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ALSPlayerController.h
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1// Copyright: Copyright (C) 2022 Doğa Can Yanıkoğlu
2// Source Code: https://github.com/dyanikoglu/ALS-Community
3
4#pragma once
5
6#include "CoreMinimal.h"
7#include "InputActionValue.h"
9#include "ALSPlayerController.generated.h"
10
12class UInputMappingContext;
13
17UCLASS(Blueprintable, BlueprintType)
18class ALSV4_CPP_API AALSPlayerController : public APlayerControllerBase
19{
20 GENERATED_BODY()
21
22public:
23 virtual void OnPossess(APawn* NewPawn) override;
24
25 virtual void OnRep_Pawn() override;
26
27 virtual void SetupInputComponent() override;
28
29 virtual void BindActions(UInputMappingContext* Context) override;
30
31protected:
32 virtual void SetupInputs() override;
33
34 void SetupCamera();
35
36 virtual void ForwardMovementAction(const FInputActionValue& Value) override;
37
38 virtual void RightMovementAction(const FInputActionValue& Value) override;
39
40 virtual void CameraUpAction(const FInputActionValue& Value) override;
41
42 virtual void CameraRightAction(const FInputActionValue& Value) override;
43
44 UFUNCTION()
45 void JumpAction(const FInputActionValue& Value);
46
47 UFUNCTION()
48 void SprintAction(const FInputActionValue& Value);
49
50 UFUNCTION()
51 virtual void AimAction(const FInputActionValue& Value);
52
53 UFUNCTION()
54 void CameraTapAction(const FInputActionValue& Value);
55
56 UFUNCTION()
57 void CameraHeldAction(const FInputActionValue& Value);
58
59 UFUNCTION()
60 void StanceAction(const FInputActionValue& Value);
61
62 UFUNCTION()
63 void WalkAction(const FInputActionValue& Value);
64
65 UFUNCTION()
66 void RagdollAction(const FInputActionValue& Value);
67
68 UFUNCTION()
69 void VelocityDirectionAction(const FInputActionValue& Value);
70
71 UFUNCTION()
72 void LookingDirectionAction(const FInputActionValue& Value);
73
74 // Debug actions
75 UFUNCTION()
76 void DebugToggleHudAction(const FInputActionValue& Value);
77
78 UFUNCTION()
79 void DebugToggleDebugViewAction(const FInputActionValue& Value);
80
81 UFUNCTION()
82 void DebugToggleTracesAction(const FInputActionValue& Value);
83
84 UFUNCTION()
85 void DebugToggleShapesAction(const FInputActionValue& Value);
86
87 UFUNCTION()
88 void DebugToggleLayerColorsAction(const FInputActionValue& Value);
89
90 UFUNCTION()
91 void DebugToggleCharacterInfoAction(const FInputActionValue& Value);
92
93 UFUNCTION()
94 void DebugToggleSlomoAction(const FInputActionValue& Value);
95
96 UFUNCTION()
97 void DebugFocusedCharacterCycleAction(const FInputActionValue& Value);
98
99 UFUNCTION()
100 void DebugToggleMeshAction(const FInputActionValue& Value);
101
102 UFUNCTION()
103 void DebugOpenOverlayMenuAction(const FInputActionValue& Value);
104
105 UFUNCTION()
106 void DebugOverlayMenuCycleAction(const FInputActionValue& Value);
107
108public:
110 UPROPERTY(BlueprintReadOnly, Category = "ALS")
111 TObjectPtr<AALSBaseCharacter> PossessedCharacter = nullptr;
112
113 UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "ALS|Input")
114 TObjectPtr<UInputMappingContext> DefaultInputMappingContext = nullptr;
115
116 UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "ALS|Input")
117 TObjectPtr<UInputMappingContext> DebugInputMappingContext = nullptr;
118};
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13
Definition ALSBaseCharacter.h:38
Definition ALSPlayerController.h:19
Definition PlayerControllerBase.h:29