#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; // 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; UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Input") class UInputAction* FireAction; // 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; // Input functions void HandleThrottleStarted(const FInputActionValue& Value); void HandleThrottleReleased(const FInputActionValue& Value); void HandleMouseLook(const FInputActionValue& Value); void HandleFire(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; };