initial base classes

This commit is contained in:
farsight-andre
2026-04-19 22:01:54 +03:00
parent 9ad1a61cd8
commit 003311e98d
6 changed files with 147 additions and 0 deletions

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// Fill out your copyright notice in the Description page of Project Settings.
#include "Game/WhipWingGameMode.h"

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/GameModeBase.h"
#include "WhipWingGameMode.generated.h"
/**
*
*/
UCLASS()
class WHIPWING_API AWhipWingGameMode : public AGameModeBase
{
GENERATED_BODY()
};

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// Fill out your copyright notice in the Description page of Project Settings.
#include "Player/FlightMovementComponent.h"
// Sets default values for this component's properties
UFlightMovementComponent::UFlightMovementComponent()
{
// Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features
// off to improve performance if you don't need them.
PrimaryComponentTick.bCanEverTick = true;
// ...
}
// Called when the game starts
void UFlightMovementComponent::BeginPlay()
{
Super::BeginPlay();
// ...
}
// Called every frame
void UFlightMovementComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
// ...
}

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "FlightMovementComponent.generated.h"
UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
class WHIPWING_API UFlightMovementComponent : public UActorComponent
{
GENERATED_BODY()
public:
// Sets default values for this component's properties
UFlightMovementComponent();
protected:
// Called when the game starts
virtual void BeginPlay() override;
public:
// Called every frame
virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
};

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// Fill out your copyright notice in the Description page of Project Settings.
#include "Player/WhipWingPawn.h"
// Sets default values
AWhipWingPawn::AWhipWingPawn()
{
// Set this pawn to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
}
// Called when the game starts or when spawned
void AWhipWingPawn::BeginPlay()
{
Super::BeginPlay();
}
// Called every frame
void AWhipWingPawn::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
// Called to bind functionality to input
void AWhipWingPawn::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
}

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Pawn.h"
#include "WhipWingPawn.generated.h"
UCLASS()
class WHIPWING_API AWhipWingPawn : public APawn
{
GENERATED_BODY()
public:
// Sets default values for this pawn's properties
AWhipWingPawn();
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;
};