95 lines
2.4 KiB
C++
95 lines
2.4 KiB
C++
#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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UCLASS(Blueprintable)
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class GASA_API AGasaPlayerController : public APlayerController
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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, BlueprintReadWrite)
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TSubclassOf<ACameraMount> CamClass;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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TObjectPtr<ACameraMount> Cam;
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#pragma endregion Camera
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// This will be implemented in the base until it needs to be lifted into an abstraction.
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#if 0
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#pragma region Highlighting
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Highlighting")
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EHighlight HighlightState;
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UFUNCTION(BlueprintCallable, Category="Highlighting")
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void SetHighlight( EHighlight Desired );
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UFUNCTION(BlueprintCallable, Category="Highlighting")
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FORCEINLINE void Highlight() { SetHighlight(EHighlight::Enabled); };
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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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#endif
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#pragma region Input
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
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TObjectPtr<AGasaCharacter> HoverPrev;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
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TObjectPtr<AGasaCharacter> HoverCurr;
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UPROPERTY(EditAnywhere, Category="Input")
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TObjectPtr<UInputMappingContext> IMC;
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UPROPERTY(EditAnywhere, Category="Input")
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TObjectPtr<UInputAction> IA_Move;
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void Move(FInputActionValue const& ActionValue);
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#pragma endregion Input
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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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#pragma region PlayerController
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void OnPossess(APawn* InPawn) override;
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void OnUnPossess() override;
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void PlayerTick(float DeltaTime) override;
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void SetupInputComponent() override;
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#pragma endregion PlayerController
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#pragma region Actor
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void BeginPlay() override;
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void PostInitializeComponents() override;
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void Tick(float DeltaSeconds) override;
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#pragma endregion Actor
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};
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namespace Gasa
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{
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inline
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AGasaPlayerController* GetPrimaryPlayerController(UObject* Context)
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{
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UWorld* World = GEngine->GetWorldFromContextObject(Context, EGetWorldErrorMode::LogAndReturnNull);
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if (World == nullptr)
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{
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Log("World is null... are you running in a proper context?", ELogV::Error);
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return nullptr;
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}
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return Cast<AGasaPlayerController>(World->GetFirstPlayerController());
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}
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}
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