#pragma once #include "CoreMinimal.h" #include "GameFramework/Pawn.h" #include "InputActionValue.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; 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* MovementAction; UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Input") class UInputAction* LookAction; UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Input") class UInputAction* FireAction; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Movement") float MovementSpeed = 1000.0f; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Movement") float RotationSpeed = 100.0f; // Input functions void Move(const FInputActionValue& Value); void Look(const FInputActionValue& Value); void Fire(const FInputActionValue& Value); private: FVector CurrentVelocity; };