Files
BladeSmith/Source/BladeSmith/BladeSmithCharacter.h
T
2025-08-06 23:47:59 +08:00

86 lines
2.7 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "Logging/LogMacros.h"
#include "BladeSmithCharacter.generated.h"
class UInputComponent;
class USkeletalMeshComponent;
class UCameraComponent;
class UInputAction;
class UInputMappingContext;
class UBladeSmithWeaponComponent;
struct FInputActionValue;
DECLARE_LOG_CATEGORY_EXTERN(LogTemplateCharacter, Log, All);
UCLASS(config=Game)
class ABladeSmithCharacter : public ACharacter
{
GENERATED_BODY()
/** Pawn mesh: 1st person view (arms; seen only by self) */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Mesh, meta = (AllowPrivateAccess = "true"))
USkeletalMeshComponent* Mesh1P;
/** First person camera */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
UCameraComponent* FirstPersonCameraComponent;
/** 锤子组件 */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Weapon, meta = (AllowPrivateAccess = "true"))
UBladeSmithWeaponComponent* HammerComponent;
/** MappingContext */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
UInputMappingContext* DefaultMappingContext;
/** Jump Input Action */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = "true"))
UInputAction* JumpAction;
/** Move Input Action */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = "true"))
UInputAction* MoveAction;
/** Look Input Action */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
class UInputAction* LookAction;
/** Hammer Input Action */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
class UInputAction* HammerAction;
public:
ABladeSmithCharacter();
protected:
/** Called for movement input */
void Move(const FInputActionValue& Value);
/** Called for looking input */
void Look(const FInputActionValue& Value);
/** Called for hammer input */
void Hammer(const FInputActionValue& Value);
protected:
// APawn interface
virtual void NotifyControllerChanged() override;
virtual void SetupPlayerInputComponent(UInputComponent* InputComponent) override;
// End of APawn interface
public:
/** Returns Mesh1P subobject **/
USkeletalMeshComponent* GetMesh1P() const { return Mesh1P; }
/** Returns FirstPersonCameraComponent subobject **/
UCameraComponent* GetFirstPersonCameraComponent() const { return FirstPersonCameraComponent; }
/** Returns HammerComponent subobject **/
UBladeSmithWeaponComponent* GetHammerComponent() const { return HammerComponent; }
};