Added starter Source Folder

This commit is contained in:
2024-11-17 18:04:45 -04:00
parent 7b52ebb75e
commit 08cf00374e
7 changed files with 128 additions and 0 deletions

15
Source/Aura.Target.cs Normal file
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// Assets provided by DruidMechanics. Copyright Jonathan Rampersad 2024
using UnrealBuildTool;
using System.Collections.Generic;
public class AuraTarget : TargetRules
{
public AuraTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Game;
DefaultBuildSettings = BuildSettingsVersion.V2;
ExtraModuleNames.AddRange( new string[] { "Aura" } );
}
}

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Source/Aura/Aura.Build.cs Normal file
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// Assets provided by DruidMechanics. Copyright Jonathan Rampersad 2024
using UnrealBuildTool;
public class Aura : ModuleRules
{
public Aura(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore" });
PrivateDependencyModuleNames.AddRange(new string[] { });
// Uncomment if you are using Slate UI
// PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" });
// Uncomment if you are using online features
// PrivateDependencyModuleNames.Add("OnlineSubsystem");
// To include OnlineSubsystemSteam, add it to the plugins section in your uproject file with the Enabled attribute set to true
}
}

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Source/Aura/Aura.cpp Normal file
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// Assets provided by DruidMechanics. Copyright Jonathan Rampersad 2024
#include "Aura.h"
#include "Modules/ModuleManager.h"
IMPLEMENT_PRIMARY_GAME_MODULE( FDefaultGameModuleImpl, Aura, "Aura" );

6
Source/Aura/Aura.h Normal file
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// Assets provided by DruidMechanics. Copyright Jonathan Rampersad 2024
#pragma once
#include "CoreMinimal.h"

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// Assets provided by DruidMechanics. Copyright Jonathan Rampersad 2024
#include "AuraCharacterBase.h"
// Sets default values
AAuraCharacterBase::AAuraCharacterBase()
{
// Set this character 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 AAuraCharacterBase::BeginPlay()
{
Super::BeginPlay();
}
// Called every frame
void AAuraCharacterBase::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
// Called to bind functionality to input
void AAuraCharacterBase::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
}

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// Assets provided by DruidMechanics. Copyright Jonathan Rampersad 2024
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "AuraCharacterBase.generated.h"
UCLASS()
class AURA_API AAuraCharacterBase : public ACharacter
{
GENERATED_BODY()
public:
// Sets default values for this character's properties
AAuraCharacterBase();
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;
};

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// Assets provided by DruidMechanics. Copyright Jonathan Rampersad 2024
using UnrealBuildTool;
using System.Collections.Generic;
public class AuraEditorTarget : TargetRules
{
public AuraEditorTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Editor;
DefaultBuildSettings = BuildSettingsVersion.V2;
ExtraModuleNames.AddRange( new string[] { "Aura" } );
}
}