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

94 lines
2.9 KiB
C++
Executable file

#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "EInputKeys.h"
#include "ItemDispenserDelegateDelegate.h"
#include "Templates/SubclassOf.h"
#include "ItemDispenser.generated.h"
class ACarriableItem;
class APlayerCharacter;
class UInstantUsable;
class USceneComponent;
UCLASS(Blueprintable)
class AItemDispenser : public AActor {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
USceneComponent* Root;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UInstantUsable* Usable;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FItemDispenserDelegate OnItemSpawned;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FItemDispenserDelegate OnItemTaken;
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
TArray<AActor*> ItemHistory;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TSubclassOf<ACarriableItem> itemClass;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_SpawnedItem, meta=(AllowPrivateAccess=true))
AActor* spawnedItem;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float ItemSpawnTime;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float InitialItemSpawnTime;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_IsOpen, meta=(AllowPrivateAccess=true))
bool IsOpen;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool KillItemsOnDestuction;
public:
AItemDispenser();
virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
protected:
UFUNCTION(BlueprintCallable)
void SpawnItem();
public:
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
void Open();
protected:
UFUNCTION(BlueprintCallable)
void OnUsed(APlayerCharacter* User, EInputKeys Key);
UFUNCTION(BlueprintCallable)
void OnRep_SpawnedItem(AActor* oldItem);
UFUNCTION(BlueprintCallable)
void OnRep_IsOpen();
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnPickedUpItem(AActor* Item);
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnOpenChanged(bool NewOpen);
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnItemSpawnedEvent(AActor* Item);
public:
UFUNCTION(BlueprintCallable, BlueprintPure)
bool HasItem() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
AActor* GetItem() const;
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
void Close();
};