feat: initial commit

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2025-10-10 20:23:14 +02:00
commit ea4fa7bbe6
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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Templates/SubclassOf.h"
#include "GameFramework/PlayerController.h"
#include "UTAD_UIPlayerController.generated.h"
/** Forward declaration to improve compiling times */
class UNiagaraSystem;
class UInputMappingContext;
class UInputAction;
DECLARE_LOG_CATEGORY_EXTERN(LogTemplateCharacter, Log, All);
UCLASS()
class AUTAD_UIPlayerController : public APlayerController
{
GENERATED_BODY()
public:
AUTAD_UIPlayerController();
/** Time Threshold to know if it was a short press */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input)
float ShortPressThreshold;
/** FX Class that we will spawn when clicking */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input)
UNiagaraSystem* FXCursor;
/** MappingContext */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = "true"))
UInputMappingContext* DefaultMappingContext;
/** Jump Input Action */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = "true"))
UInputAction* SetDestinationClickAction;
/** Jump Input Action */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = "true"))
UInputAction* SetDestinationTouchAction;
protected:
/** True if the controlled character should navigate to the mouse cursor. */
uint32 bMoveToMouseCursor : 1;
virtual void SetupInputComponent() override;
// To add mapping context
virtual void BeginPlay();
/** Input handlers for SetDestination action. */
void OnInputStarted();
void OnSetDestinationTriggered();
void OnSetDestinationReleased();
void OnTouchTriggered();
void OnTouchReleased();
private:
FVector CachedDestination;
bool bIsTouch; // Is it a touch device
float FollowTime; // For how long it has been pressed
};