Night Sky Engine
A fighting game framework made in Unreal Engine
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#include <NightSkyWTPlayerController.h>
Public Member Functions | |
ANightSkyWTPlayerController () | |
virtual void | Tick (float DeltaTime) override |
Public Member Functions inherited from ANightSkyPlayerController | |
ANightSkyPlayerController () | |
virtual void | SetupInputComponent () override |
void | PressUp () |
void | ReleaseUp () |
void | PressDown () |
void | ReleaseDown () |
void | PressLeft () |
void | ReleaseLeft () |
void | PressRight () |
void | ReleaseRight () |
void | PressA () |
void | ReleaseA () |
void | PressB () |
void | ReleaseB () |
void | PressC () |
void | ReleaseC () |
void | PressD () |
void | ReleaseD () |
void | PressE () |
void | ReleaseE () |
void | PressF () |
void | ReleaseF () |
void | PressG () |
void | ReleaseG () |
void | PressH () |
void | ReleaseH () |
void | PauseGame () |
void | SendGgpo (ANetworkPawn *InNetworkPawn, bool Client) const |
void | SendBattleData () |
void | Rematch () |
void | OpenPauseMenu () |
void | ClosePauseMenu () |
Protected Member Functions | |
virtual void | BeginPlay () override |
Additional Inherited Members | |
Public Attributes inherited from ANightSkyPlayerController | |
int | Inputs |
int | Frame |
bool | bRematch |
TSoftObjectPtr< UInputMappingContext > | InputMapping |
FBattleInputActions | InputActions |
ANetworkPawn * | NetworkPawn |
Definition at line 10 of file NightSkyWTPlayerController.h.
ANightSkyWTPlayerController::ANightSkyWTPlayerController | ( | ) |
Definition at line 8 of file NightSkyWTPlayerController.cpp.
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overrideprotectedvirtual |
Reimplemented from ANightSkyPlayerController.
Definition at line 15 of file NightSkyWTPlayerController.cpp.
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overridevirtual |
Reimplemented from ANightSkyPlayerController.
Definition at line 22 of file NightSkyWTPlayerController.cpp.