GASATHON/Project/Source/Gasa/Character/GasaCharacter.h

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#pragma once
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#include "GasaCommon.h"
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#include "GameFramework/Character.h"
#include "GasaCharacter.generated.h"
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UENUM(BlueprintType)
enum class EHighlight : uint8
{
Disabled,
Enabled,
};
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UCLASS(Abstract)
class GASA_API AGasaCharacter : public ACharacter
{
GENERATED_BODY()
public:
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// TODO(Ed): Either make a toggle ore move to player controller if it gets expensive
// There is no need to have this lodged int PlayerCharacter anyway. It can attach to pawn on posses.
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#pragma region Camera
UPROPERTY(EditAnywhere, Category="Camera")
UCameraComponent* Camera;
UPROPERTY(EditAnywhere, Category="Camera")
USpringArmComponent* CamSpringArm;
#pragma endregion Camera
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#pragma region Combat
UPROPERTY(EditAnywhere, Category="Combat")
TObjectPtr<USkeletalMeshComponent> Weapon;
#pragma endregion Combat
// This will be implemented in the base until it needs to be lifted into an abstraction.
#pragma region Highlighting
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Highlighting")
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EHighlight HighlightState;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Highlighting")
FLinearColor HighlightColor;
UFUNCTION(BlueprintCallable, Category="Highlighting")
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void SetHighlight( EHighlight Desired );
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UFUNCTION(BlueprintCallable, Category="Highlighting")
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FORCEINLINE void Highlight() { SetHighlight(EHighlight::Enabled); };
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UFUNCTION(BlueprintCallable, Category="Highlighting")
FORCEINLINE void Dehighlight() { SetHighlight(EHighlight::Disabled); };
#pragma endregion Highlighting
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AGasaCharacter();
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#pragma region Actor
void BeginPlay() override;
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void Tick(float DeltaSeconds) override;
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#pragma endregion Actor
};