// Fill out your copyright notice in the Description page of Project Settings. #pragma once #include "CoreMinimal.h" #include "GameFramework/Character.h" #include #include "AdventureCharacter.generated.h" class AHexTile; 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; UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = "Runtime") bool bIsMoving; 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; };