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WoWFlightCharacter.h
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// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "GameFramework/Character.h"
#include "FlightStop.h"
#include "Components/TimelineComponent.h"
#include "WoWFlightCharacter.generated.h"
UCLASS(config=Game)
class AWoWFlightCharacter : public ACharacter
{
GENERATED_BODY()
/** Camera boom positioning the camera behind the character */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
class USpringArmComponent* CameraBoom;
/** Follow camera */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
class UCameraComponent* FollowCamera;
private:
/** The flight timeline */
FTimeline FlightTimeline;
/** The function that ticks the timeline */
UFUNCTION()
void TickTimeline(float Value);
/** The active spline component, meaning the flight path that the character is currently following */
USplineComponent* ActiveSplineComponent;
/** The selected flight stop actor */
AFlightStop* ActiveFlightStopActor;
/** Box overlap function */
UFUNCTION()
void OnFlightBoxColliderOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult);
/** Executes when we're pressing the NextFlightPath key bind */
void NextFlightPathSelected();
/** Executes when we're pressing the PreviousFlightPath key bind */
void PreviousFlightPathSelected();
/** Updates the flight timeline with a new curve and starts the flight */
void UpdateFlightTimeline(UCurveFloat* CurveFloatToBind);
UFUNCTION()
void ResetActiveFlightStopActor();
protected:
/*The Box component that detects any nearby flight stops*/
UPROPERTY(VisibleAnywhere)
UBoxComponent* FlightBoxCollider;
public:
AWoWFlightCharacter();
virtual void BeginPlay() override;
virtual void Tick(float DeltaSeconds) override;
/** Base turn rate, in deg/sec. Other scaling may affect final turn rate. */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Camera)
float BaseTurnRate;
/** Base look up/down rate, in deg/sec. Other scaling may affect final rate. */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Camera)
float BaseLookUpRate;
protected:
/** Resets HMD orientation in VR. */
void OnResetVR();
/** Called for forwards/backward input */
void MoveForward(float Value);
/** Called for side to side input */
void MoveRight(float Value);
/**
* Called via input to turn at a given rate.
* @param Rate This is a normalized rate, i.e. 1.0 means 100% of desired turn rate
*/
void TurnAtRate(float Rate);
/**
* Called via input to turn look up/down at a given rate.
* @param Rate This is a normalized rate, i.e. 1.0 means 100% of desired turn rate
*/
void LookUpAtRate(float Rate);
/** Handler for when a touch input begins. */
void TouchStarted(ETouchIndex::Type FingerIndex, FVector Location);
/** Handler for when a touch input stops. */
void TouchStopped(ETouchIndex::Type FingerIndex, FVector Location);
protected:
// APawn interface
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
// End of APawn interface
public:
/** Returns CameraBoom subobject **/
FORCEINLINE class USpringArmComponent* GetCameraBoom() const { return CameraBoom; }
/** Returns FollowCamera subobject **/
FORCEINLINE class UCameraComponent* GetFollowCamera() const { return FollowCamera; }
};