108 lines
3.8 KiB
C++
Executable file
108 lines
3.8 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 "BeginUsingDelegateDelegate.h"
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#include "CharacterUseState.h"
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#include "DepositingEventDelegate.h"
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#include "ECustomUsableType.h"
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#include "EndUsingDelegateDelegate.h"
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#include "CharacterUseComponent.generated.h"
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class AActor;
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class UUsableComponentBase;
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UCLASS(Blueprintable, ClassGroup=Custom, meta=(BlueprintSpawnableComponent))
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class UCharacterUseComponent : 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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FBeginUsingDelegate OnBeginHoveringEvent;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FEndUsingDelegate OnEndHoveringEvent;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FBeginUsingDelegate OnBeginUsingEvent;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FEndUsingDelegate OnEndUsingEvent;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FDepositingEvent OnDepositingBegin;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FDepositingEvent OnDepositingEnd;
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float UseDistance;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_State, meta=(AllowPrivateAccess=true))
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FCharacterUseState State;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FCharacterUseState LocalState;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FCharacterUseState LastRequestedState;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UUsableComponentBase* LastBeginUseUsable;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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TArray<UUsableComponentBase*> UsableComponentsCache;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UUsableComponentBase* HoveringUsable;
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public:
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UCharacterUseComponent();
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virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
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protected:
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UFUNCTION(BlueprintCallable, Reliable, Server)
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void Server_SetState(const FCharacterUseState& NewState);
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public:
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UFUNCTION(BlueprintCallable)
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void RemoveCustomUsableComponent(UUsableComponentBase* Usable);
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protected:
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UFUNCTION(BlueprintCallable)
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void OnRep_State(const FCharacterUseState& oldState);
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public:
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool IsLookingAtUsable() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool IsLookingAtDepositable() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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float GetUseProgress() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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AActor* GetLookingAtActor() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool GetIsUsing();
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool GetIsDepositing();
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UFUNCTION(BlueprintCallable, BlueprintPure)
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UUsableComponentBase* GetHoveringUsable() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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UUsableComponentBase* GetActiveUsable() const;
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protected:
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UFUNCTION(BlueprintCallable, NetMulticast, Unreliable)
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void All_UseEnded(const FCharacterUseState& oldState);
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public:
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UFUNCTION(BlueprintCallable)
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void AddCustomUsableComponent(UUsableComponentBase* Usable, ECustomUsableType eType);
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};
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