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							- // Fill out your copyright notice in the Description page of Project Settings.
 
- #pragma once
 
- #include "CoreMinimal.h"
 
- #include "GameFramework/Character.h"
 
- #include "Camera/CameraComponent.h"
 
- #include "Components/TimelineComponent.h"
 
- #include "VRGroupBase.h"
 
- #include "VRCharacterBase.generated.h"
 
- UCLASS()
 
- class TETREESEDEMO_API AVRCharacterBase : public ACharacter
 
- {
 
- 	GENERATED_BODY()
 
- public:
 
- 	// Sets default values for this character's properties
 
- 	AVRCharacterBase(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get());
 
- 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;
 
- private:
 
- 	void MoveForward(float value);
 
- 	void MoveRight(float value);
 
- 	void Turn(float value);
 
- 	void LookUp(float value);
 
- 	void BeginWaitConnected();
 
- 	void CreateGroup();
 
- 	bool IsInGroup();
 
- 	void Test();
 
- private:
 
- 	UPROPERTY(Category = Component, VisibleAnywhere, BlueprintReadOnly, meta = (AllowPrivateAccess = "true"))
 
- 	UCameraComponent* FirstPersonCamera;
 
- 	UPROPERTY(EditAnywhere)
 
- 	TSubclassOf<AVRGroupBase> GroupClass;
 
- 	FTimeline BeginWaitConnected_Timeline;
 
- 	UPROPERTY()
 
- 	UCurveFloat* CurveFloat;
 
- 	UFUNCTION()
 
- 	void OnBeginWaitConnected_TimelineUpdate(float value);
 
- 	UFUNCTION()
 
- 	void OnBeginWaitConnected_TimelineFinished();
 
- };
 
 
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