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