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LegumeMix/Source/LegumeMix/Public/Player/LMPlayerController.h
TjgL a57baaea5f Added base logic for the pause
Signed-off-by: TjgL <lithmoneo@gmail.com>
2025-02-26 22:40:05 +01:00

63 lines
1.9 KiB
C++

// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/PlayerController.h"
#include "EnhancedInputSubsystems.h"
#include "LMPlayerController.generated.h"
class ALMPlayer;
/**
*
*/
UCLASS()
class LEGUMEMIX_API ALMPlayerController : public APlayerController
{
GENERATED_BODY()
public:
virtual void BeginPlay() override;
private:
UPROPERTY()
UEnhancedInputLocalPlayerSubsystem* EnhancedInputSubsystem;
UPROPERTY(EditAnywhere, BlueprintReadOnly, meta = (AllowprivateAccess = true))
TObjectPtr<UInputMappingContext> DefaultMappingContext;
UPROPERTY(EditAnywhere, BlueprintReadOnly, meta = (AllowPrivateAccess = true))
TObjectPtr<UInputAction> MoveAction;
UPROPERTY(EditAnywhere, BlueprintReadOnly, meta = (AllowPrivateAccess = true))
TObjectPtr<UInputAction> LookAction;
UPROPERTY(EditAnywhere, BlueprintReadOnly, meta = (AllowPrivateAccess = true))
TObjectPtr<UInputAction> JumpAction;
UPROPERTY(EditAnywhere, BlueprintReadOnly, meta = (AllowPrivateAccess = true))
TObjectPtr<UInputAction> FireAction;
UPROPERTY(EditAnywhere, BlueprintReadOnly, meta = (AllowPrivateAccess = true))
TObjectPtr<UInputAction> ReloadAction;
UPROPERTY(EditAnywhere, BlueprintReadOnly, meta = (AllowPrivateAccess = true))
TObjectPtr<UInputAction> ScrollAction;
UPROPERTY(EditAnywhere, BlueprintReadOnly, meta = (AllowPrivateAccess = true))
TObjectPtr<UInputAction> PauseAction;
UPROPERTY(BlueprintReadOnly, meta = (AllowPrivateAccess = true))
TObjectPtr<ALMPlayer> LegumixPlayer;
virtual void SetupInputComponent() override;
void Move(const FInputActionValue& InputValue);
void Jump(const FInputActionValue& InputValue);
void Look(const FInputActionValue& InputValue);
void Fire(const FInputActionValue& InputValue);
void Reload(const FInputActionValue& InputValue);
void Scroll(const FInputActionValue& InputValue);
void PauseGame(const FInputActionValue& InputValue);
};