CHATGPT AI
pragma
once

#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "PlayerCharacter.generated.h"

UCLASS()
class CPP_PROJECT_API APlayerCharacter : public ACharacter
{
GENERATED_BODY()

UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
class USpringArmComponent* CameraBoom;

UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
class UCameraComponent* FollowCamera;

UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
class UArrowComponent* Arrow;

UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
class UStaticMeshComponent* MeshComp;

UPROPERTY(EditDefaultsOnly)
float Speed;

UPROPERTY(EditDefaultsOnly)
float RotationSpeed;

public: // Public functions for use in blueprints and c++ code.

APlayerCharacter(); // Constructor for the class.

/** Returns CameraBoom subobject **/ // Used to get the camera boom subobject from the player character class in blueprints.
FORCEINLINE class USpringArmComponent* GetCameraBoom() const { return CameraBoom; }

/** Returns FollowCamera subobject **/ // Used to get the follow camera subobject from the player character class in blueprints.
FORCEINLINE class UCameraComponent* GetFollowCamera() const { return FollowCamera; }

/** Returns Arrow subobject **/ // Used to get the arrow subobject from the player character class in blueprints.
FORCEINLINE class UArrowComponent* GetArrow() const { return Arrow; }

/** Returns MeshComp subobject **/ // Used to get the mesh comp subobject from the player character class in blueprints.
FORCEINLINE class UStaticMeshComponent* GetMeshComp() const { return MeshComp; }

void MoveForward(float Value); // Function used to move forward and backward with a float value between -1 and 1 as input parameter.

void MoveRight(float Value); // Function used to move right and left with a float value between -1 and 1 as input parameter.

void RotateYaw(float Value); // Function used to rotate around yaw axis with a float value between -1 and 1 as input parameter.

protected: // Protected functions for use only within this base class or any derived classes of it's parent classes..

virtual void BeginPlay() override; // Override function for when play begins for this character..

virtual void Tick(float DeltaTime) override; // Override function for ticking every frame..
};
once #include "CoreMinimal.h" #include "GameFramework/Character.h" #include "PlayerCharacter.generated.h" UCLASS() class CPP_PROJECT_API APlayerCharacter : public ACharacter { GENERATED_BODY() UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true")) class USpringArmComponent* CameraBoom; UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true")) class UCameraComponent* FollowCamera; UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true")) class UArrowComponent* Arrow; UPROPERTY(VisibleAnywhere, BlueprintReadOnly) class UStaticMeshComponent* MeshComp; UPROPERTY(EditDefaultsOnly) float Speed; UPROPERTY(EditDefaultsOnly) float RotationSpeed; public: // Public functions for use in blueprints and c++ code. APlayerCharacter(); // Constructor for the class. /** Returns CameraBoom subobject **/ // Used to get the camera boom subobject from the player character class in blueprints. FORCEINLINE class USpringArmComponent* GetCameraBoom() const { return CameraBoom; } /** Returns FollowCamera subobject **/ // Used to get the follow camera subobject from the player character class in blueprints. FORCEINLINE class UCameraComponent* GetFollowCamera() const { return FollowCamera; } /** Returns Arrow subobject **/ // Used to get the arrow subobject from the player character class in blueprints. FORCEINLINE class UArrowComponent* GetArrow() const { return Arrow; } /** Returns MeshComp subobject **/ // Used to get the mesh comp subobject from the player character class in blueprints. FORCEINLINE class UStaticMeshComponent* GetMeshComp() const { return MeshComp; } void MoveForward(float Value); // Function used to move forward and backward with a float value between -1 and 1 as input parameter. void MoveRight(float Value); // Function used to move right and left with a float value between -1 and 1 as input parameter. void RotateYaw(float Value); // Function used to rotate around yaw axis with a float value between -1 and 1 as input parameter. protected: // Protected functions for use only within this base class or any derived classes of it's parent classes.. virtual void BeginPlay() override; // Override function for when play begins for this character.. virtual void Tick(float DeltaTime) override; // Override function for ticking every frame.. };
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