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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Components/InputTestActions.h"
#include "Misc/DateTime.h"
/**
* Input action to handle the Lyra player's crouch action.
*
* @note Crouching is handled by a button press which is a boolean value.
*/
struct FToggleCrouchTestAction : public FTestAction
{
FToggleCrouchTestAction()
{
InputActionName = TEXT("IA_Crouch");
InputActionValue = FInputActionValue(true);
}
};
/**
* Input action to handle the Lyra player's melee action.
*
* @note Melee is handled by a button press which is a boolean value.
*/
struct FMeleeTestAction : public FTestAction
{
FMeleeTestAction()
{
InputActionName = TEXT("IA_Melee");
InputActionValue = FInputActionValue(true);
}
};
/**
* Input action to handle the Lyra player's jump action.
*
* @note Jump is handled by a button press which is a boolean value.
*/
struct FJumpTestAction : public FTestAction
{
FJumpTestAction()
{
InputActionName = TEXT("IA_Jump");
InputActionValue = FInputActionValue(true);
}
};
/**
* Base input action to handle the Lyra player's movement.
*
* @note Movement is setup as a 2D axis with the X-axis handling strafing and the Y-axis handling moving forward/backward.
* @note Derived objects below will handle movement direction along a particular axis
*/
struct FMoveTestAction : public FTestAction
{
FMoveTestAction(const FInputActionValue& InInputActionValue)
{
InputActionName = TEXT("IA_Move");
InputActionValue = InInputActionValue;
}
};
/**
* Base input action to handle the Lyra player's look (rotation).
*
* @note Rotation is setup as a 2D axis
* @note Derived objects below will handle rotation along a particular axis
*/
struct FLookTestAction : public FTestAction
{
FLookTestAction(const FInputActionValue& InInputActionValue)
{
InputActionName = TEXT("IA_Look_Mouse");
InputActionValue = InInputActionValue;
}
};
/** Movement input action to move the Lyra player forward. */
struct FMoveForwardTestAction : public FMoveTestAction
{
FMoveForwardTestAction() : FMoveTestAction(FVector2D(0.0f, 1.0f))
{
}
};
/** Movement input action to move the Lyra player backward. */
struct FMoveBackwardTestAction : public FMoveTestAction
{
FMoveBackwardTestAction() : FMoveTestAction(FVector2D(0.0f, -1.0f))
{
}
};
/** Movement input action to strafe the Lyra player to the left. */
struct FStrafeLeftTestAction : public FMoveTestAction
{
FStrafeLeftTestAction() : FMoveTestAction(FVector2D(-1.0f, 0.0f))
{
}
};
/** Movement input action to strafe the Lyra player to the right. */
struct FStrafeRightTestAction : public FMoveTestAction
{
FStrafeRightTestAction() : FMoveTestAction(FVector2D(1.0f, 0.0f))
{
}
};
/** Rotation input action to rotate the Lyra player to the left. */
struct FRotateLeftTestAction : public FLookTestAction
{
FRotateLeftTestAction() : FLookTestAction(FVector2D(-1.0f, 0.0f))
{
}
};
/** Rotation input action to rotate the Lyra player to the right. */
struct FRotateRightTestAction : public FLookTestAction
{
FRotateRightTestAction() : FLookTestAction(FVector2D(1.0f, 0.0f))
{
}
};
/**
* Inherited InputTestAction used for testing our button and axis interactions for the Lyra player.
*
* @see FInputTestActions
*/
class FShooterTestsPawnTestActions : public FInputTestActions
{
public:
/**
* Construct our Input actions object.
*
* @param Pawn - Pawn which will have the input actions applied against.
*/
explicit FShooterTestsPawnTestActions(APawn* Pawn) : FInputTestActions(Pawn)
{
}
/** Simulate a button press for our crouch action. */
void ToggleCrouch();
/** Simulate a button press for our melee action. */
void PerformMelee();
/** Simulate a button press for our jump action. */
void PerformJump();
/** Simulates player movement input actions. */
void MoveForward();
void MoveBackward();
/** Simulates player strafing input actions. */
void StrafeLeft();
void StrafeRight();
/** Simulates player look/rotation input actions. */
void RotateLeft();
void RotateRight();
private:
/** Method to perform any of our axis based actions over the span of 5 seconds. */
void PerformAxisAction(TFunction<void(const APawn* Pawn)> Action);
};