14. Post-Process Highlight
And alot more...
This commit is contained in:
30
Project/Source/Gasa/Actors/CameraMount.cpp
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30
Project/Source/Gasa/Actors/CameraMount.cpp
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@ -0,0 +1,30 @@
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#include "CameraMount.h"
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#include "Camera/CameraComponent.h"
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#include "GameFramework/SpringArmComponent.h"
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ACameraMount::ACameraMount()
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{
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PrimaryActorTick.bCanEverTick = true;
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RootComponent = CreateDefaultSubobject<USceneComponent>("Root");
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CamSpringArm = CreateDefaultSubobject<USpringArmComponent>("Camera Spring Arm");
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CamSpringArm->SetupAttachment(RootComponent);
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CamSpringArm->SetRelativeRotation( FQuat::MakeFromEuler(FVector(0.0, -35.0, 0.0)));
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CamSpringArm->TargetArmLength = 400.0f;
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CamSpringArm->bDoCollisionTest = true;
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CamSpringArm->bInheritPitch = false;
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CamSpringArm->bInheritYaw = false;
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CamSpringArm->bInheritRoll = false;
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Camera = CreateDefaultSubobject<UCameraComponent>("Camera");
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Camera->SetupAttachment(CamSpringArm);
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}
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void ACameraMount::PostInitializeComponents()
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{
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Super::PostInitializeComponents();
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}
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25
Project/Source/Gasa/Actors/CameraMount.h
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25
Project/Source/Gasa/Actors/CameraMount.h
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@ -0,0 +1,25 @@
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#pragma once
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#include "GasaCommon.h"
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#include "CameraMount.generated.h"
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UCLASS(Blueprintable)
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class GASA_API ACameraMount : public AActor
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{
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GENERATED_BODY()
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public:
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#pragma region Camera
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UPROPERTY(EditAnywhere, Category="Camera")
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TObjectPtr<UCameraComponent> Camera;
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UPROPERTY(EditAnywhere, Category="Camera")
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TObjectPtr<USpringArmComponent> CamSpringArm;
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#pragma endregion Camera
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ACameraMount();
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#pragma region Actor
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void PostInitializeComponents() override;
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#pragma endregion Actor
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};
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@ -1,5 +1,6 @@
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#include "GasaCharacter.h"
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#include "GasaLevelScriptActor.h"
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#include "Camera/CameraComponent.h"
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#include "Components/CapsuleComponent.h"
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#include "GameFramework/CharacterMovementComponent.h"
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@ -31,18 +32,6 @@ AGasaCharacter::AGasaCharacter()
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USceneComponent* root_component = GetRootComponent();
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USkeletalMeshComponent* mesh = GetMesh();
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CamSpringArm = CreateDefaultSubobject<USpringArmComponent>("Camera Spring Arm");
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CamSpringArm->SetupAttachment(root_component);
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CamSpringArm->SetRelativeRotation( FQuat::MakeFromEuler(FVector(0.0, -35.0, 0.0)));
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CamSpringArm->TargetArmLength = 400.0f;
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CamSpringArm->bInheritPitch = false;
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CamSpringArm->bInheritYaw = false;
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CamSpringArm->bInheritRoll = false;
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Camera = CreateDefaultSubobject<UCameraComponent>("Camera");
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Camera->SetupAttachment(CamSpringArm);
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Weapon = CreateDefaultSubobject<USkeletalMeshComponent>("Weapon");
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Weapon->SetupAttachment(mesh, FName("WeaponAttach"));
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Weapon->SetCollisionEnabled(ECollisionEnabled::NoCollision);
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@ -56,24 +45,42 @@ void AGasaCharacter::BeginPlay()
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void AGasaCharacter::Tick(float DeltaSeconds)
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{
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Super::Tick(DeltaSeconds);
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USkeletalMeshComponent* mesh = GetMesh();
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switch (HighlightState)
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{
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case EHighlight::Disabled:
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{
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mesh->SetRenderCustomDepth(false);
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mesh->SetCustomDepthStencilValue(0.f);
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Weapon->SetRenderCustomDepth(false);
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Weapon->SetCustomDepthStencilValue(0.f);
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}
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break;
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case EHighlight::Enabled:
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{
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mesh->SetRenderCustomDepth(true);
