October3d55/M/PICOXRPlugin/Source/PICOXRInput/Private/PXR_PICOXRPawn.h

166 lines
5.1 KiB
C++

// Copyright PICO Technology Co., Ltd. All rights reserved.
// 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.
// 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);
};