32. Overlay Widget Controller
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@ -1,4 +1,5 @@
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#include "GasaPlayerController.h"
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#include "GasaPlayerController_Inlines.h"
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#include "AbilitySystemComponent.h"
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#include "Engine/LocalPlayer.h"
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@ -12,7 +13,6 @@
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#include "Components/CapsuleComponent.h"
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#include "GameFramework/SpringArmComponent.h"
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#include "Kismet/KismetSystemLibrary.h"
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using namespace Gasa;
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AGasaPlayerController::AGasaPlayerController()
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@ -24,6 +24,8 @@ AGasaPlayerController::AGasaPlayerController()
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bReplicates = true;
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}
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#pragma region Input
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void AGasaPlayerController::Move(FInputActionValue const& ActionValue)
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{
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@ -31,8 +33,6 @@ void AGasaPlayerController::Move(FInputActionValue const& ActionValue)
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if (pawn == nullptr )
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return;
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// Note(Ed): I did the follow optimization for practice, they are completely unnecessary for this context.
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#if 0
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FVector2D AxisV = ActionValue.Get<FVector2D>();
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@ -77,6 +77,7 @@ void AGasaPlayerController::SpawnDefaultHUD()
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Super::SpawnDefaultHUD();
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}
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// TODO(Ed): We need to setup Net Slime...
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void AGasaPlayerController::OnPossess(APawn* InPawn)
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{
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Super::OnPossess(InPawn);
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@ -1,7 +1,6 @@
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#pragma once
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#include "GasaCommon.h"
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#include "GasaPlayerState.h"
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#include "GameFramework/PlayerController.h"
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#include "GasaPlayerController.generated.h"
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@ -51,10 +50,7 @@ public:
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AGasaPlayerController();
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AGasaPlayerState* GetPlayerState()
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{
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return Cast<AGasaPlayerState>( PlayerState );
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}
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inline AGasaPlayerState* GetPlayerState();
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#pragma region PlayerController
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void SpawnDefaultHUD() override;
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8
Project/Source/Gasa/Game/GasaPlayerController_Inlines.h
Normal file
8
Project/Source/Gasa/Game/GasaPlayerController_Inlines.h
Normal file
@ -0,0 +1,8 @@
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#include "GasaPlayerController.h"
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#include "GasaPlayerState.h"
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inline
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AGasaPlayerState* AGasaPlayerController::GetPlayerState()
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{
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return Cast<AGasaPlayerState>( PlayerState );
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}
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