.generated.h" /** * */ UCLASS() class OPENCONFLICT_API ADDIPlayerController : public APlayerController { GENERATED_BODY() /*UPROPERTY and UFUNCTION declarations*/ private: /*Properties*/ /*Functions*/ protected: /*Properties*/ UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "INPUT", meta = (AllowPrivateAccess = "true")) TArray MappingContexts; UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "INPUT", meta = (AllowPrivateAccess = "true")) UInputAction* JumpAction; UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "INPUT", meta = (AllowPrivateAccess = "true")) UInputAction* MoveAction; UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "INPUT", meta = (AllowPrivateAccess = "true")) UInputAction* LookAction; UPROPERTY(EditAnywhere, Category="Shooter") FName PlayerPawnTag = FName("Player"); /*Functions*/ public: /*Properties*/ /*Functions*/ /*C++ only declarations*/ private: /*Properties*/ /*Functions*/ protected: /*Properties*/ /*Functions*/ virtual void SetupInputComponent() override; virtual void BeginPlay() override; virtual void OnPossess(APawn *InPawn) override; void Move(const FInputActionValue& Value); void Look(const FInputActionValue& Value); void Jump(const FInputActionValue& Value); void JumpEnd(const FInputActionValue& Value); public: /*Properties*/ /*Functions*/ ADDIPlayerController(); };