131 lines
4.5 KiB
C++
Executable file
131 lines
4.5 KiB
C++
Executable file
#pragma once
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#include "CoreMinimal.h"
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#include "EInputKeys.h"
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#include "GenericUsableDelegateDelegate.h"
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#include "OnFailedDelegate.h"
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#include "ProgressSignatureDelegate.h"
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#include "UsableChangedSignatureDelegate.h"
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#include "UsableComponent.h"
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#include "UsedBySignatureDelegate.h"
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#include "UserCountChangedDelegateDelegate.h"
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#include "SingleUsableComponent.generated.h"
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class APlayerCharacter;
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class UAudioComponent;
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class UDialogDataAsset;
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class UPawnStat;
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class USoundCue;
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class UTexture2D;
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UCLASS(Blueprintable, ClassGroup=Custom, meta=(BlueprintSpawnableComponent))
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class USingleUsableComponent : public UUsableComponent {
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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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FUsedBySignature OnUsedBy;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FUsedBySignature OnUseBegin;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FGenericUsableDelegate OnUseEnd;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FProgressSignature OnProgress;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FUsableChangedSignature OnUsableChanged;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FUserCountChangedDelegate OnUserCountChanged;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FOnFailed OnFailed;
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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USoundCue* AudioBeginUse;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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USoundCue* AudioFailedUse;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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USoundCue* AudioCompletedUse;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UDialogDataAsset* BoscoLaserpointerShout;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool CoopUse;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UPawnStat* UseSpeedStat;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float CoopUseMultiplier;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_Usable, meta=(AllowPrivateAccess=true))
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bool Usable;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool TurnOffAfterUse;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool MultipleUse;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bShowUsingUI;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSoftObjectPtr<UTexture2D> UsableIcon;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float useDuration;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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float Progress;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_DesiredProgress, meta=(AllowPrivateAccess=true))
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float DesiredProgress;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_UserCount, meta=(AllowPrivateAccess=true))
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int32 userCount;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
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UAudioComponent* AudioBeginUseInstance;
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public:
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USingleUsableComponent();
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virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
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UFUNCTION(BlueprintCallable)
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void Use(APlayerCharacter* User, EInputKeys Key, float DeltaTime);
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protected:
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UFUNCTION(BlueprintCallable)
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void SetProgress(float Value);
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public:
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UFUNCTION(BlueprintCallable)
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void SetCanUse(bool CanUse);
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protected:
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UFUNCTION(BlueprintCallable)
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void OnRep_UserCount();
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UFUNCTION(BlueprintCallable)
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void OnRep_Usable();
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UFUNCTION(BlueprintCallable)
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void OnRep_DesiredProgress();
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public:
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UFUNCTION(BlueprintCallable)
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void Cheat_Use(APlayerCharacter* User, EInputKeys Key);
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protected:
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UFUNCTION(BlueprintCallable, NetMulticast, Unreliable)
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void All_PlayFailedAudio();
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};
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