2017-09-19 14:02:44 -04:00

49 lines
1.3 KiB
C++

// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Pawn.h"
#include "SwordMotionController.h"
#include "Runtime/HeadMountedDisplay/Public/HeadMountedDisplay.h"
#include "Runtime/HeadMountedDisplay/Public/MotionControllerComponent.h"
#include "VrPawn.generated.h"
UCLASS()
class FENCING_V2_API AVrPawn : public APawn
{
GENERATED_BODY()
private:
TSubclassOf<class AActor> SwordControllerClass;
ASwordMotionController* SwordMotionController;
UPROPERTY(EditAnywhere, Category = MotionController)
UMotionControllerComponent* RightMotionController;
int PlayerIndex = 0;
public:
// Sets default values for this pawn's properties
AVrPawn();
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;
UFUNCTION(BlueprintCallable, Category = SwordMotion)
ASwordMotionController* GetSwordMotionController() { return SwordMotionController; }
void SetPlayerIndex(int value) { PlayerIndex = value; }
UFUNCTION(BlueprintCallable, Category = SwordMotion)
int GetPlayerIndex() { return PlayerIndex; }
};