VRCharacterBase.h 1.4 KB

12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364
  1. // Fill out your copyright notice in the Description page of Project Settings.
  2. #pragma once
  3. #include "CoreMinimal.h"
  4. #include "GameFramework/Character.h"
  5. #include "Camera/CameraComponent.h"
  6. #include "Components/TimelineComponent.h"
  7. #include "VRCharacterBase.generated.h"
  8. UCLASS()
  9. class TETREESEDEMO_API AVRCharacterBase : public ACharacter
  10. {
  11. GENERATED_BODY()
  12. public:
  13. // Sets default values for this character's properties
  14. AVRCharacterBase(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get());
  15. protected:
  16. // Called when the game starts or when spawned
  17. virtual void BeginPlay() override;
  18. public:
  19. // Called every frame
  20. virtual void Tick(float DeltaTime) override;
  21. // Called to bind functionality to input
  22. virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
  23. private:
  24. void MoveForward(float value);
  25. void MoveRight(float value);
  26. void Turn(float value);
  27. void LookUp(float value);
  28. void BeginWaitConnected();
  29. void CreateGroup();
  30. bool IsInGroup();
  31. void Test();
  32. private:
  33. UPROPERTY(Category = Component, VisibleAnywhere, BlueprintReadOnly, meta = (AllowPrivateAccess = "true"))
  34. UCameraComponent* FirstPersonCamera;
  35. FTimeline BeginWaitConnected_Timeline;
  36. UPROPERTY()
  37. UCurveFloat* CurveFloat;
  38. UFUNCTION()
  39. void OnBeginWaitConnected_TimelineUpdate(float value);
  40. UFUNCTION()
  41. void OnBeginWaitConnected_TimelineFinished();
  42. };