2025-04-28 23:54:06 +09:00

57 lines
1.4 KiB
C++

// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "BasePawn.h"
#include "Tank.generated.h"
/**
*
*/
UCLASS()
class TOONTANKS_API ATank : public ABasePawn
{
GENERATED_BODY()
public:
ATank();
// Called to bind functionality to input
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
// Called every frame
virtual void Tick(float DeltaTime) override;
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
private:
// USpringArmComponent for Camera
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Component", meta=(AllowPrivateAccess = "true"))
class USpringArmComponent* SpringArm;
// UCameraComponent for Camera Component
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Component", meta=(AllowPrivateAccess = "true"))
class UCameraComponent* Camera;
// Movement speed for Move() operation
UPROPERTY(EditAnywhere, Category = "Movement", BlueprintReadWrite, meta=(AllowPrivateAccess="true"))
float Speed = 400.0f;
// Turn speed for Turn() operation
UPROPERTY(EditAnywhere, Category = "Movement")
float TurnRate = 45.0f;
// PlayerController Pointer for Mouse Location Detection
UPROPERTY()
APlayerController* PlayerControllerRef;
// Move operation through W/S key
void Move(float Value);
// Turn operation through A/D key
void Turn(float Value);
};