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Aura-TopDownRPG-GAS/Source/Aura/Public/Player/AuraPlayerController.h

72 lines
1.7 KiB
C++

// Copyright Echo Devgroup
#pragma once
#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;
/**
*
*/
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<UInputMappingContext> AuraContext;
UPROPERTY(EditAnywhere, Category = "Input")
TObjectPtr<UInputAction> MoveAction;
void Move(const FInputActionValue& InputActionValue);
void CursorTrace();
IEnemyInterface* LastActor;
IEnemyInterface* ThisActor;
void AbilityInputTagPressed(FGameplayTag InputTag);
void AbilityInputTagReleased(FGameplayTag InputTag);
void AbilityInputTagHeld(FGameplayTag InputTag);
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;
};