Files
open-conflict/Source/OpenConflict/PlayerCharacter/DDIPlayerController.h
Cody Larkin 2d860b2a53 Setup for character
movement not working
2025-11-20 13:23:00 -05:00

73 lines
1.5 KiB
C++

// 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<UInputMappingContext*> DefaultMappingContexts;
// UPROPERTY(EditAnywhere, Category="Shooter")
// TSubclassOf<UDDIWeaponUI> WeaponUIClass;
UPROPERTY(EditAnywhere, Category="Shooter")
FName PlayerPawnTag = FName("Player");
/*Functions*/
// UFUNCTION()
// void OnBulletCountUpdated(int MagSize, int MagCount);
public:
/*Properties*/
// UPROPERTY(EditAnywhere, Category="Shooter")
// TSubclassOf<UShootHouseStore> StoreUIClass;
// UPROPERTY(EditAnywhere,BlueprintReadWrite, Category="Shooter")
// TObjectPtr<UShootHouseStore> StoreUI;
/*Functions*/
/*C++ only declarations*/
private:
/*Properties*/
/*Functions*/
protected:
/*Properties*/
// TObjectPtr<UDDIWeaponUI> WeaponUI;
/*Functions*/
virtual void SetupInputComponent() override;
virtual void BeginPlay() override;
virtual void OnPossess(APawn *InPawn) override;
public:
/*Properties*/
/*Functions*/
ADDIPlayerController();
};