DRG-Femboy-Voice/Source/FSD/Public/ActorStateComponent.h
2025-04-15 12:39:31 -07:00

52 lines
1.8 KiB
C++
Executable file

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