Files
open-conflict/Source/OpenConflict/PlayerCharacter/DDIPlayerController.h
Kukukakhew 59bc1a9b22 Added mouse sensitivity to C++ class
Added game instance C++ class (unused)
2025-11-26 21:15:04 -05:00

74 lines
1.8 KiB
C++

// 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<class UInputMappingContext*> 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*/
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = "Game Settings")
float mouseSensitivity;
/*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();
};