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mesh->SetCustomDepthStencilValue(HighlightStencilDepth);
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Weapon->SetRenderCustomDepth(true);
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Weapon->SetCustomDepthStencilValue(HighlightStencilDepth);
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APostProcessVolume* PPV = Gasa::GetLevelActor(this)->GlobalPPV;
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TObjectPtr<UObject> Blendable = PPV->Settings.WeightedBlendables.Array[0].Object;
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UMaterialInstanceDynamic*
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MID = Cast<UMaterialInstanceDynamic>(Blendable);
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MID->SetVectorParameterValue("Depth Highlight Color", HighlightColor);
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#if 0
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UCapsuleComponent* Capsule = GetCapsuleComponent();
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UKismetSystemLibrary::DrawDebugCapsule(this
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, Capsule->GetComponentLocation()
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, Capsule->GetScaledCapsuleHalfHeight()
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, Capsule->GetScaledCapsuleHalfHeight()^
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, Capsule->GetScaledCapsuleRadius()
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, Capsule->GetComponentRotation()
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, HighlightColor
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, 0.f
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, 1.f
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);
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#endif
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}
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break;
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}
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@ -17,23 +17,14 @@ class GASA_API AGasaCharacter : public ACharacter
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{
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GENERATED_BODY()
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public:
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// TODO(Ed): Either make a toggle ore move to player controller if it gets expensive
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// 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
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UPROPERTY(EditAnywhere, Category="Camera")
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UCameraComponent* Camera;
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UPROPERTY(EditAnywhere, Category="Camera")
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USpringArmComponent* CamSpringArm;
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#pragma endregion Camera
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#pragma region Combat
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UPROPERTY(EditAnywhere, Category="Combat")
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TObjectPtr<USkeletalMeshComponent> Weapon;
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#pragma endregion Combat
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// This will be implemented in the base until it needs to be lifted into an abstraction.
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#pragma region Highlighting
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static constexpr float HighlightStencilDepth = 256.0;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Highlighting")
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EHighlight HighlightState;
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@ -49,7 +40,7 @@ public:
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UFUNCTION(BlueprintCallable, Category="Highlighting")
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FORCEINLINE void Dehighlight() { SetHighlight(EHighlight::Disabled); };
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#pragma endregion Highlighting
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AGasaCharacter();
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#pragma region Actor
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@ -23,6 +23,7 @@ public class Gasa : ModuleRules
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"AIModule",
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"CoreUObject",
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"DeveloperSettings",
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"Engine",
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"EnhancedInput",
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"GameplayAbilities",
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@ -1,22 +1,32 @@
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#pragma once
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#include "CoreMinimal.h"
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// #define private protected
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#include "CogCommon.h"
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#define global
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#define internal static
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#define local_persist static
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#pragma region Engine Forwards
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class UCameraComponent;
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class UInputAction;
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struct FInputActionValue;
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class UInputMappingContext;
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class USpringArmComponent;
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class UCameraComponent;
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class UInputAction;
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class UInputMappingContext;
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class USpringArmComponent;
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#pragma endregion Engine Forwards
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#pragma region Engine Plugin Forwards
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class UCogWindowManager;
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#pragma endregion Engine Plugin Forwards
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#pragma region Gasa Forwards
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class AGasaCharacter;
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#pragma endregion Gasa Forwards
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// Gasa
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#pragma region Forwards
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class ACameraMount;
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class AGasaCharacter;
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class AGasaLevelScriptActor;
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class UGasaDevOptions;
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#pragma endregion Forwards
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18
