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"
UCLASS(Abstract)
class GASA_API AGasaCharacter : public ACharacter
{
GENERATED_BODY()
public:
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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
void SetHighlight( EHighlight desired );
UFUNCTION(BlueprintCallable)
FORCEINLINE void Highlight() { SetHighlight(EHighlight::Disabled); };
UFUNCTION(BlueprintCallable)
FORCEINLINE void Dehighlight() { SetHighlight(EHighlight::Disabled); };
#pragma endregion Highlighting
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AGasaCharacter();
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#pragma region Actor
void BeginPlay() override;
#pragma endregion Actor
};