Initial UE commit
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Source/TutoBegginer/Game/RollaBallPlayer.h
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Source/TutoBegginer/Game/RollaBallPlayer.h
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/Pawn.h"
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#include "../../../../Plugins/EnhancedInput/Source/EnhancedInput/Public/InputActionValue.h"
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#include "Components/PrimitiveComponent.h"
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#include "Engine/HitResult.h"
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#include "MyGameModeBase.h"
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#include "RollaBallPlayer.generated.h"
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class USpringArmComponent;
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class UCameraComponent;
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class UInputAction;
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class AActor;
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class USphereComponent;
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class URollaBallWidget;
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class USplineComponent;
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class ALevelManager;
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UCLASS()
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class TUTOBEGGINER_API ARollaBallPlayer : public APawn
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{
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GENERATED_BODY()
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public:
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// Sets default values for this pawn's properties
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ARollaBallPlayer();
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protected:
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// Called when the game starts or when spawned
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virtual void BeginPlay() override;
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virtual void Tick( float DeltaSeconds ) override;
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//Define Components
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Components")
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USphereComponent* Sphere;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Components")
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USphereComponent* SphereTrigger;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Components")
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UStaticMeshComponent* Mesh;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Components")
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USpringArmComponent* SpringArm;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Components")
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UCameraComponent* Camera;
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UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category="Components")
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AMyGameModeBase* GameManager;
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//VARIABLES
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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float MoveForce= 500.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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float JumpImpulse = 500.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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int32 MaxJumpCount = 1;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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int32 JumpCount = 0;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input)
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UInputAction* JumpAction;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input)
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UInputAction* MoveAction;
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public:
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// Called to bind functionality to input
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virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
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UFUNCTION()
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void OnHittt( UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit );
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UFUNCTION()
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void OnLeavingFloor( UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex );
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UFUNCTION()
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void OnEnterFloor( UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult );
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private:
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//FUNCTIONS
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void MoveRight( float value );
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void MoveForward( const FInputActionValue& Value );
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void JumpFct( const FInputActionValue& Value );
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bool bIsOnGround = false;
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UPROPERTY(EditAnywhere)
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URollaBallWidget* pWidgetRef;
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ALevelManager* LevelManager;
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USplineComponent* Spline;
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float Progress = 0.5f;
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float MaxSplineDistance = 0.f;
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};
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