// 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 Action); };