Minor - Initialise le contrôleur et le pawn - V01.3.0
Initialise le contrôleur du joueur avec une caméra orthographique et la gestion des inputs, et initialise le pawn du joueur avec un mesh par défaut. Ceci permet d'avoir un setup de base fonctionnel pour le joueur.
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@@ -1,11 +1,18 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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// Include General Macros
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#include "M4_CTP_Macros.h"
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#define MESH_DEFAULT TEXT("SM_Cube.SM_Cube")
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// Include necessary Unreal Engine headers
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#include "CoreMinimal.h"
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#include "GameFramework/Pawn.h"
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#include "InputAction.h"
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#include "InputActionValue.h"
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#include "InputMappingContext.h"
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#include "Components/StaticMeshComponent.h"
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#include "EnhancedInputComponent.h"
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#include "EnhancedInputSubsystems.h"
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@@ -26,21 +33,19 @@ public :
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UStaticMeshComponent* GetMeshComponent() const { return MeshComponent; }
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virtual void SetupPlayerInputComponent(UInputComponent* PlayerInputComponent) override;
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UPROPERTY(EditAnywhere, Category="centipede")
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TObjectPtr<UInputAction> MoveAction;
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protected:
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virtual void BeginPlay() override;
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private:
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UPROPERTY(Category = "Centipede", VisibleAnywhere, BlueprintReadOnly, meta = (AllowPrivateAccess = "true"))
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UPROPERTY(EditAnywhere,Category = "Centipede")
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TObjectPtr<UStaticMeshComponent> MeshComponent;
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void Move(const FInputActionValue& Value);
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UPROPERTY(EditAnywhere, Category = "Centipede")
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TSoftObjectPtr<UStaticMesh> DefaultMesh = \
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TSoftObjectPtr<UStaticMesh>(FSoftObjectPath(FString(C_MESH_FOLDER) + MESH_DEFAULT));
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UStaticMesh* LoadedMesh;
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};
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