Resolve #6: Migrate LumiCharacter to C++ #7
Binary file not shown.
Binary file not shown.
@@ -37,6 +37,7 @@ ALumiCharacter::ALumiCharacter()
|
|||||||
CameraBoom->SetupAttachment(RootComponent);
|
CameraBoom->SetupAttachment(RootComponent);
|
||||||
CameraBoom->TargetArmLength = 400.0f; // The camera follows at this distance behind the character
|
CameraBoom->TargetArmLength = 400.0f; // The camera follows at this distance behind the character
|
||||||
CameraBoom->bUsePawnControlRotation = true; // Rotate the arm based on the controller
|
CameraBoom->bUsePawnControlRotation = true; // Rotate the arm based on the controller
|
||||||
|
CameraBoom->SocketOffset = DefaultBoomOffset;
|
||||||
|
|
||||||
// Create a follow camera
|
// Create a follow camera
|
||||||
FollowCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("FollowCamera"));
|
FollowCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("FollowCamera"));
|
||||||
|
|||||||
@@ -54,6 +54,13 @@ class WIZARDINGCENTRAL_API ALumiCharacter : public ACharacter
|
|||||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
|
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
|
||||||
UInputAction* LookAction;
|
UInputAction* LookAction;
|
||||||
|
|
||||||
|
/** The default boom offset */
|
||||||
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Camera, meta = (AllowPrivateAccess = "true"))
|
||||||
|
FVector DefaultBoomOffset = FVector(0.0f, 60.0f, 30.0f);
|
||||||
|
/** The boom offset when aiming */
|
||||||
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Camera, meta = (AllowPrivateAccess = "true"))
|
||||||
|
FVector AimBoomOffset = FVector(200.0f, 65.0f, 45.0f);
|
||||||
|
|
||||||
/** The current stance of the character */
|
/** The current stance of the character */
|
||||||
UPROPERTY(BlueprintReadWrite, meta = (AllowPrivateAccess = "true"))
|
UPROPERTY(BlueprintReadWrite, meta = (AllowPrivateAccess = "true"))
|
||||||
ELumiStance CurrentStance = ELumiStance::Default;
|
ELumiStance CurrentStance = ELumiStance::Default;
|
||||||
@@ -86,7 +93,11 @@ protected:
|
|||||||
UFUNCTION(BlueprintNativeEvent, Category = "Stance")
|
UFUNCTION(BlueprintNativeEvent, Category = "Stance")
|
||||||
void OnMagicStance();
|
void OnMagicStance();
|
||||||
|
|
||||||
public:
|
/**
|
||||||
|
* Check if the character has jumped the maximum number of times
|
||||||
|
*
|
||||||
|
* @return True if the character cannot jump anymore, false otherwise
|
||||||
|
*/
|
||||||
UFUNCTION(BlueprintPure, Category = "LumiCharacter")
|
UFUNCTION(BlueprintPure, Category = "LumiCharacter")
|
||||||
bool IsLastJump();
|
bool IsLastJump();
|
||||||
|
|
||||||
@@ -173,4 +184,4 @@ public:
|
|||||||
|
|
||||||
UPROPERTY(BlueprintAssignable, Category = "Stance")
|
UPROPERTY(BlueprintAssignable, Category = "Stance")
|
||||||
FStanceChangedDelegate OnStanceChanged;
|
FStanceChangedDelegate OnStanceChanged;
|
||||||
};
|
};
|
||||||
|
|||||||
Reference in New Issue
Block a user