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