// Fill out your copyright notice in the Description page of Project Settings. #pragma once #include "CoreMinimal.h" #include "GameFramework/Pawn.h" #include "AdventureCameraPawn.generated.h" UCLASS() class FRAY_API AAdventureCameraPawn : public APawn { GENERATED_BODY() public: // Sets default values for this pawn's properties AAdventureCameraPawn(); UPROPERTY() UGameViewportClient* Viewport; UPROPERTY() FIntPoint ViewSize; UPROPERTY(BlueprintReadWrite, Category = "Config") class AAdventureMap* AdvMapRef; UPROPERTY(BlueprintReadWrite, Category = "Config") class AAdventurePlayerController* ControllerRef; UPROPERTY(BlueprintReadWrite, Category = "Config") class AAdventureCharacter* AdvPawnRef; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Input") float ESASize; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Input") float ScrollAccelleration; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Input") float BaseScrollSpeed; UPROPERTY() FVector AdvPawnLocationPrevious; UPROPERTY() FVector AdvPawnLocationCurrent; UPROPERTY() FVector AdvPawnLocationDelta; UPROPERTY(BlueprintReadWrite, Category = "Runtime") bool bAdvPawnIsMoving; UPROPERTY(BlueprintReadWrite, Category = "Runtime") class AHexTile* SelectedHex; protected: // Called when the game starts or when spawned virtual void BeginPlay() override; void GetTheDamnViewport(); float ESAMaxBoundSlope; float ESAMaxBoundIntercept; float ESAMinBoundSlope; float ESAMinBoundIntercept; public: // Called every frame virtual void Tick(float DeltaTime) override; // Called to bind functionality to input virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override; UFUNCTION(BlueprintCallable) void EdgeScrollSide(float AxisValue); UFUNCTION(BlueprintCallable) void EdgeScrollVert(float AxisValue); UFUNCTION(BlueprintCallable) void FollowAdvPawn(); };