// Copyright Echo Devgroup #pragma once #include "CoreMinimal.h" #include "GameFramework/PlayerController.h" #include "Interact/EnemyInterface.h" #include "AuraPlayerController.generated.h" class UInputMappingContext; class UInputAction; struct FInputActionValue; class IEnemyInterface; /** * */ UCLASS() class AURA_API AAuraPlayerController : public APlayerController { GENERATED_BODY() public: AAuraPlayerController(); virtual void PlayerTick(float DeltaTime) override; protected: virtual void BeginPlay() override; virtual void SetupInputComponent() override; private: UPROPERTY(EditAnywhere, Category = "Input") TObjectPtr AuraContext; UPROPERTY(EditAnywhere, Category = "Input") TObjectPtr MoveAction; void Move(const FInputActionValue& InputActionValue); void CursorTrace(); IEnemyInterface* LastActor; IEnemyInterface* ThisActor; };