#pragma once #include "CoreMinimal.h" #include "GameFramework/Pawn.h" #include "InputActionValue.h" #include "Blueprint/UserWidget.h" #include "SpaceshipPawn.generated.h" UCLASS() class MYPROJECT3_API ASpaceshipPawn : public APawn { GENERATED_BODY() public: ASpaceshipPawn(); virtual void Tick(float DeltaTime) override; virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override; protected: virtual void BeginPlay() override; // Components UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Components") class UStaticMeshComponent* ShipMesh; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Components") class USpringArmComponent* CameraSpringArm; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Components") class UCameraComponent* Camera; // Enhanced Input Components UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Input") class UInputMappingContext* DefaultMappingContext; UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Input") class UInputAction* ThrottleAction; UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Input") class UInputAction* MouseLookAction; // Movement Parameters UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Movement") float MaxThrust = 2000.0f; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Movement") float ThrustAcceleration = 500.0f; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Movement") float ThrustDeceleration = 500.0f; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Movement") float RotationSpeed = 100.0f; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Movement") float MouseSensitivity = 2.0f; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Movement") float DragCoefficient = 0.05f; // How quickly velocity aligns with new direction UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Movement", meta = (ClampMin = "0.0", ClampMax = "10.0")) float VelocityAlignmentSpeed = 4.0f; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Movement", meta = (ClampMin = "0.0", ClampMax = "1.0", ToolTip = "How much of the current velocity is maintained when changing direction (0 = none, 1 = full)")) float DirectionalInertia = 0.3f; // Shooting properties UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Combat") TSubclassOf ProjectileClass; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Combat") float FireRate = 0.2f; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Combat") USceneComponent* ProjectileSpawnPoint; // Input action for shooting UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Input") class UInputAction* ShootAction; UPROPERTY(EditDefaultsOnly, Category = "UI") TSubclassOf CrosshairWidgetClass; UPROPERTY() UUserWidget* CrosshairWidget; // Input functions void HandleThrottleStarted(const FInputActionValue& Value); void HandleThrottleReleased(const FInputActionValue& Value); void HandleMouseLook(const FInputActionValue& Value); private: // Movement state float CurrentThrust; float TargetThrust; bool bThrottlePressed; FVector CurrentVelocity; FRotator TargetRotation; float CurrentPitch; float CurrentYaw; APlayerController* PlayerControllerRef; FVector2D MouseDeltaSmoothed; FVector2D LastMouseDelta; float MouseSmoothingSpeed = 10.0f; bool bWasThrottlePressed; FVector DesiredVelocityDirection; FTimerHandle FireTimerHandle; bool bCanFire = true; void HandleShoot(const FInputActionValue& Value); void Fire(); void ResetFire(); };