52 lines
1.2 KiB
C++
52 lines
1.2 KiB
C++
#pragma once
|
|
|
|
#include "GasaCommon.h"
|
|
#include "GameFramework/Character.h"
|
|
|
|
#include "GasaCharacter.generated.h"
|
|
|
|
UENUM(BlueprintType)
|
|
enum class EHighlight : uint8
|
|
{
|
|
Disabled,
|
|
Enabled,
|
|
};
|
|
|
|
UCLASS(Abstract)
|
|
class GASA_API AGasaCharacter : public ACharacter
|
|
{
|
|
GENERATED_BODY()
|
|
public:
|
|
#pragma region Combat
|
|
UPROPERTY(EditAnywhere, Category="Combat")
|
|
TObjectPtr<USkeletalMeshComponent> Weapon;
|
|
#pragma endregion Combat
|
|
|
|
#pragma region Highlighting
|
|
static constexpr float HighlightStencilDepth = 256.0;
|
|
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Highlighting")
|
|
EHighlight HighlightState;
|
|
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Highlighting")
|
|
FLinearColor HighlightColor;
|
|
|
|
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
|
|
|
|
AGasaCharacter();
|
|
|
|
#pragma region Actor
|
|
void BeginPlay() override;
|
|
|
|
void Tick(float DeltaSeconds) override;
|
|
#pragma endregion Actor
|
|
};
|