GASATHON/Project/Source/Gasa/Character/GasaCharacter.h
2024-04-12 22:37:31 -04:00

61 lines
1.6 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:
// TODO(Ed): Either make a toggle ore move to player controller if it gets expensive
// There is no need to have this lodged int PlayerCharacter anyway. It can attach to pawn on posses.
#pragma region Camera
UPROPERTY(EditAnywhere, Category="Camera")
UCameraComponent* Camera;
UPROPERTY(EditAnywhere, Category="Camera")
USpringArmComponent* CamSpringArm;
#pragma endregion Camera
#pragma region Combat
UPROPERTY(EditAnywhere, Category="Combat")
TObjectPtr<USkeletalMeshComponent> Weapon;
#pragma endregion Combat
// This will be implemented in the base until it needs to be lifted into an abstraction.
#pragma region Highlighting
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
};