57 lines
1.7 KiB
C++
Executable file
57 lines
1.7 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 "IconGeneratable.h"
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#include "Skinnable.h"
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#include "Templates/SubclassOf.h"
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#include "ItemPreviewActor.generated.h"
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class UIconGenerationCameraKey;
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class UItemSkin;
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class USkinEffect;
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UCLASS(Blueprintable)
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class AItemPreviewActor : public AActor, public ISkinnable, public IIconGeneratable {
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GENERATED_BODY()
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public:
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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UItemSkin* CurrentSkinColor;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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UItemSkin* CurrentSkinMesh;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TSubclassOf<AActor> itemClass;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UIconGenerationCameraKey* CameraKey_Normal;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UIconGenerationCameraKey* CameraKey_CloseUp;
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public:
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AItemPreviewActor();
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UFUNCTION(BlueprintCallable)
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void SkinItem(USkinEffect* Skin);
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UFUNCTION(BlueprintCallable)
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void SetItemClass(TSubclassOf<AActor> NewItemClass);
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protected:
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UFUNCTION(BlueprintCallable)
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void OnSkinPreviewChanged(UItemSkin* PreviewSkin);
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UFUNCTION(BlueprintCallable, BlueprintNativeEvent)
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void OnSkinItem(USkinEffect* Skin);
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UFUNCTION(BlueprintCallable)
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void OnSkinChanged();
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UFUNCTION(BlueprintCallable)
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void ChangeSkin(UItemSkin* skinMesh, UItemSkin* skinColor, bool isPreview);
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// Fix for true pure virtual functions not being implemented
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};
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