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