59 lines
2 KiB
C++
Executable file
59 lines
2 KiB
C++
Executable file
#pragma once
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#include "CoreMinimal.h"
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#include "UObject/NoExportTypes.h"
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#include "InstantUsable.h"
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#include "Templates/SubclassOf.h"
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#include "TrackBuilderUsable.generated.h"
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class AActor;
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class APlayerCharacter;
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class ATrackBuilderItem;
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class ATrackBuilderSegment;
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class USceneComponent;
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class UTrackBuilderUsable;
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UCLASS(Blueprintable, ClassGroup=Custom, meta=(BlueprintSpawnableComponent))
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class FSD_API UTrackBuilderUsable : public UInstantUsable {
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GENERATED_BODY()
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public:
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FSegmentDelegate, UTrackBuilderUsable*, InUsable, ATrackBuilderSegment*, InSegment);
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FSegmentDelegate OnNextSegmentChanged;
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSubclassOf<ATrackBuilderItem> BuilderItemType;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FString ColliderName;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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USceneComponent* TrackStartComponent;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_NextSegment, meta=(AllowPrivateAccess=true))
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ATrackBuilderSegment* NextSegment;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true))
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TWeakObjectPtr<APlayerCharacter> InUseBy;
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public:
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UTrackBuilderUsable();
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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 OnRep_NextSegment();
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UFUNCTION(BlueprintCallable)
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void OnNextSegmentDestroyed(AActor* InActor);
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public:
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UFUNCTION(BlueprintCallable, BlueprintPure)
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FTransform GetStartTransform() const;
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UFUNCTION(BlueprintCallable)
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void FinishUse(APlayerCharacter* User, ATrackBuilderSegment* InSegment);
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};
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