78 lines
2.4 KiB
C++
Executable file
78 lines
2.4 KiB
C++
Executable file
#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/Actor.h"
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#include "GameFramework/OnlineReplStructs.h"
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#include "EventRewardDispenser.generated.h"
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class AEventRewardFrame;
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class AFSDPlayerState;
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class APlayerCharacter;
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class USchematic;
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UCLASS(Blueprintable)
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class AEventRewardDispenser : public AActor {
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GENERATED_BODY()
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public:
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_PlayerId, meta=(AllowPrivateAccess=true))
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FUniqueNetIdRepl PlayerId;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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AEventRewardFrame* DispenserFrame;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_PoweredUp, meta=(AllowPrivateAccess=true))
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bool PoweredUp;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_IsActivated, meta=(AllowPrivateAccess=true))
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bool IsActivated;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_SelectedReward, meta=(AllowPrivateAccess=true))
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USchematic* SelectedReward;
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public:
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AEventRewardDispenser();
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virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
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UFUNCTION(BlueprintCallable)
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void SetSelectedReward(USchematic* InReward);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
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bool PowerUp(APlayerCharacter* InPlayerCharacter);
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protected:
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnRewardSelected();
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UFUNCTION(BlueprintCallable)
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void OnRep_SelectedReward();
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UFUNCTION(BlueprintCallable)
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void OnRep_PoweredUp();
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UFUNCTION(BlueprintCallable)
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void OnRep_PlayerId();
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UFUNCTION(BlueprintCallable)
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void OnRep_IsActivated();
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnPoweredUp();
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnOwnerAssigned();
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnOpenDispenser();
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public:
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool IsOwningPlayer(APlayerCharacter* PlayerCharacter) const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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APlayerCharacter* GetPlayerCharacter() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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AFSDPlayerState* GetPlayer() const;
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};
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