|
|
|
#pragma once
|
|
|
|
|
|
|
|
#include "CoreMinimal.h"
|
|
|
|
#include "GameFramework/Actor.h"
|
|
|
|
#include "Components/StaticMeshComponent.h"
|
|
|
|
#include "GameFramework/Character.h"
|
|
|
|
#include "Trooper.generated.h"
|
|
|
|
|
|
|
|
UCLASS()
|
|
|
|
class TURNBASEDTUTORIAL_API ATrooper : public ACharacter
|
|
|
|
{
|
|
|
|
GENERATED_BODY()
|
|
|
|
|
|
|
|
public:
|
|
|
|
// Sets default values for this actor's properties
|
|
|
|
ATrooper();
|
|
|
|
|
|
|
|
void Initialize(uint8 const NewPlayerIndex, FVector const SpawnLocation, uint8 const NewId);
|
|
|
|
|
|
|
|
UFUNCTION()
|
|
|
|
uint8 GetPlayerIndex() const;
|
|
|
|
|
|
|
|
UFUNCTION()
|
|
|
|
void MoveTrooper(FVector const NewPos);
|
|
|
|
|
|
|
|
UFUNCTION()
|
|
|
|
uint8 GetId() const;
|
|
|
|
|
|
|
|
protected:
|
|
|
|
virtual void BeginPlay() override;
|
|
|
|
|
|
|
|
virtual void Tick(float const DeltaTime) override;
|
|
|
|
|
|
|
|
UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
|
|
|
|
UStaticMeshComponent* MyStaticMesh;
|
|
|
|
|
|
|
|
private:
|
|
|
|
UPROPERTY(Replicated)
|
|
|
|
uint8 PlayerIndex;
|
|
|
|
|
|
|
|
UPROPERTY(Replicated)
|
|
|
|
uint8 Id;
|
|
|
|
|
|
|
|
UPROPERTY()
|
|
|
|
float Speed = 300.0f;
|
|
|
|
|
|
|
|
UPROPERTY(Replicated)
|
|
|
|
FVector CurrentLocation;
|
|
|
|
|
|
|
|
UPROPERTY(Replicated)
|
|
|
|
FVector TargetLocation;
|
|
|
|
|
|
|
|
UPROPERTY(Replicated)
|
|
|
|
bool bIsMoving = false;
|
|
|
|
};
|