Resolve #6: Migrate LumiCharacter to C++ #7

Merged
lance1416 merged 8 commits from 6-migrate-lumi-character-to-cpp into main 2024-09-10 20:23:45 +08:00
9 changed files with 151 additions and 0 deletions
Showing only changes of commit bc45674165 - Show all commits
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// Copyright Team Lumi. All Rights Reserved.
using UnrealBuildTool;
public class WizardingCentralTarget : TargetRules
{
public WizardingCentralTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Game;
DefaultBuildSettings = BuildSettingsVersion.V4;
ExtraModuleNames.AddRange(new[] { "WizardingCentral" });
}
}
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// Copyright Team Lumi. All Rights Reserved.
#include "LumiCharacter.h"
// Sets default values
ALumiCharacter::ALumiCharacter()
{
// Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it.
// PrimaryActorTick.bCanEverTick = true;
}
// Called when the game starts or when spawned
void ALumiCharacter::BeginPlay()
{
Super::BeginPlay();
}
/*
// Called every frame
void ALumiCharacter::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
*/
// Called to bind functionality to input
void ALumiCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
}
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// Copyright Team Lumi. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "LumiCharacter.generated.h"
UCLASS()
class WIZARDINGCENTRAL_API ALumiCharacter : public ACharacter
{
GENERATED_BODY()
public:
// Sets default values for this character's properties
ALumiCharacter();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
// virtual void Tick(float DeltaTime) override;
// Called to bind functionality to input
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
};
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// Copyright Team Lumi. All Rights Reserved.
#include "LumiController.h"
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// Copyright Sorcerers Shenanigans Central. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/PlayerController.h"
#include "LumiController.generated.h"
/**
*
*/
UCLASS()
class WIZARDINGCENTRAL_API ALumiController : public APlayerController
{
GENERATED_BODY()
};
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// Copyright Team Lumi. All Rights Reserved.
using UnrealBuildTool;
public class WizardingCentral : ModuleRules
{
public WizardingCentral(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
PublicDependencyModuleNames.AddRange(new[]
{
"Core",
"CoreUObject",
"Engine",
"InputCore",
"EnhancedInput"
});
PrivateDependencyModuleNames.AddRange(new string[] { });
// Uncomment if you are using Slate UI
// PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" });
// Uncomment if you are using online features
// PrivateDependencyModuleNames.Add("OnlineSubsystem");
// To include OnlineSubsystemSteam, add it to the plugins section in your uproject file with the Enabled attribute set to true
}
}
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// Copyright Team Lumi. All Rights Reserved.
#include "WizardingCentral.h"
#include "Modules/ModuleManager.h"
IMPLEMENT_PRIMARY_GAME_MODULE( FDefaultGameModuleImpl, WizardingCentral, "WizardingCentral" );
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// Copyright Team Lumi. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
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// Copyright Team Lumi. All Rights Reserved.
using UnrealBuildTool;
public class WizardingCentralEditorTarget : TargetRules
{
public WizardingCentralEditorTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Editor;
DefaultBuildSettings = BuildSettingsVersion.V4;
ExtraModuleNames.AddRange(new[] { "WizardingCentral" });
}
}