52 lines
1.8 KiB
C++
Executable file
52 lines
1.8 KiB
C++
Executable file
#pragma once
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#include "CoreMinimal.h"
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#include "Components/ActorComponent.h"
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#include "StateDelegateDelegate.h"
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#include "StateTickDelegateDelegate.h"
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#include "ActorStateComponent.generated.h"
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class UActorStateComponent;
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UCLASS(Blueprintable, ClassGroup=Custom, meta=(BlueprintSpawnableComponent))
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class UActorStateComponent : public UActorComponent {
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FStateDelegate OnBeginState;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FStateTickDelegate OnTickState;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FStateDelegate OnEndState;
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, ReplicatedUsing=OnRep_CurrentState, meta=(AllowPrivateAccess=true))
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UActorStateComponent* CurrentState;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
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UActorStateComponent* NextState;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
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UActorStateComponent* MasterState;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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float StateActiveTime;
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public:
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UActorStateComponent();
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virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
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protected:
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UFUNCTION(BlueprintCallable)
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void OnRep_CurrentState(UActorStateComponent* previousState);
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public:
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool IsStateActive() const;
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
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void GotoState();
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};
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