#pragma once #include "CoreMinimal.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; // void SetStaticMesh() const; UPROPERTY(VisibleAnywhere, BlueprintReadOnly) UStaticMeshComponent *MyStaticMesh; const TCHAR *MeshPath = nullptr; 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; }; // UCLASS() // class ATrooperWizard : public ATrooper { // GENERATED_BODY() // // public: // ATrooperWizard(); // // }; // // UCLASS() // class ATrooperSkeletonMelee : public ATrooper { // GENERATED_BODY() // // public: // ATrooperSkeletonMelee(); // // };