Project/Source/Gasa/GasaDevOptions.cpp
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18
Project/Source/Gasa/GasaDevOptions.cpp
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@ -0,0 +1,18 @@
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#include "GasaDevOptions.h"
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#include "GasaDevOptionsCache.h"
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namespace Gasa
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{
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global FName Tag_GlobalPPV;
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}
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void FGasaDevOptionsCache::CachedDevOptions()
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{
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using namespace Gasa;
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UGasaDevOptions const* DevOs = GetDevOptions();
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Tag_GlobalPPV = DevOs->Tag_GlobalPPV;
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}
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29
Project/Source/Gasa/GasaDevOptions.h
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29
Project/Source/Gasa/GasaDevOptions.h
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@ -0,0 +1,29 @@
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#pragma once
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#include "Engine/DeveloperSettings.h"
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#include "GasaDevOptions.generated.h"
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UCLASS(Config=Game, DefaultConfig, meta=(DisplayName="Gasa"))
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class GASA_API UGasaDevOptions : public UDeveloperSettings
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{
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GENERATED_BODY()
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public:
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UPROPERTY(Config, EditAnywhere, BlueprintReadOnly, Category="Tags")
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FName Tag_GlobalPPV;
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};
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namespace Gasa
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{
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extern FName Tag_GlobalPPV;
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FORCEINLINE
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UGasaDevOptions const* GetDevOptions() {
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return GetDefault<UGasaDevOptions>();
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}
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FORCEINLINE
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UGasaDevOptions* GetMutDevOptions() {
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return GetMutableDefault<UGasaDevOptions>();
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}
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}
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13
Project/Source/Gasa/GasaDevOptionsCache.h
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13
Project/Source/Gasa/GasaDevOptionsCache.h
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@ -0,0 +1,13 @@
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#pragma once
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#include "GasaCommon.h"
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#include "GasaDevOptionsCache.generated.h"
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USTRUCT()
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struct GASA_API FGasaDevOptionsCache
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{
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GENERATED_BODY()
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void CachedDevOptions();
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};
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8
Project/Source/Gasa/GasaGameInstance.cpp
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8
Project/Source/Gasa/GasaGameInstance.cpp
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@ -0,0 +1,8 @@
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#include "GasaGameInstance.h"
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void UGasaGameInstance::Init()
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{
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Super::Init();
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DevOptionsCache.CachedDevOptions();
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}
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29
Project/Source/Gasa/GasaGameInstance.h
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29
Project/Source/Gasa/GasaGameInstance.h
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@ -0,0 +1,29 @@
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#pragma once
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#include "GasaCommon.h"
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#include "GasaDevOptionsCache.h"
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#include "GasaGameInstance.generated.h"
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UCLASS(Blueprintable)
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class GASA_API UGasaGameInstance : public UGameInstance
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{
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GENERATED_BODY()
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public:
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UPROPERTY(VisibleAnywhere, Category="Dev Cache")
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FGasaDevOptionsCache DevOptionsCache;
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#pragma region GameInstance
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void Init() override;
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#pragma endregion GameInstance
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};
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namespace Gasa
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{
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FORCEINLINE
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UGasaGameInstance* GetGameInstance(UObject* Context) {
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// TODO(Ed): Do this with proper checks
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return Context->GetWorld()->GetGameInstance<UGasaGameInstance>();
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}
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}
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@ -9,3 +9,11 @@ class GASA_API AGasaGameMode : public AGameMode
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GENERATED_BODY()
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public:
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};
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namespace Gasa
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{
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FORCEINLINE
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AGasaGameMode* GetGameMode(UObject* Context) {
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return Context->GetWorld()->GetAuthGameMode<AGasaGameMode>();
