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

65 lines
2.1 KiB
C++
Executable file

#pragma once
#include "CoreMinimal.h"
#include "UObject/NoExportTypes.h"
#include "GameFramework/Actor.h"
#include "Templates/SubclassOf.h"
#include "TetherStation.generated.h"
class AFacilityGeneratorLine;
class USceneComponent;
class USkeletalMeshComponent;
UCLASS(Blueprintable)
class FSD_API ATetherStation : public AActor {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
USceneComponent* SceneRoot;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
USkeletalMeshComponent* BaseMesh;
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TSubclassOf<AFacilityGeneratorLine> FacilityGeneratorLineType;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_AreGeneratorsReady, meta=(AllowPrivateAccess=true))
bool AreGeneratorsReady;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=Onrep_FacilityActive, meta=(AllowPrivateAccess=true))
bool FacilityActive;
public:
ATetherStation();
virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
void SpawnGeneratorLines(const FTransform& startL, const FTransform& startR, const TArray<FTransform>& endL, const TArray<FTransform>& endR, AFacilityGeneratorLine*& outLineL, AFacilityGeneratorLine*& outLineR);
protected:
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
void SetGeneratorsReady(bool ready);
private:
UFUNCTION(BlueprintCallable)
void Onrep_FacilityActive();
UFUNCTION(BlueprintCallable)
void OnRep_AreGeneratorsReady();
protected:
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnGeneratorsReady();
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnActivated();
public:
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void DisableShields();
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
void ActivateFacility();
};