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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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