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}
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}
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@ -27,4 +27,12 @@ public:
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void Tick(float DeltaSeconds) override;
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#pragma endregion GameState
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};
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};
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namespace Gasa
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{
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FORCEINLINE
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AGasaGameState* GetGameState(UObject* Context) {
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return Context->GetWorld()->GetGameState<AGasaGameState>();
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}
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}
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2
Project/Source/Gasa/GasaGameplayTags.cpp
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2
Project/Source/Gasa/GasaGameplayTags.cpp
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@ -0,0 +1,2 @@
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#include "GasaGameplayTags.h"
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3
Project/Source/Gasa/GasaGameplayTags.h
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3
Project/Source/Gasa/GasaGameplayTags.h
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@ -0,0 +1,3 @@
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#pragma once
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#include "NativeGameplayTags.h"
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25
Project/Source/Gasa/GasaLevelScriptActor.cpp
Normal file
25
Project/Source/Gasa/GasaLevelScriptActor.cpp
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@ -0,0 +1,25 @@
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#include "GasaLevelScriptActor.h"
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#include "GasaDevOptions.h"
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#include "GasaGameplayTags.h"
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#include "Kismet/GameplayStatics.h"
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#include "GasaLibrary.h"
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void AGasaLevelScriptActor::BeginPlay()
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{
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Super::BeginPlay();
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TArray<AActor*> TaggedActors;
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UGameplayStatics::GetAllActorsWithTag(GetWorld(), Gasa::GetDevOptions()->Tag_GlobalPPV,TaggedActors);
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for (AActor* Actor : TaggedActors)
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{
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GlobalPPV = Cast<APostProcessVolume>(Actor);
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APostProcessVolume* PPV = Gasa::GetLevelActor(this)->GlobalPPV;
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UMaterialInstance* Blendable = Cast<UMaterialInstance>(PPV->Settings.WeightedBlendables.Array[0].Object);
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UMaterialInstanceDynamic* MID = UMaterialInstanceDynamic::Create(Blendable, this);
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PPV->Settings.WeightedBlendables.Array[0].Object = MID;
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break;
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}
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}
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27
Project/Source/Gasa/GasaLevelScriptActor.h
Normal file
27
Project/Source/Gasa/GasaLevelScriptActor.h
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@ -0,0 +1,27 @@
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#pragma once
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#include "Engine/LevelScriptActor.h"
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#include "GasaLevelScriptActor.generated.h"
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UCLASS(Blueprintable)
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class GASA_API AGasaLevelScriptActor : public ALevelScriptActor
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{
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GENERATED_BODY()
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public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Post Process")
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TObjectPtr<APostProcessVolume> GlobalPPV;
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#pragma region Actor
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void BeginPlay() override;
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#pragma region endActor
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};
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namespace Gasa
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{
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inline
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AGasaLevelScriptActor* GetLevelActor(UObject* Context, ULevel* OwnerLevel = nullptr) {
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UWorld* World = GEngine->GetWorldFromContextObjectChecked(Context);
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return Cast<AGasaLevelScriptActor>(World->GetLevelScriptActor(OwnerLevel));
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}
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}
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9
Project/Source/Gasa/GasaLibrary.cpp
Normal file
9
Project/Source/Gasa/GasaLibrary.cpp
Normal file
@ -0,0 +1,9 @@
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#include "GasaLibrary.h"
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#include "GasaDevOptions.h"
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#include "GasaLevelScriptActor.h"
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#include "Engine/LevelScriptActor.h"
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UGasaDevOptions* UGasaLib::GetDevOptions(UObject* Context) {
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return Gasa::GetMutDevOptions();
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}
|
23
Project/Source/Gasa/GasaLibrary.h
Normal file
23
Project/Source/Gasa/GasaLibrary.h
Normal file
@ -0,0 +1,23 @@
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#pragma once
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#include "GasaCommon.h"
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#include "GasaLibrary.Generated.h"
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// UINTERFACE()
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// class
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UCLASS(BlueprintType)
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class GASA_API UGasaLib : public UBlueprintFunctionLibrary
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{
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GENERATED_BODY()
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public:
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#pragma region Game
