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HideAndSeekCharacter.h
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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Components/PawnNoiseEmitterComponent.h"
#include "Perception/PawnSensingComponent.h"
#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "HideAndSeekCharacter.generated.h"
UCLASS(config=Game)
class AHideAndSeekCharacter : public ACharacter
{
GENERATED_BODY()
/** Camera boom positioning the camera behind the character */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
class USpringArmComponent* CameraBoom;
/** Follow camera */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
class UCameraComponent* FollowCamera;
public:
AHideAndSeekCharacter();
/** Base turn rate, in deg/sec. Other scaling may affect final turn rate. */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Camera)
float BaseTurnRate;
/** Base look up/down rate, in deg/sec. Other scaling may affect final rate. */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Camera)
float BaseLookUpRate;
UFUNCTION()
void SpeedPlusFun();
UFUNCTION()
void SpeedNegativeFun();
UPROPERTY()
FTimerHandle Timer;
protected:
/** Resets HMD orientation in VR. */
void OnResetVR();
/** Called for forwards/backward input */
void MoveForward(float Value);
/** Called for side to side input */
void MoveRight(float Value);
/**
* Called via input to turn at a given rate.
* @param Rate This is a normalized rate, i.e. 1.0 means 100% of desired turn rate
*/
void TurnAtRate(float Rate);
/**
* Called via input to turn look up/down at a given rate.
* @param Rate This is a normalized rate, i.e. 1.0 means 100% of desired turn rate
*/
void LookUpAtRate(float Rate);
/** Handler for when a touch input begins. */
void TouchStarted(ETouchIndex::Type FingerIndex, FVector Location);
/** Handler for when a touch input stops. */
void TouchStopped(ETouchIndex::Type FingerIndex, FVector Location);
protected:
// APawn interface
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
// End of APawn interface
virtual void BeginPlay() override;
public:
/** Returns CameraBoom subobject **/
FORCEINLINE class USpringArmComponent* GetCameraBoom() const { return CameraBoom; }
/** Returns FollowCamera subobject **/
FORCEINLINE class UCameraComponent* GetFollowCamera() const { return FollowCamera; }
UPROPERTY(EditDefaultsOnly)
class UCapsuleComponent* HideAndSeekCharacterCompCapsule;
UFUNCTION()
void BeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult);
UPROPERTY(EditAnywhere, BlueprintReadWrite)
float GameOver;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
int Score;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
int Tetik;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
int Tetik2;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
int SwordTetik;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
int TakeSword;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
int AIScore;
};