unreal/AdventureCharacter.h

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include <queue>
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#include "AdventureCharacter.generated.h"
class AHexTile;
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UCLASS()
class FRAY_API AAdventureCharacter : public ACharacter
{
GENERATED_BODY()
public:
// Sets default values for this character's properties
AAdventureCharacter();
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = "Config")
class AAdventureMap* MapRef;
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = "Runtime")
AHexTile* Location;
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UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = "Runtime")
bool bIsMoving;
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protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
// Called to bind functionality to input
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
};