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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/Pawn.h"
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#include "AdventureCameraPawn.generated.h"
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UCLASS()
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class FRAY_API AAdventureCameraPawn : public APawn
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{
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GENERATED_BODY()
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public:
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// Sets default values for this pawn's properties
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AAdventureCameraPawn();
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UPROPERTY()
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UGameViewportClient* Viewport;
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UPROPERTY()
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FIntPoint ViewSize;
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UPROPERTY(BlueprintReadWrite, Category = "Config")
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class AAdventureMap* AdvMapRef;
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UPROPERTY(BlueprintReadWrite, Category = "Config")
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class AAdventurePlayerController* ControllerRef;
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UPROPERTY(BlueprintReadWrite, Category = "Config")
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class AAdventureCharacter* AdvPawnRef;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Input")
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float ESASize;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Input")
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float ScrollAccelleration;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Input")
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float BaseScrollSpeed;
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UPROPERTY()
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FVector AdvPawnLocationPrevious;
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UPROPERTY()
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FVector AdvPawnLocationCurrent;
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UPROPERTY()
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FVector AdvPawnLocationDelta;
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UPROPERTY(BlueprintReadWrite, Category = "Runtime")
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bool bAdvPawnIsMoving;
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UPROPERTY(BlueprintReadWrite, Category = "Runtime")
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class AHexTile* SelectedHex;
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protected:
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// Called when the game starts or when spawned
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virtual void BeginPlay() override;
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float ESAMaxBoundSlope;
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float ESAMaxBoundIntercept;
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float ESAMinBoundSlope;
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float ESAMinBoundIntercept;
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public:
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// Called every frame
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virtual void Tick(float DeltaTime) override;
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// Called to bind functionality to input
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virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
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UFUNCTION(BlueprintCallable)
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void EdgeScrollSide(float AxisValue);
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UFUNCTION(BlueprintCallable)
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void EdgeScrollVert(float AxisValue);
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UFUNCTION(BlueprintCallable)
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void FollowAdvPawn();
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};
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