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