166 lines
5.1 KiB
C
166 lines
5.1 KiB
C
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// Copyright PICO Technology Co., Ltd. All rights reserved.
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// This plugin incorporates portions of the Unreal® Engine. Unreal® is a trademark or registered trademark of Epic Games, Inc. in the United States of America and elsewhere.
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// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/Pawn.h"
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#include "PXR_PICOXRPawn.generated.h"
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UCLASS()
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class APXR_PICOXRPawn : public APawn
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{
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GENERATED_BODY()
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public:
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// Sets default values for this pawn's properties
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APXR_PICOXRPawn();
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UPROPERTY(BlueprintReadOnly, Category = "PICOPawn")
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float RightTriggerAxis;
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UPROPERTY(BlueprintReadOnly, Category = "PICOPawn")
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float RightGripAxis;
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UPROPERTY(BlueprintReadOnly, Category = "PICOPawn")
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float RightJoyStickXAxis;
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UPROPERTY(BlueprintReadOnly, Category = "PICOPawn")
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float RightJoyStickYAxis;
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UPROPERTY(BlueprintReadOnly, Category = "PICOPawn")
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float LeftTriggerAxis;
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UPROPERTY(BlueprintReadOnly, Category = "PICOPawn")
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float LeftGripAxis;
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UPROPERTY(BlueprintReadOnly, Category = "PICOPawn")
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float LeftJoyStickXAxis;
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UPROPERTY(BlueprintReadOnly, Category = "PICOPawn")
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float LeftJoyStickYAxis;
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UPROPERTY(BlueprintReadOnly, Category = "PICOPawn")
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bool AButtonPressed;
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UPROPERTY(BlueprintReadOnly, Category = "PICOPawn")
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bool BButtonPressed;
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UPROPERTY(BlueprintReadOnly, Category = "PICOPawn")
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bool XButtonPressed;
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UPROPERTY(BlueprintReadOnly, Category = "PICOPawn")
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bool YButtonPressed;
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UPROPERTY(BlueprintReadOnly, Category = "PICOPawn")
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bool AButtonTouched;
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UPROPERTY(BlueprintReadOnly, Category = "PICOPawn")
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bool BButtonTouched;
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UPROPERTY(BlueprintReadOnly, Category = "PICOPawn")
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bool XButtonTouched;
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UPROPERTY(BlueprintReadOnly, Category = "PICOPawn")
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bool YButtonTouched;
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UPROPERTY(BlueprintReadOnly, Category = "PICOPawn")
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bool RightHomePressed;
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UPROPERTY(BlueprintReadOnly, Category = "PICOPawn")
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bool RightSystemPressed;
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UPROPERTY(BlueprintReadOnly, Category = "PICOPawn")
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bool LeftHomePressed;
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UPROPERTY(BlueprintReadOnly, Category = "PICOPawn")
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bool LeftMenuPressed;
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UPROPERTY(BlueprintReadOnly, Category = "PICOPawn")
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bool RightTriggerPressed;
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UPROPERTY(BlueprintReadOnly, Category = "PICOPawn")
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bool RightGripPressed;
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UPROPERTY(BlueprintReadOnly, Category = "PICOPawn")
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bool LeftTriggerPressed;
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UPROPERTY(BlueprintReadOnly, Category = "PICOPawn")
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bool LeftGripPressed;
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UPROPERTY(BlueprintReadOnly, Category = "PICOPawn")
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bool RightTriggerTouched;
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UPROPERTY(BlueprintReadOnly, Category = "PICOPawn")
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bool RightGripTouched;
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UPROPERTY(BlueprintReadOnly, Category = "PICOPawn")
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bool LeftTriggerTouched;
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UPROPERTY(BlueprintReadOnly, Category = "PICOPawn")
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bool LeftGripTouched;
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UPROPERTY(BlueprintReadOnly, Category = "PICOPawn")
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bool LeftJoyStickTouched;
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UPROPERTY(BlueprintReadOnly, Category = "PICOPawn")
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bool RightJoyStickTouched;
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protected:
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// Called when the game starts or when spawned
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virtual void BeginPlay() override;
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public:
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// Called every frame
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virtual void Tick(float DeltaTime) override;
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// Called to bind functionality to input
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virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
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private:
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void ClickButtonAPressed();
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void ClickButtonAReleased();
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void ClickButtonBPressed();
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void ClickButtonBReleased();
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void ClickButtonXPressed();
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void ClickButtonXReleased();
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void ClickButtonYPressed();
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void ClickButtonYReleased();
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void ClickButtonATouchedPressed();
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void ClickButtonATouchedReleased();
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void ClickButtonBTouchedPressed();
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void ClickButtonBTouchedReleased();
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void ClickButtonXTouchedPressed();
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void ClickButtonXTouchedReleased();
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void ClickButtonYTouchedPressed();
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void ClickButtonYTouchedReleased();
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void ClickButtonLeftHomePressed();
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void ClickButtonLeftHomeReleased();
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void ClickButtonLeftMenuPressed();
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void ClickButtonLeftMenuReleased();
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void ClickButtonRightHomePressed();
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void ClickButtonRightHomeReleased();
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void ClickButtonRightSystemPressed();
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void ClickButtonRightSystemReleased();
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void ClickButtonLeftTriggerPressed();
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void ClickButtonLeftTriggerReleased();
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void ClickButtonLeftGripPressed();
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void ClickButtonLeftGripReleased();
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void ClickButtonRightTriggerPressed();
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void ClickButtonRightTriggerReleased();
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void ClickButtonRightGripPressed();
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void ClickButtonRightGripReleased();
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void ClickButtonLeftTriggerTouchedPressed();
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void ClickButtonLeftTriggerTouchedReleased();
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void ClickButtonLeftGripTouchedPressed();
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void ClickButtonLeftGripTouchedReleased();
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void ClickButtonRightTriggerTouchedPressed();
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void ClickButtonRightTriggerTouchedReleased();
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void ClickButtonRightGripTouchedPressed();
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void ClickButtonRightGripTouchedReleased();
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void ClickButtonRightJoyStickTouchedPressed();
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void ClickButtonRightJoyStickTouchedReleased();
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void ClickButtonLeftJoyStickTouchedPressed();
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void ClickButtonLeftJoyStickTouchedReleased();
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void LeftTriggerAxisVal(float Val);
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void LeftGripAxisVal(float Val);
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void LeftJoyStickXVal(float Val);
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void LeftJoyStickYVal(float Val);
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void RightTriggerAxisVal(float Val);
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void RightGripAxisVal(float Val);
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void RightJoyStickXVal(float Val);
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void RightJoyStickYVal(float Val);
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};
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