Ed_
842ae8a32a
Avoding lifting the "highlighting" to an enemy interface until it proves to me its necessary
43 lines
1.0 KiB
C++
43 lines
1.0 KiB
C++
#pragma once
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#include "GasaCommon.h"
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#include "GameFramework/Character.h"
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#include "GasaCharacter.generated.h"
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UCLASS(Abstract)
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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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#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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void SetHighlight( EHighlight desired );
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UFUNCTION(BlueprintCallable)
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FORCEINLINE void Highlight() { SetHighlight(EHighlight::Disabled); };
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UFUNCTION(BlueprintCallable)
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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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void BeginPlay() override;
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#pragma endregion Actor
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};
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