75 lines
2.3 KiB
C++
75 lines
2.3 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/Pawn.h"
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#include "InputActionValue.h"
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#include "SpaceshipPawn.generated.h"
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UCLASS()
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class MYPROJECT3_API ASpaceshipPawn : public APawn
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{
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GENERATED_BODY()
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public:
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ASpaceshipPawn();
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virtual void Tick(float DeltaTime) override;
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virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
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protected:
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virtual void BeginPlay() override;
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// Components
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Components")
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class UStaticMeshComponent* ShipMesh;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Components")
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class USpringArmComponent* CameraSpringArm;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Components")
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class UCameraComponent* Camera;
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// Enhanced Input Components
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Input")
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class UInputMappingContext* DefaultMappingContext;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Input")
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class UInputAction* ThrottleAction;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Input")
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class UInputAction* MouseControlAction;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Input")
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class UInputAction* FireAction;
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// Movement Parameters
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Movement")
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float MaxThrust = 2000.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Movement")
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float ThrustAcceleration = 500.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Movement")
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float ThrustDeceleration = 200.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Movement")
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float RotationSpeed = 100.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Movement")
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float DragCoefficient = 0.1f;
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// Input functions
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void HandleThrottleStarted(const FInputActionValue& Value);
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void HandleThrottleReleased(const FInputActionValue& Value);
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void HandleMouseControl(const FInputActionValue& Value);
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void HandleFire(const FInputActionValue& Value);
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private:
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// Movement state
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float CurrentThrust;
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float TargetThrust;
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bool bThrottlePressed;
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FVector CurrentVelocity;
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FRotator ShipRotation;
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float CurrentPitch;
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float CurrentYaw;
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}; |