Lesson 105 - Set up move to click.

This commit is contained in:
2025-10-16 14:33:58 -04:00
parent 99439dcee7
commit d436c459ec
108 changed files with 11025 additions and 21587 deletions

View File

@@ -5,13 +5,16 @@
#include "CoreMinimal.h"
#include "GameFramework/PlayerController.h"
#include "Interact/EnemyInterface.h"
#include "GameplayTagContainer.h"
#include "AuraPlayerController.generated.h"
class UAuraInputConfig;
class UInputMappingContext;
class UInputAction;
struct FInputActionValue;
class IEnemyInterface;
class UAuraAbilitySystemComponent;
class USplineComponent;
/**
*
*/
@@ -40,12 +43,29 @@ private:
IEnemyInterface* LastActor;
IEnemyInterface* ThisActor;
/*
TObjectPtr<AActor> LastActor;
TObjectPtr<AActor> ThisActor;
void AbilityInputTagPressed(FGameplayTag InputTag);
void AbilityInputTagReleased(FGameplayTag InputTag);
void AbilityInputTagHeld(FGameplayTag InputTag);
FHitResult CursorHit;
static void HightlightActor(AActor* Actor);
static void UnHightlightActor(AActor* Actor);
*/
UPROPERTY()
TObjectPtr<UAuraAbilitySystemComponent> AuraAbilitySystemComponent;
UAuraAbilitySystemComponent* GetASC();
UPROPERTY(EditDefaultsOnly, Category = "Input")
TObjectPtr<UAuraInputConfig> InputConfig;
//Click to move
FVector CachedDestination = FVector::ZeroVector;
float FollowTime = 0.0f;
float ShortPressedThreshhold = 0.5f;
bool bAutoRunning = false;
bool bTargeting = false;
UPROPERTY(EditDefaultsOnly, Category = "Input")
float AutoRunAcceptanceRadius = 50.f;
UPROPERTY(VisibleAnywhere, Category = "Input")
TObjectPtr<USplineComponent> Spline;
};