6 /** Camera boom positioning the camera behind the character */ 7 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true")) 8 class USpringArmComponent* CameraBoom; 9 10 /** Follow camera */ 11 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true")) 12 class UCameraComponent* FollowCamera; 13 14 public: 15 AMultiThreadingCharacter(); 16 17 /** Base turn rate, in deg/sec. Other scaling may affect final turn rate. */ 18 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Camera) 19 float BaseTurnRate; 20 21 /** Base look up/down rate, in deg/sec. Other scaling may affect final rate. */ 22 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Camera) 23 float BaseLookUpRate; 24 25 protected: 26 27 /** Called for forwards/backward input */ 28 void MoveForward(float Value); 29 30 /** Called for side to side input */ 31 void MoveRight(float Value); 32 33 /** 34 * Called via input to turn at a given rate. 35 * @param Rate This is a normalized rate, i.e. 1.0 means 100% of desired turn rate 36 */ 37 void TurnAtRate(float Rate); 38 39 /** 40 * Called via input to turn look up/down at a given rate. 41 * @param Rate This is a normalized rate, i.e. 1.0 means 100% of desired turn rate 42 */ 43 void LookUpAtRate(float Rate); 44 45 /** Handler for when a touch input begins. */ 46 void TouchStarted(ETouchIndex::Type FingerIndex, FVector Location); 47 48 /** Handler for when a touch input stops. */ 49 void TouchStopped(ETouchIndex::Type FingerIndex, FVector Location);
6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 /** Camera boom positioning the camera behind the character */ UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true")) class USpringArmComponent* CameraBoom; /** Follow camera */ UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true")) class UCameraComponent* FollowCamera; public: AMultiThreadingCharacter(); /** Base turn rate, in deg/sec. Other scaling may affect final turn rate. */ UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Camera) float BaseTurnRate; /** Base look up/down rate, in deg/sec. Other scaling may affect final rate. */ UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Camera) float BaseLookUpRate; protected: /** Called for forwards/backward input */ void MoveForward(float Value); /** Called for side to side input */ void MoveRight(float Value); /** * Called via input to turn at a given rate. * @param Rate This is a normalized rate, i.e. 1.0 means 100% of desired turn rate */ void TurnAtRate(float Rate); /** * Called via input to turn look up/down at a given rate. * @param Rate This is a normalized rate, i.e. 1.0 means 100% of desired turn rate */ void LookUpAtRate(float Rate); /** Handler for when a touch input begins. */ void TouchStarted(ETouchIndex::Type FingerIndex, FVector Location); /** Handler for when a touch input stops. */ void TouchStopped(ETouchIndex::Type FingerIndex, FVector Location);
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