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UFUNCTION(BlueprintCallable, Category="Gasa|Game", BlueprintPure, meta=(WorldContext="Context"))
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static UGasaDevOptions* GetDevOptions(UObject* Context);
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#pragma endregion Game
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};
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|
@ -3,10 +3,19 @@
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#include "Engine/LocalPlayer.h"
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#include "EnhancedInputComponent.h"
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#include "EnhancedInputSubsystems.h"
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#include "Character/GasaCharacter.h"
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#include "Actors/CameraMount.h"
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#include "Camera/CameraComponent.h"
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#include "Characters/GasaCharacter.h"
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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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AGasaPlayerController::AGasaPlayerController()
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{
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PrimaryActorTick.bCanEverTick = true;
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bAutoManageActiveCameraTarget = false;
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// Replication
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bReplicates = true;
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}
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@ -53,6 +62,18 @@ void AGasaPlayerController::Move(FInputActionValue const& ActionValue)
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#endif
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}
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void AGasaPlayerController::OnPossess(APawn* InPawn)
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{
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Super::OnPossess(InPawn);
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Cam->AttachToActor(InPawn, FAttachmentTransformRules::KeepRelativeTransform);
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}
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void AGasaPlayerController::OnUnPossess()
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{
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Super::OnUnPossess();
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}
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#pragma region PlayerController
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void AGasaPlayerController::PlayerTick(float DeltaTime)
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{
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@ -110,6 +131,7 @@ void AGasaPlayerController::BeginPlay()
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Super::BeginPlay();
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check(IMC);
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UEnhancedInputLocalPlayerSubsystem*
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EILP_Subsystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(GetLocalPlayer());
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check(EILP_Subsystem);
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@ -123,4 +145,40 @@ void AGasaPlayerController::BeginPlay()
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SetInputMode(MouseMode);
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}
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||||
}
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void AGasaPlayerController::PostInitializeComponents()
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{
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Super::PostInitializeComponents();
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Cam = GetWorld()->SpawnActor<ACameraMount>(CamClass, FActorSpawnParameters() );
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SetViewTarget(Cam);
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}
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||||
|
||||
void AGasaPlayerController::Tick(float DeltaSeconds)
|
||||
{
|
||||
Super::Tick(DeltaSeconds);
|
||||
|
||||
#if 0
|
||||
switch (HighlightState)
|
||||
{
|
||||
case EHighlight::Disabled:
|
||||
break;
|
||||
case EHighlight::Enabled:
|
||||
{
|
||||
UCapsuleComponent* Capsule = GetCapsuleComponent();
|
||||
|
||||
UKismetSystemLibrary::DrawDebugCapsule(this
|
||||
, Capsule->GetComponentLocation()
|
||||
, Capsule->GetScaledCapsuleHalfHeight()
|
||||
, Capsule->GetScaledCapsuleRadius()
|
||||
, Capsule->GetComponentRotation()
|
||||
, HighlightColor
|
||||
, 0.f
|
||||
, 1.f
|
||||
);
|
||||
}
|
||||
break;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
#pragma endregion Actor
|
||||
|
@ -11,13 +11,37 @@ class GASA_API AGasaPlayerController : public APlayerController
|
||||
{
|
||||
GENERATED_BODY()
|
||||
public:
|
||||
#pragma region Camera
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
||||
TSubclassOf<ACameraMount> CamClass;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
||||
TObjectPtr<ACameraMount> Cam;
|
||||
#pragma endregion Camera
|
||||
|
||||
// This will be implemented in the base until it needs to be lifted into an abstraction.
|
||||
#if 0
|
||||
#pragma region Highlighting
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Highlighting")
|
||||
EHighlight HighlightState;
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category="Highlighting")
|
||||
void SetHighlight( EHighlight Desired );
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category="Highlighting")
|
||||
FORCEINLINE void Highlight() { SetHighlight(EHighlight::Enabled); };
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category="Highlighting")
|
||||
FORCEINLINE void Dehighlight() { SetHighlight(EHighlight::Disabled); };
|
||||
#pragma endregion Highlighting
|
||||
#endif
|
||||
|
||||
#pragma region Input
|
||||
UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
|
||||
AGasaCharacter* HoverPrev;
|
||||
TObjectPtr<AGasaCharacter> HoverPrev;
|
||||
|
||||
UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
|
||||
AGasaCharacter* HoverCurr;
|
||||
TObjectPtr<AGasaCharacter> HoverCurr;
|
||||
|
||||
UPROPERTY(EditAnywhere, Category="Input")
|
||||
TObjectPtr<UInputMappingContext> IMC;
|
||||
@ -31,6 +55,10 @@ public:
|
||||
void Move(FInputActionValue const& ActionValue);
|
||||
|
||||
#pragma region PlayerController
|
||||
void OnPossess(APawn* InPawn) override;
|
||||
|
||||
void OnUnPossess() override;
|
||||
|
||||
void PlayerTick(float DeltaTime) override;
|
||||
|
||||
void SetupInputComponent() override;
|
||||
@ -38,5 +66,9 @@ public:
|
||||
|
||||
#pragma region Actor
|
||||
void BeginPlay() override;
|
||||
|
||||
void PostInitializeComponents() override;
|
||||
|
||||
void Tick(float DeltaSeconds) override;
|
||||
#pragma endregion Actor
|
||||
};
|
||||
|
@ -12,6 +12,7 @@ public class GasaEditorTarget : TargetRules
|
||||
DefaultBuildSettings = BuildSettingsVersion.Latest;
|
||||
|
||||
bUseUnityBuild = false;
|
||||
bUseXGEController = false;
|
||||
|
||||
ExtraModuleNames.Add("Gasa");
|
||||
ExtraModuleNames.Add("GasaEditor");
|
||||
|
Reference in New Issue
Block a user